我正在使用 QuickBox2D 。
我使用以下声明丢球。
gameBall = sim.addCircle({x:(mouseX/30), y:(2), radius:0.15, density:1, restitution:0.7, friction:0, skin:ball, scaleSkin:false, angularDamping:20});
在if语句中,我想更改Object中的两个值:
gameBall({friction:1,restitution:0});
我收到以下错误:
Call to a possibly undefined method gameBall.
完整代码:
package {
import flash.display.MovieClip;
import com.actionsnippet.qbox.*;
import flash.events.MouseEvent;
import flash.events.Event;
[SWF(width = 300, height = 600, frameRate = 60)]
public class LuckyHitBeta extends MovieClip {
public var sim:QuickBox2D;
var winBox:QuickObject;
var looseBox:QuickObject;
var looseBox2:QuickObject;
var gameBall:QuickObject;
var simContacts:QuickContacts;
var isFiring:Boolean=false;
var ballIcon:ballIcon_mc;
/**
* Constructor
*/
public function LuckyHitBeta()
{
liveIcon();
sim = new QuickBox2D(this);
simContacts = sim.addContactListener();
simContacts.addEventListener(QuickContacts.ADD, contactListener);
//Important Collisions;
winBox = sim.addBox({x:2,y:597/30, width:98/30, height:10/30, density:0, skin:stick, skinScale:false});
looseBox = sim.addBox({x:5,y:597/30, width:98/30, height:10/30, density:0, skin:stick, skinScale:false});
looseBox2 = sim.addBox({x:8,y:597/30, width:98/30, height:10/30, density:0, skin:stick, skinScale:false});
//Collisions
sim.addBox({x:3.5,y:560/30, width:72/30, height:13/30, density:0, skin:stick, skinScale:false, angle:1.57});
sim.addBox({x:6.5,y:560/30, width:72/30, height:13/30, density:0, skin:stick, skinScale:false, angle:1.57});
sim.addBox({x:0/30,y:300/30, width:600/30, height:28/30, density:0, skin:stick, skinScale:false, angle:1.57});
sim.addBox({x:300/30,y:300/30, width:600/30, height:28/30, density:0, skin:stick, skinScale:false, angle:1.57});
// make obstacles
for (var i:int = 0; i<(stage.stageWidth/28); i++){
//End
sim.addCircle({x:1.2 + i * 0.8, y:16, radius:0.15, density:0, skin:ping, scaleSkin:false});
sim.addCircle({x:0.6 + i * 0.8, y:15, radius:0.15, density:0, skin:ping, scaleSkin:false});
}
for (var o:int = 0; o<(stage.stageWidth/55); o++){
//Middle
sim.addCircle({x:1.3 + o * 1.5, y:14, radius:0.15, density:0, skin:ping, scaleSkin:false});
sim.addCircle({x:1.3 + o * 1.5, y:13, radius:0.15, density:0, skin:ping, scaleSkin:false});
sim.addCircle({x:1.3 + o * 1.5, y:12, radius:0.15, density:0, skin:ping, scaleSkin:false});
sim.addCircle({x:1.3 + o * 1.5, y:11, radius:0.15, density:0, skin:ping, scaleSkin:false});
sim.addCircle({x:1.3 + o * 1.5, y:10, radius:0.15, density:0, skin:ping, scaleSkin:false});
}
for (var u:int = 0; u<(stage.stageWidth/45); u++){
//Start
sim.addCircle({x:0.8 + u * 1.3, y:09, radius:0.15, density:0, skin:ping, scaleSkin:false});
sim.addCircle({x:1.55 + u * 1.3, y:08, radius:0.15, density:0, skin:ping, scaleSkin:false});
sim.addCircle({x:0.8 + u * 1.3, y:07, radius:0.15, density:0, skin:ping, scaleSkin:false});
sim.addCircle({x:1.55 + u * 1.3, y:06, radius:0.15, density:0, skin:ping, scaleSkin:false});
}
addEventListener(Event.ENTER_FRAME,onEnterFrm);
stage.addEventListener(MouseEvent.CLICK, _clicked);
sim.start();
}
/**
* ..
* @param e MouseEvent.CLICK
*/
private function _clicked(e:MouseEvent)
{
if (! isFiring){
gameBall = sim.addCircle({x:(mouseX/30), y:(2), radius:0.15, density:1, restitution:0.7, friction:0, skin:ball, scaleSkin:false, angularDamping:20});
isFiring=true;
ballIcon.gotoAndStop(2);
}
}
private function liveIcon():void {
ballIcon=new ballIcon_mc();
addChild(ballIcon);
ballIcon.y=30;
}
private function onEnterFrm(e:Event):void
{
ballIcon.x=mouseX;
if (gameBall && gameBall.body.IsSleeping())
{
gameBall.destroy();
gameBall = null;
isFiring=false;
ballIcon.gotoAndStop(1);
}
}
private function contactListener(e:Event)
{
if (simContacts.isCurrentContact(winBox,gameBall))
{
// Won.
trace ('You won!');
isFiring=false;
ballIcon.gotoAndStop(1);
}
if (simContacts.isCurrentContact(looseBox,gameBall))
{
// Loose.
trace ('You loose!');
gameBall({friction:1,restitution:0});
isFiring=false;
ballIcon.gotoAndStop(1);
}
}
}
}
答案 0 :(得分:6)
在您的代码中,gameBall
是一个变量,指的是QuickObject
方法创建的addCircle
。但是,在这一行中,
gameBall({friction:1,restitution:0});
当它是一个对象时,你使用gameBall
作为函数。解决方案是
gameBall.params.friction = 1.0;
gameBall.params.restitution = 0.0;
请注意,您不想这样做,
gameBall.params = { friction: 1.0, restitution: 0.0 };
因为它会覆盖所有其他参数。
QuickObject
的文档为here。
答案 1 :(得分:1)
gameBall
有些Object
,但您尝试将其用作function
(请注意括号( )
)。通常以这种表示法访问对象的属性:
object.property = value;
虽然我不确定QuickBox2D
是否允许您在对象初始化后更改这些属性。我与Box2D
合作已经有一段时间了。