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标签:flash游戏开发 Flash实例教程 Flash Actionscript制作游戏 Flash高级技巧。
Flash制作物体弹跳电脑游戏,这是一种背景不动的一个物体可以弹跳,可以左右走动的小游戏。比较基础的游戏。在文章的最后提供所有演示的Flash源文件。
启动Flash,首先修改文档属性。

首先制作两个电影剪辑一个是背景,绘制一个矩形小块来当背景。加入AS为:stop(),让它开始就停止。

另外一个是运动的物体,给大家截图如下。

回到主场景,我们用Actionscript来实现其它效果。在主场景的第一帧直接加入下面代码:
xspeed = 0; yspeed = 0; max_yspeed = 16; gravity = 1; walk_speed = 4; level = new Array(); _root.createEmptyMovieClip("lev", _root.getNextHighestDepth()); level[0] = new Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1); level[1] = new Array(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1); level[2] = new Array(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1); level[3] = new Array(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1); level[4] = new Array(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1); level[5] = new Array(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1); level[6] = new Array(1, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1); level[7] = new Array(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1); level[8] = new Array(1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1); level[9] = new Array(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1); level[10] = new Array(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1); level[11] = new Array(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1); level[12] = new Array(1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1); level[13] = new Array(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1); level[14] = new Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1); for (y=0; y<=14; y++) { for (x=0; x<=24; x++) { if (level[y][x] != 0) { place_brick = lev.attachMovie("block", "block_"+lev.getNextHighestDepth(), lev.getNextHighestDepth(), {_x:x*20+10, _y:y*20+10});
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