我正在创建一个2d侧滚动射击游戏,有4种不同类型的敌人和3种不同类型的子弹。我正在使用工厂类来创建敌人,并在for循环中使用for循环来进行命中测试。当我出于某种原因运行我的代码时,当一个敌人被击中时,我的其他一些敌人会死亡。有人可以帮我找到并解决我的问题。
这是Enemy课程之一。除了具有不同的var值之外,其他3个是相同的。
package char {
import flash.display.MovieClip;
import flash.events.Event;
import flash.display.Stage;
public class Enemy1 extends MovieClip {
private var _type:String;
private var _health:Number;
private var _vx:Number;
private var _vy:Number;
private var _stage:Stage;
private static var _instance:Enemy1;
public function Enemy1() {
init();
}
private function init():void {
//Vars
_vx = -5;
_vy = Math.random()*5;
_health = 1;
_stage = Main.getStage();
_instance = this;
//Listeners
addEventListener(Event.ADDED_TO_STAGE, onAdded);
addEventListener(Event.ENTER_FRAME, enemyLoop);
addEventListener(Event.REMOVED_FROM_STAGE, onRemoved);
}
//When Added
private function onAdded(event:Event):void{
//Set position
this.x = _stage.stageWidth;
this.y = Math.random() * _stage.stageHeight;
//trace("Enemy created");
dispatchEvent(new Event("enemyCreated", true));
}
//Loop
private function enemyLoop(event:Event):void {
//Move
x += _vx;
y += _vy;
//Boundaries
if ( this.y <= 0 + this.height/2){
this.y = this.height/2;
_vy *= -1;
}
if ( this.y >= _stage.stageHeight - this.width/2){
this.y = _stage.stageHeight - this.width/2;
_vy *= -1;
}
//Health cheack
if ( _health <= 0){
if (this.parent) {
this.parent.removeChild(this);
Main.setScore(10);
}
}
//Leaves screen
if (this.x <= -this.width){
if (this.parent) {
this.parent.removeChild(this);
}
}
}
public function isHit(type:String):void{
//trace(this + " is hit by " + type);
if(type == "power"){
_health -= 1;
trace(_health);
}
else if(type == "quick"){
_health -= 1;
trace(_health);
}
else if(type == "strong"){
_health -= 1;
trace(_health);
}
}
public function getHealth():Number{
return _health;
}
public function getEnemy1():Enemy1{
return _instance;
}
//When Removed
private function onRemoved(event:Event):void {
removeEventListener(Event.ADDED_TO_STAGE, onAdded);
removeEventListener(Event.ENTER_FRAME, enemyLoop);
removeEventListener(Event.REMOVED_FROM_STAGE, onRemoved);
//trace("enemy removed");
}
}
}
这是我的主要课程,检查所有的hitTests
package screen {
import flash.display.MovieClip;
import flash.events.Event;
import com.greensock.TweenLite;
import com.greensock.easing.*;
import char.Player;
import char.EnemyFactory;
public class Level1 extends MovieClip {
//Consts
private const ENEMY_CHANCE:Number = 0.025;
//Vars
private var _player:Player;
private var _enemyBudget:Number = 20;
private static var _bullets:Array = [];
private static var _enemies:Array = [];
public function Level1() {
init();
}
private function init():void {
//Vars
this.alpha = 0;
_enemyBudget = 20;
//Event listeners
addEventListener(Event.ENTER_FRAME, levelLoop);
addEventListener(Event.ADDED_TO_STAGE, onAdded);
addEventListener(Event.REMOVED_FROM_STAGE, onRemoved);
//Add This
Main.getInstance().addChild(this);
}
private function onAdded(event:Event):void {
TweenLite.to(this, 0.5, {alpha:1});
_player = new Player();
trace("Level 1 reaady");
}
private function levelLoop(event:Event):void{
//Health bar
_healthBar.scaleX = Main.getPlayerHealth() / 100;
//enemy creation
if(_enemyBudget <= 20 && _enemyBudget > 10){
if (ENEMY_CHANCE > Math.random()){
var randomEnemy:Number = Math.random()* 1.2;
//trace(randomEnemy);
if(randomEnemy <= 0.5){
//trace("Enemy 1");
var enemy1:MovieClip = char.EnemyFactory.makeEnemy("weak");
Main.getInstance().addChild(enemy1);
_enemyBudget -= 1;
}
else if(randomEnemy > 0.5 && randomEnemy <= 0.8){
//trace("Enemy 2");
var enemy2:MovieClip = char.EnemyFactory.makeEnemy("quick");
Main.getInstance().addChild(enemy2);
_enemyBudget -= 3;
}
else if(randomEnemy > 0.8 && randomEnemy <= 1){
//trace("Enemy 3");
var enemy3:MovieClip = char.EnemyFactory.makeEnemy("strong");
Main.getInstance().addChild(enemy3);
_enemyBudget -= 3;
}
else if(randomEnemy > 1 && randomEnemy <= 1.2){
//trace("Enemy 4");
var enemy4:MovieClip = char.EnemyFactory.makeEnemy("power");
Main.getInstance().addChild(enemy4);
_enemyBudget -= 4;
}
}
}
else if(_enemyBudget <= 10 && _enemyBudget > 0){
if (ENEMY_CHANCE > Math.random()){
var randomEnemy:Number = Math.random();
if(randomEnemy <= 0.5){
//trace("Enemy 1");
var enemy1:MovieClip = char.EnemyFactory.makeEnemy("weak");
Main.getInstance().addChild(enemy1);
_enemyBudget -= 1;
}
else if(randomEnemy > 0.5 && randomEnemy <= 0.8){
//trace("Enemy 2");
var enemy2:MovieClip = char.EnemyFactory.makeEnemy("quick");
Main.getInstance().addChild(enemy2);
_enemyBudget -= 3;
}
else if(randomEnemy > 0.8 && randomEnemy <= 1){
//trace("Enemy 3");
var enemy3:MovieClip = char.EnemyFactory.makeEnemy("strong");
Main.getInstance().addChild(enemy3);
_enemyBudget -= 3;
}
}
}
else if(_enemyBudget <= 0){
if(_enemies == []){
trace("Game End");
}
}
if( Main.getPlayerHealth() <= 0){
trace("Player Dead. End Game");
}
for (var i:int = 0; i < _enemies.length; i++){
for(var j:int = 0; j < _bullets.length; j++){
if(_bullets[j] != null && _enemies[i] != null){
//Check if bullet hits enemy
if(_bullets[j].hitTestObject(_enemies[i])){
//removes bullet
if (_bullets[j].parent) {
_bullets[j].parent.removeChild(_bullets[j]);
}
//Tells enemy he's hit
if(_enemies[i] != null){
_enemies[i].isHit(_bullets[j].getType());
}
//Checks enemy health
if(_enemies[i].getHealth() <= 0){
if(_enemies[i] == null){
_enemies.splice(i, 1);
i--;
}
}
//Removes bullet from array
if(_bullets[j] == null){
_bullets.splice(j, 1);
j--;
}
}
//Check if player hit
if(_enemies[i] != null && _player != null){
if(_enemies[i].hitTestObject(_player)){
if (_enemies[i].parent) {
_enemies[i].parent.removeChild(_enemies[i]);
Main.setPlayerHealth(-10);
}
}
if(_enemies[i] == null){
_enemies.splice(i, 1);
i--;
}
}
}
}
}
}
private function onRemoved(event:Event):void{
removeEventListener(Event.ENTER_FRAME, levelLoop);
removeEventListener(Event.ADDED_TO_STAGE, onAdded);
removeEventListener(Event.REMOVED_FROM_STAGE, onRemoved);
}
//Get instance
public static function addBullet(bullet:MovieClip):void {
_bullets.push(MovieClip(bullet));
}
public static function addEnemy(enemy:MovieClip):void{
_enemies.push(MovieClip(enemy));
//trace(enemy + " was added to enemy array.");
}
}
}
这里是Bullet类中返回它的类型的函数。
public function getType():String{
return TYPE;
}
答案 0 :(得分:2)
很难肯定地说,通过在调试器中单步调试代码很容易确认。
但对我来说可疑的是,你正在迭代敌人/子弹阵列,并且在这样做的过程中,你从数组中删除元素并减少计数器变量。通常,当您需要迭代某些内容并可能从正在迭代的事物中删除元素时,您应该以反向方式执行该迭代。这样在循环中间改变数组的长度和内容是无害的。
for (var i:int = enemeies.length -1; i >= 0; i--)
{
// do your stuff and remove elements from the
// enemies array at will ... just splice the current
// element at index i out here, don't decrement i as
// you've done in your code above it will get decremented
// by the for loop
}