建立一个自上而下的射击游戏,并在修复了一些错误之后,让一切正常工作,我只剩下一个了。
错误1118:使用静态类型flash.display隐式强制值:显示对象可能不相关的类型flash.display:MovieClip。
这是加载所有对象的Level.as
package {
import flash.display.Sprite;
import flash.display.MovieClip;
import flash.display.Stage;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.events.MouseEvent;
import flash.events.TimerEvent;
import flash.filters.BlurFilter;
import flash.utils.Timer;
import flash.text.TextField;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.media.SoundMixer;
import flash.utils.*;
import flash.display.Shape;
import flash.display.DisplayObject
/**
*
*/
public class Level extends Sprite
{
//these booleans will check which keys are down
public var leftIsPressed:Boolean = false;
public var rightIsPressed:Boolean = false;
public var upIsPressed:Boolean = false;
public var downIsPressed:Boolean = false;
//how fast the character will be able to go
public var speed:Number = 5;
public var vx:Number = 0;
public var vy:Number = 0;
//how much time before allowed to shoot again
public var cTime:int = 0;
//the time it has to reach in order to be allowed to shoot (in frames)
public var cLimit:int = 12;
//whether or not the user is allowed to shoot
public var shootAllow:Boolean = true;
//how much time before another enemy is made
public var enemyTime:int = 0;
//how much time needed to make an enemy
//it should be more than the shooting rate
//or else killing all of the enemies would
//be impossible :O
public var enemyLimit:int = 16;
//the spaceAuto's score
public var score:int = 0;
//this movieclip will hold all of the bullets
public var bulletContainer:MovieClip = new MovieClip();
//whether or not the game is over
public var gameOver:Boolean = false;
public var SpaceAuto:spaceAuto = new spaceAuto;
// publiek toegangkelijke verwijzing naar deze class
public static var instance:Level;
public var particleContainer:MovieClip = new MovieClip();
// constructor code
public function Level()
{
instance = this;
SpaceAuto.x = 135;
SpaceAuto.y = 350;
addChild(this.SpaceAuto);
addChild(this.bulletContainer);
Project.instance.stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
Project.instance.stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
Project.instance.stage.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
Project.instance.stage.addEventListener(Event.ENTER_FRAME, generateParticles);
//checking if there already is another particlecontainer there
if(!contains(particleContainer))
{
//this movieclip will hold all of the particles
addChild(this.particleContainer);
}
}
function keyDownHandler(e:KeyboardEvent):void {
switch(e.keyCode) {
case Keyboard.LEFT : leftIsPressed = true; break;
case Keyboard.RIGHT : rightIsPressed = true; break;
case Keyboard.UP : upIsPressed = true; break;
case Keyboard.DOWN : downIsPressed = true; break;
}
if(e.keyCode == 32 && shootAllow)
{
//making it so the user can't shoot for a bit
shootAllow = false;
//declaring a variable to be a new Bullet
var newBullet:Bullet = new Bullet();
//changing the bullet's coordinates
newBullet.x = SpaceAuto.x + SpaceAuto.width/2 - newBullet.width/2;
newBullet.y = SpaceAuto.y;
//then we add the bullet to stage
bulletContainer.addChild(newBullet);
}
}
function keyUpHandler(e:KeyboardEvent):void {
switch(e.keyCode) {
case Keyboard.LEFT : leftIsPressed = false; break;
case Keyboard.RIGHT : rightIsPressed = false; break;
case Keyboard.UP : upIsPressed = false; break;
case Keyboard.DOWN : downIsPressed = false; break;
}
}
function enterFrameHandler(e:Event):void {
vx = -int(leftIsPressed)*speed + int(rightIsPressed)*speed;
vy = -int(upIsPressed)*speed + int(downIsPressed)*speed;
SpaceAuto.x += vx;
SpaceAuto.y += vy;
if(cTime < cLimit)
{
cTime ++;
trace("++")
}
else
{
//if it has, then allow the user to shoot
shootAllow = true;
//and reset cTime
cTime = 0;
}
//adding enemies to stage
if(enemyTime < enemyLimit)
{
//if time hasn't reached the limit, then just increment
enemyTime ++;
}
else
{
//defining a variable which will hold the new enemy
var newEnemy = new Enemy();
//making the enemy offstage when it is created
newEnemy.y = -1 * newEnemy.height;
//making the enemy's x coordinates random
//the "int" function will act the same as Math.floor but a bit faster
newEnemy.x = int(Math.random()*(stage.stageWidth - newEnemy.width));
//then add the enemy to stage
addChild(newEnemy);
//and reset the enemyTime
enemyTime = 0;
}
//updating the score text
txtScore.text = 'Score: '+score;
if (gameOver == true)
{
loadScreenThree();
}
}
function generateParticles(event:Event):void
{
//so we don't do it every frame, we'll do it randomly
if(Math.random()*10 < 2){
//creating a new shape
var mcParticle:Shape = new Shape();
//making random dimensions (only ranges from 1-5 px)
var dimensions:int = int(Math.random()*5)+1;
//add color to the shape
mcParticle.graphics.beginFill(0x999999/*The color for shape*/,1/*The alpha for the shape*/);
//turning the shape into a square
mcParticle.graphics.drawRect(dimensions,dimensions,dimensions,dimensions);
//change the coordinates of the particle
mcParticle.x = int(Math.random()*stage.stageWidth);
mcParticle.y = -10;
//adding the particle to stage
particleContainer.addChild(mcParticle);
}
//making all of the particles move down stage
for(var i:int=particleContainer.numChildren - 1; i>=0; i--){
//getting a certain particle
var theParticle:DisplayObject = particleContainer.getChildAt(i);
//it'll go half the speed of the character
theParticle.y += speed*.5;
//checking if the particle is offstage
if(theParticle.y >= 400){
//remove it
particleContainer.removeChild(theParticle);
}
}
}
/**
* eventhandler voor als je op de tweede knop klikt
*/
private function loadScreenThree():void
{
// eerst opruimen!
cleanListeners();
// dan naar ander scherm
Project.instance.switchScreen( "derde" );
}
private function cleanListeners():void
{
stage.removeEventListener(Event.ENTER_FRAME, generateParticles);
stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.removeEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
stage.removeEventListener(Event.ENTER_FRAME, enterFrameHandler);
}
}}
出错的地方是eFrame函数中的Enemy Class。这里循环通过Level.as中的数组bulletContainer运行。一个新的变量,它应该包含在bulletContainer循环中的子弹,这里出现错误
package{
//we have to import certain display objects and events
import Level;
import flash.display.MovieClip;
import flash.events.*;
import flash.display.Sprite;
//this just means that Enemy will act like a MovieClip
public class Enemy extends MovieClip
{
//VARIABLES
//this will act as the root of the document
//so we can easily reference it within the class
private var _root:Object;
//how quickly the enemy will move
private var speed:int = 5;
//this function will run every time the Bullet is added
//to the stage
public function Enemy()
{
//adding events to this class
//functions that will run only when the MC is added
addEventListener(Event.ADDED, beginClass);
//functions that will run on enter frame
addEventListener(Event.ENTER_FRAME, eFrame);
}
private function beginClass(event:Event):void
{
_root = Sprite(root);
}
private function eFrame(event:Event):void
{
//moving the bullet up screen
y += speed;
//making the bullet be removed if it goes off stage
if(this.y > 400)
{
removeEventListener(Event.ENTER_FRAME, eFrame);
this.parent.removeChild(this);
}
//checking if it is touching any bullets
//we will have to run a for loop because there will be multiple bullets
for(var i:int = 0;i<Level.instance.bulletContainer.numChildren;i++)
{
//numChildren is just the amount of movieclips within
//the bulletContainer.
trace("LOOOOOOOOOP");
trace(Level.instance.bulletContainer.getChildAt(i));
//we define a variable that will be the bullet that we are currently
//hit testing.
var bulletTarget:Sprite = Level.instance.bulletContainer.getChildAt(i);
//now we hit test
if(hitTestObject(bulletTarget))
{
//remove this from the stage if it touches a bullet
removeEventListener(Event.ENTER_FRAME, eFrame);
this.parent.removeChild(this);
//also remove the bullet and its listeners
Level.instance.bulletContainer.removeChild(bulletTarget);
//bulletTarget.removeListeners();
//up the score
Level.instance.score += 5;
}
}
//hit testing with the user
if(hitTestObject(Level.instance.SpaceAuto))
{
//losing the game
trace("DOOOOOD");
removeListeners();
this.parent.removeChild(this);
this.removeEventListener(Event.ENTER_FRAME, eFrame);
Level.instance.gameOver = true;
}
}
public function removeListeners():void
{
this.removeEventListener(Event.ENTER_FRAME, eFrame);
}
}}
我已经尝试过制作雪碧或其他任何东西,但我只是不知道如何解决这个问题,所以它会接受子弹,所以我看看它是否能够击中敌人
var bulletTarget:Sprite = Level.instance.bulletContainer.getChildAt(i);
答案 0 :(得分:0)
getChildAt将返回DisplayObject类型,hitTestObject需要一个DisplayObject类型的参数。
所以在你的Enemy的eFrame函数中尝试这个。
var bulletTarget:DisplayObject = Level.instance.bulletContainer.getChildAt(i);