我试图将下面的代码编写成一个来自教程的软件包,但它最初是在时间轴中编写的
现在它给出错误1180:调用可能未定义的方法Player。
这是相关代码的一个片段(完整代码在下面)
private var player:Player;
public function RamboCat()
{
player = new Player();
所以播放器没有定义。这是否意味着它缺少AS文件或其他东西 但我试图告诉flash使用图像(图像是实例化'播放器')
我添加了上面的代码(减去已经存在的公共函数),因为我找到了 一个解释我的来源应该添加:http://www.actionscript.org/forums/showthread.php3?t=268065
我对“包”和“导入”事物的体验有点低。希望你能提供帮助。
package
{
import flash.display.MovieClip;
import flash.events.*;
import flash.geom.Point;
public class RamboCat extends MovieClip
{
var leftPressed:Boolean = false;
var rightPressed:Boolean = false;
var upPressed:Boolean = false;
var downPressed:Boolean = false;
var leftBumping:Boolean = false;
var rightBumping:Boolean = false;
var upBumping:Boolean = false;
var downBumping:Boolean = false;
var leftBumpPoint:Point = new Point(-30, -55);
var rightBumpPoint:Point = new Point(30, -55);
var upBumpPoint:Point = new Point(0, -120);
var downBumpPoint:Point = new Point(0, 0);
var scrollX:Number = 0;
var scrollY:Number = 500;
var xSpeed:Number = 0;
var ySpeed:Number = 0;
var speedConstant:Number = 4;
var frictionConstant:Number = 0.9;
var gravityConstant:Number = 1.8;
var jumpConstant:Number = -35;
var maxSpeedConstant:Number = 18;
var doubleJumpReady:Boolean = false;
var upReleasedInAir:Boolean = false;
var keyCollected:Boolean = false;
var doorOpen:Boolean = false;
var currentLevel:int = 1;
var animationState:String = "idle";
var bulletList:Array = new Array();
var enemyList:Array = new Array();
var bumperList:Array = new Array();
private var player:Player;
public function RamboCat()
{
player = new Player();
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
stage.addEventListener(Event.ENTER_FRAME, loop);
addEnemiesToLevel1();
addBumpersToLevel1();
}
public function addEnemiesToLevel1():void
{
addEnemy(620, -115);
addEnemy(900, -490);
addEnemy(2005, -115);
addEnemy(1225, -875);
}
public function addBumpersToLevel1():void
{
addBumper(500, -115);
addBumper(740, -115);
}
public function loop(e:Event):void{
if(back.collisions.hitTestPoint(player.x + leftBumpPoint.x, player.y + leftBumpPoint.y, true)){
//trace("leftBumping");
leftBumping = true;
} else {
leftBumping = false;
}
if(back.collisions.hitTestPoint(player.x + rightBumpPoint.x, player.y + rightBumpPoint.y, true)){
//trace("rightBumping");
rightBumping = true;
} else {
rightBumping = false;
}
if(back.collisions.hitTestPoint(player.x + upBumpPoint.x, player.y + upBumpPoint.y, true)){
//trace("upBumping");
upBumping = true;
} else {
upBumping = false;
}
if(back.collisions.hitTestPoint(player.x + downBumpPoint.x, player.y + downBumpPoint.y, true)){
//trace("downBumping");
downBumping = true;
} else {
downBumping = false;
}
if(leftPressed){
xSpeed -= speedConstant;
player.scaleX = -1;
} else if(rightPressed){
xSpeed += speedConstant;
player.scaleX = 1;
}
/*if(upPressed){
ySpeed -= speedConstant;
} else if(downPressed){
ySpeed += speedConstant;
}*/
if(leftBumping){
if(xSpeed < 0){
xSpeed *= -0.5;
}
}
if(rightBumping){
if(xSpeed > 0){
xSpeed *= -0.5;
}
}
if(upBumping){
if(ySpeed < 0){
ySpeed *= -0.5;
}
}
if(downBumping){ //if we are touching the floor
if(ySpeed > 0){
ySpeed = 0; //set the y speed to zero
}
if(upPressed){ //and if the up arrow is pressed
ySpeed = jumpConstant; //set the y speed to the jump constant
}
//DOUBLE JUMP
if(upReleasedInAir == true){
upReleasedInAir = false;
}
if(doubleJumpReady == false){
doubleJumpReady = true;
}
} else { //if we are not touching the floor
ySpeed += gravityConstant; //accelerate downwards
//DOUBLE JUMP
if(upPressed == false && upReleasedInAir == false){
upReleasedInAir = true;
//trace("upReleasedInAir");
}
if(doubleJumpReady && upReleasedInAir){
if(upPressed){ //and if the up arrow is pressed
//trace("doubleJump!");
doubleJumpReady = false;
ySpeed = jumpConstant; //set the y speed to the jump constant
}
}
}
if(keyCollected == false){
if(player.hitTestObject(back.other.doorKey)){
back.other.doorKey.visible = false;
keyCollected = true;
trace("key collected");
}
}
if(doorOpen == false){
if(keyCollected == true){
if(player.hitTestObject(back.other.lockedDoor)){
back.other.lockedDoor.gotoAndStop(2);
doorOpen = true;
trace("door open");
}
}
}
if(xSpeed > maxSpeedConstant){ //moving right
xSpeed = maxSpeedConstant;
} else if(xSpeed < (maxSpeedConstant * -1)){ //moving left
xSpeed = (maxSpeedConstant * -1);
}
xSpeed *= frictionConstant;
ySpeed *= frictionConstant;
if(Math.abs(xSpeed) < 0.5){
xSpeed = 0;
}
scrollX -= xSpeed;
scrollY -= ySpeed;
back.x = scrollX;
back.y = scrollY;
sky.x = scrollX * 0.2;
sky.y = scrollY * 0.2;
if( ( leftPressed || rightPressed || xSpeed > speedConstant || xSpeed < speedConstant *-1 ) && downBumping){
animationState = "running";
} else if(downBumping){
animationState = "idle";
} else {
animationState = "jumping";
}
if(player.currentLabel != animationState){
player.gotoAndStop(animationState);
}
if (enemyList.length > 0) // if there are any enemies left in the enemyList
{
for (var i:int = 0; i < enemyList.length; i++) // for each enemy in the enemyList
{
if (bulletList.length > 0) // if there are any bullets alive
{
for (var j:int = 0; j < bulletList.length; j++) // for each bullet in the bulletList
{
if ( enemyList[i].hitTestObject(bulletList[j]) )
{
trace("Bullet and Enemy are colliding");
enemyList[i].removeSelf();
bulletList[j].removeSelf();
}
// enemyList[i] will give you the current enemy
// bulletList[j] will give you the current bullet
// this will check all combinations of bullets and enemies
// and see if any are colliding
}
}
}
}
//corralling the bad guys with bumpers
if (enemyList.length > 0){ //enemies left in the enemyList?
for (var k:int = 0; k < enemyList.length; k++){ // for each enemy in the enemyList
if (bumperList.length > 0){
for (var h:int = 0; h < bumperList.length; h++){ // for each bumper in the List
if ( enemyList[k].hitTestObject(bumperList[h]) ){
enemyList[k].changeDirection();
}
}
}
}
}
//player and enemy collisions
if (enemyList.length > 0){ //enemies left?
for (var m:int = 0; m < enemyList.length; m++){ // for each enemy in the enemyList
if ( enemyList[m].hitTestObject(player) ){
trace("player collided with enemy");
//code to damage player goes here, maybe integrate with a health bar?
enemyList[m].removeSelf();
}
}
}
}
public function nextLevel():void{
currentLevel++;
trace("Next Level: " + currentLevel);
if(currentLevel == 2){
gotoLevel2();
}
// can be extended...
// else if(currentLevel == 3) { gotoLevel3(); } // etc, etc.
}
public function gotoLevel2():void{
back.other.gotoAndStop(2);
back.visuals.gotoAndStop(2);
back.collisions.gotoAndStop(2);
scrollX = 0;
scrollY = 500;
keyCollected = false;
back.other.doorKey.visible = true;
doorOpen = false;
back.other.lockedDoor.gotoAndStop(1);
}
public function keyDownHandler(e:KeyboardEvent):void{
if(e.keyCode == Keyboard.LEFT){
leftPressed = true;
} else if(e.keyCode == Keyboard.RIGHT){
rightPressed = true;
} else if(e.keyCode == Keyboard.UP){
upPressed = true;
} else if(e.keyCode == Keyboard.DOWN){
downPressed = true;
if(doorOpen && player.hitTestObject(back.other.lockedDoor)){
//proceed to the next level if the player is touching an open door
nextLevel();
}
}
}
public function keyUpHandler(e:KeyboardEvent):void{
if(e.keyCode == Keyboard.LEFT){
leftPressed = false;
} else if(e.keyCode == Keyboard.RIGHT){
rightPressed = false;
} else if(e.keyCode == Keyboard.UP){
upPressed = false;
} else if(e.keyCode == Keyboard.DOWN){
downPressed = false;
}
if(e.keyCode == Keyboard.SPACE){
fireBullet();
}
}
public function fireBullet():void
{
var playerDirection:String;
if(player.scaleX < 0){
playerDirection = "left";
} else if(player.scaleX > 0){
playerDirection = "right";
}
var bullet:Bullet = new Bullet(player.x - scrollX, player.y - scrollY, playerDirection, xSpeed);
back.addChild(bullet);
bullet.addEventListener(Event.REMOVED, bulletRemoved);
bulletList.push(bullet);
}
public function bulletRemoved(e:Event):void
{
e.currentTarget.removeEventListener(Event.REMOVED, bulletRemoved); //this just removes the eventListener so we don't get an error
bulletList.splice(bulletList.indexOf(e.currentTarget), 1);
//this removes 1 object from the bulletList, at the index of whatever object caused this function to activate
}
public function addEnemy(xLocation:int, yLocation:int):void
{
var enemy:Enemy = new Enemy(xLocation, yLocation);
back.addChild(enemy);
enemy.addEventListener(Event.REMOVED, enemyRemoved);
enemyList.push(enemy);
}
public function addBumper(xLocation:int, yLocation:int):void
{
var bumper:Bumper = new Bumper(xLocation, yLocation);
back.addChild(bumper);
bumper.visible = false;
bumperList.push(bumper);
}
public function enemyRemoved(e:Event):void
{
e.currentTarget.removeEventListener(Event.REMOVED, enemyRemoved);
//this just removes the eventListener so it doesn't give an error
enemyList.splice(enemyList.indexOf(e.currentTarget), 1); //this removes 1 object from the enemyList, at the index of whatever object caused this function to activate
}
}
}
答案 0 :(得分:0)
它不能作为对玩家实例的引用:new Player();
创建一个新的Player实例。
所以玩家需要成为一个班级。如果您使用的是Adobe Flash Professional,则可以右键单击库中的图像,单击属性,actionscript选项卡,然后导出到actionscript(确保该类称为Player)。这将为您创建图像类。
如果您不使用Adobe Flash专业版,请告知我们,我将帮助您使用所使用的IDE。
编辑:回顾一下,如果你还没有,你还需要导入键盘类。
答案 1 :(得分:0)
看起来你需要一个Player的导入语句。
要导入单个类:
import your.package.name.ClassName;
导入包中的每个类:
import your.package.name.*;
所以你需要:
import xxx.Player;
其中xxx是Player类所在的包。