显示索引会影响对象的范围吗?

时间:2010-01-29 15:02:15

标签: flash actionscript-3 actionscript

只是想知道索引是否会影响对象的范围,因为我正在创建一个游戏,出于某种原因,我得到如下错误

TypeError: Error #1009: Cannot access a property or method of a null object reference.
    at com.objects::Torret/updateObject()
    at com.objects::EngineApi/loop()

取决于我将物体放在舞台上的位置。我可以防止这种错误发生。我所要做的就是改变或删除以下代码。

eApi.setChildIndex(this, (eApi.numChildren - 1));

在我的舞台上有一个恒定的物体流进出,因此这段代码可以防止我的物体掉落在一个新物体下面。只有一个对象抛出了这个错误,那就是我的Turret类。另一类是我的船级。炮塔类可以参考船级,因此它可以射击它。

Turret类是唯一抛出此错误的类。下面是我的两个类的代码。是的,我知道我拼错了炮塔。致谢

package com.objects{
    import flash.events.Event;

    public class Torret extends gameObject{

        public var currentAngle:Number;
        protected var newAngle:Number;
        public var shoot:Boolean = false;
        public var autoRotate:Boolean = false;
        public var updated:Boolean = false;
        public var target:Avatar;
        public var enemyLock:Boolean = false;
        public var attackDelay:Number;
        public var delay:Boolean = false;
        public var wielder;
        public var smokeDelay:Number = 500;

        public function Torret():void
        {
            health = 1;
            maxHealth = 1;
            currentAngle = rotation;
            newAngle = currentAngle;
            lastTime = getTime();
        }

        public function Hit(dmg:Number = .01):void {
            if(health > 0)
                health -= dmg;

            if(health < 0)
                health = 0;
        }

        override public function updateObject():void
        {
            eApi.setChildIndex(this, (eApi.numChildren - 1));
            if(health <= 0)
            {
                dead = true;
                blowUp();
            }

            if(y > 949)//If boss doesnt work, this is why
            {
                garbage = true;
            }
            if(!dead)
            {

                if(wielder)
                {
                    scaleX = wielder.scaleX;
                    scaleY = wielder.scaleY;

                }
                if(currentAngle != newAngle || autoRotate == true)
                {
                    rotation += 3;
                    currentAngle = rotation;
                    updated = false
                }
                else
                {
                    updated = true
                }

                if(shoot)
                {
                    if((getTime() - lastTime) > attackDelay && delay == true)
                    {
                        var stingerlaser = new StingerLaser();
                        stingerlaser.laserDir = rotation;
                        stingerlaser.x = x;
                        stingerlaser.y = y;
                        eApi.addGameChild(stingerlaser);
                        lastTime = getTime();
                    }
                }

                if(enemyLock)
                {
                    var dx = target.x - x;
                    var dy = target.y - y;
                    var angle = Math.atan2(dy,dx);
                    rotation = angle * 180/Math.PI;
                }
            }
        }

        protected function blowUp():void
        {
            if((getTime() - lastTime) > smokeDelay)
            {
                var smoke:MissileSmoke = new MissileSmoke();
                smoke.x = x;
                smoke.y = y;
                smoke.dir = -1;

                eApi.addGameChildAt(5,smoke);
                eApi.setChildIndex(smoke, (eApi.numChildren - 4));
                lastTime = getTime();
            }

        }

        protected function degreesToRadians(degrees:Number):Number {
            return degrees * Math.PI / 180;
        }

        protected function rotate(angle:Number):void
        {
            newAngle = angle;
        }
    }
}

以下是我的船类

package com.objects{

    import flash.display.MovieClip

    public class Avatar extends gameObject {

        public var targets:Array;
        public var delay:Number = 3000;
        public var weapon:Number = 1;

        public function Avatar():void
        {
            rotation = -90;
            lastTime = getTime();
            targets = new Array();
        }

        override public function Attack(dir:Number = -40):void
        {
            switch(weapon){

                case 1:
                    var bullet1:Bullet = new Bullet();
                    bullet1.wielder = this;
                    bullet1.x = x + 35;
                    bullet1.y = y + 30;
                    bullet1.bulletDir = rotation;
                    eApi.addGameChild(bullet1);

                    var bullet2:Bullet = new Bullet();
                    bullet2.bulletDir = rotation;
                    bullet2.wielder = this;
                    bullet2.x = x - 35;
                    bullet2.y = y + 30;
                    eApi.addGameChild(bullet2);
                break;
                case 2:
                    if((getTime() - lastTime) > delay)
                    {
                        var missle = new Missile();
                        missle.x = x;
                        missle.y = y;
                        missle.wielder = this;
                        eApi.addGameChildAt((eApi.numChildren - 2),missle);
                        lastTime = getTime();
                    }
                break;
                default:
            }
        }

        public function Hit():void
        {
            trace("ouch");
        }

        override public function updateObject():void
        {
            eApi.setChildIndex(this, (eApi.numChildren - 1));
        }
    }
}

只是让大家知道,updateObject是我所有对象的循环。我有一个集中循环,在该循环中,它调用已放置在舞台上的对象数组。所有这些都包含方法updateObject。更新对象的状态。 addGameChild()是一个封装的addChild(),它不仅将对象添加到舞台,而且将其放在一个数组中,以便可以调用它的updateObject()方法。它还用于使垃圾收集更容易。

1 个答案:

答案 0 :(得分:0)

首先,我认为使用addGameChildAt是不必要的,因为您不需要额外的数组来存储对象以调用它们上的updateObject。

for(var i:int;i<numChildren;i++) { gameObject(getChildAt(i)).updateObject(); }

然后我建议用大写字母开始你的班级名称,即GameObject,方法名称应以小写字母开头,即attack()

我建议你检查你的对象引用eApi是否存在(非null),并且在设置索引之前你的对象是eApi的一部分

if(eApi && eApi.contains(this)) { eApi.setChildIndex(this, (eApi.numChildren - 1)); }

我想知道你为什么还要使用setChildIndex,因为我认为它有一个常量循环,它会调用当前updateObject子对象的eApi因此你不断移动对象其updateObject方法目前被执行到顶部,这似乎毫无意义?