我正在开展一个项目,其中包括一个玩家可以扔石头的湖牌,这反过来又会导致章鱼从每个石头击中湖面的位置上升到湖中。
在石头击中之后和章鱼出现之前,石头上还会出现飞溅的符号。
屏幕上可能会同时出现很多章节,需要在显示列表中对它们进行排序,以便那些应该显得更加突出的章节落后于其他章节。
这些符号的每个实例只能播放一次然后被删除。
我的代码使用了不同的添加/删除子方法以及循环,条件和数组,我在各种教程和论坛的帮助下将它们放在一起。
我遇到的问题是,当您快速连续两次或多次点击湖面时,石头和飞溅符号不能正确移除并经常保持循环。
这是我正在使用的代码。有什么想法吗?
var stone:Stone;
var stoneSplash:StoneSplash;
var octopus1:Octopus1;
var octopus2:Octopus2;
var whichOctopus:Array = [addOctopus1, addOctopus2];
var octopusScale:Number;
var octopusContainer:MovieClip = new MovieClip;
lake.lakeHitArea.addEventListener(MouseEvent.CLICK, onClickLake);
//Add octopusContainer to the stage's display list just above the Lake
addChildAt(octopusContainer,getChildIndex(lake) + 1);
octopusContainer.x = 0;
octopusContainer.y = 0;
function onClickLake(e:MouseEvent):void
{
trace("CLICK");
throwStone(mouseX, mouseY);
}
function throwStone(stonePositionX:int, stonePositionY:int)
{
stone = new Stone();
stone.x = stonePositionX;
stone.y = stonePositionY;
addChild(stone);
addEventListener(Event.ENTER_FRAME, removeStone);
}
function removeStone(e:Event):void
{
var count:int = numChildren;
var children:Array = [count];
//load all the children of the component into an Array
for (var i:int=0; i<count/* -1*/; i++)
{
children[i] = getChildAt(i/* + 1*/);
}
for (i=0; i<count/* - 1*/; i++)
{
if (children[i] is Stone)
{
if (children[i].currentFrameLabel == "Splash")
{
stoneSplash = new StoneSplash();
octopusContainer.addChild(stoneSplash);
stoneSplash.x = children[i].x;
stoneSplash.y = children[i].y;
}
if (children[i].currentFrameLabel == "end")
{
octopusContainer.removeChild(stoneSplash);
var positionX:int = children[i].x;
var positionY:int = children[i].y;
addOctopus(positionX, positionY);
removeChild(children[i]);
}
}
}
}
function addOctopus(positionX, positionY)
{
var o:int = Math.round(randomNumber(0,1));
whichOctopus[o](positionX, positionY);
reorderDisplayList();
addEventListener(Event.ENTER_FRAME, removeOctopus);
}
function addOctopus1(positionX: int, positionY:int):void
{
// if (whichOctopus1 == true)
// {
// var octopus:* = octopus1_1;
// }
// else
// {
// octopus = octopus1_2;
// }
octopus1 = new Octopus1();
var octopus:DisplayObject = octopus1;
octopusContainer.addChild(octopus);
octopus.x = positionX;
octopus.y = positionY;
octopusScale = randomNumber(0.5,0.85);
octopus.scaleX = octopusScale;
octopus.scaleY = octopusScale;
trace("children = " + octopusContainer.numChildren);
testPosition(octopus);
}
function addOctopus2(positionX: int, positionY:int):void
{
// if (whichOctopus2 == true)
// {
// var octopus:* = octopus2_1;
// }
// else
// {
// octopus = octopus2_2;
// }
octopus2 = new Octopus2();
var octopus:DisplayObject = octopus2;
octopusContainer.addChild(octopus);
octopus.x = positionX;
octopus.y = positionY;
octopusScale = randomNumber(0.25,0.5);
octopus.scaleX = octopusScale;
octopus.scaleY = octopusScale;
trace("children = " + octopusContainer.numChildren);
testPosition(octopus);
}
function testPosition(octopus:Object):void
{
trace(octopus)
for (var i:int = 0; i < 200; i++)
{
if (lake.hitTestPoint(octopus.x + octopus.hitTestBox1.x * octopus.scaleX,octopus.y + octopus.hitTestBox1.y * octopus.scaleY,true))
{
break;
}
else
{
octopus.x++;
}
}
for (i = 0; i < 100; i++)
{
if (lake.hitTestPoint(octopus.x + octopus.hitTestBox2.x * octopus.scaleX,octopus.y + octopus.hitTestBox2.y * octopus.scaleY,true))
{
break;
}
else
{
octopus.y--;
}
}
for (i = 0; i < 200; i++)
{
if (lake.hitTestPoint(octopus.x + octopus.hitTestBox3.x * octopus.scaleX,octopus.y + octopus.hitTestBox3.y * octopus.scaleY,true))
{
break;
}
else
{
trace(i);
octopus.x--;
}
}
for (i = 0; i < 100; i++)
{
if (lake.hitTestPoint(octopus.x + octopus.hitTestBox1.x * octopus.scaleX,octopus.y + octopus.hitTestBox1.y * octopus.scaleY,true))
{
break;
}
else
{
octopus.y--;
trace(i);
}
}
}
function randomNumber(min:Number, max:Number):Number
{
return Math.random() * (max - min) + min;
}
function reorderDisplayList():void
{
//the number of children in our component
var count:int = octopusContainer.numChildren;
var children:Array = [count];
//load all the children of the component into an Array
for (var i:int=0; i<count; i++)
{
children[i] = octopusContainer.getChildAt(i);
}
//sort the Array children based on their 'y' property
children.sortOn("y", Array.NUMERIC);
//re-add the children to the component ;
//in the order of the sorted Array we just created.
//When we add the children using 'addChild' it will
//be added at the top of the component's displaylist
//and will automatically be removed from its original position.
for (i=0; i<count/* - 1*/; i++)
{
if (children[i] is Octopus1 || children[i] is Octopus2)
{
// trace("child = " + children[i] + " at i: " + i);
octopusContainer.removeChild(children[i]);
octopusContainer.addChild(children[i]);
}
}
}
function removeOctopus(e:Event):void
{
var count:int = octopusContainer.numChildren;
var children:Array = [count];
//load all the children of the component into an Array
for (var i:int=0; i<count/* -1*/; i++)
{
children[i] = octopusContainer.getChildAt(i/* + 1*/);
}
for (i=0; i<count/* - 1*/; i++)
{
if (children[i] is Octopus1 || children[i] is Octopus2)
{
trace(i);
trace("Is an octopus");
if (children[i].currentFrame >= 202)
{
octopusContainer.removeChild(children[i]);
}
}
}
}
我非常感谢任何帮助我克服这个障碍并继续我的项目的建议。
提前谢谢。
克里斯柯林斯。
答案 0 :(得分:0)
您的问题(或至少其中一个)是您的代码只会移除最新的StoneSplash
。因此,如果您在启动和结束动画之间单击很多次,则只会删除最后一次单击的动画。
这是因为您使用全局var(stoneSplash
)来引用splash,它会被覆盖到新的。你需要在石头本身上添加一个启动参考,或者创建一个字典,这样你才能知道哪个石头与哪个石头相关。
这是一种方式:
if (children[i].currentFrameLabel == "Splash")
{
stoneSplash = new StoneSplash();
MovieClop(children[i]).stoneSplash = stoneSplash; //add a reference the splash on the stone itself
然后,而不是octopusContainer.removeChild(stoneSplash);
做:
octopusContainer.removeChild(MovieClop(children[i]).stoneSplash);
这样你就可以去掉这块石头上的正确喷溅物。
这将是一种更清晰的方法来构建它而不是使用输入框处理程序:
在Stone
班级时间轴上,将以下代码分别放在Splash和End框架上:
启动框架:this.dispatchEvent(new Event("Splash"));
结束框架:this.dispatchEvent(new Event("End"));
在创建新的石头实例时监听这些事件:
stone = new Stone();
stone.x = stonePositionX;
stone.y = stonePositionY;
stone.addEventListener("Splash", splashHandler,false,0,true);
stone.addEventListener("End",removeStone,false,0,true);
addChild(stone);
恰当回应这些事件:
function splashHandler(e:Event):void {
var stone:Stone = e.currentTarget as Stone;
stoneSplash = new StoneSplash();
//you need a reference to the splash from the stone class - it would be best to create a class file and add a public property called splashObj and then just use stone.splashObj = new StoneSplash();
MovieClip(stone).stoneSplash = stoneSplash; //so on the end event we can read this var to remove stoneSplash
octopusContainer.addChild(stoneSplash);
stoneSplash.x = stone.x;
stoneSplash.y = stone.y;
}
function removeStone(e:Event):void {
var stone:Stone = e.currentTarget as Stone;
octopusContainer.removeChild(MovieClip(stone).stoneSplash);
addOctopus(stone.x, stone.y);
removeChild(stone);
}