我有一个movieClip对象(Creature),在其中,我有想要添加到Creatures Array HitPoints的生命值。我想这样做的方法是让每个可能有hitPoints的Parent都有一个名为HitPoints的数组,这样我就可以将每个点自己添加到Array中,无论父类如何。 IE,骨架生物和地精生物可以在其基本movieClip内使用相同类型的hitPoint对象,但仍然可以访问。
我已经省略了这个类的一些不必要的部分
package Assets.Creatures
{
import Assets.Points.HitPoint;
import Assets.GameStates.Main;
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.geom.Point;
import flash.utils.Timer;
import flash.events.TimerEvent;
public class BaseAI_ extends MovieClip
{
//Characteristics
protected var Health : int = 10;
protected var SPEED : int = 3;
protected var Intellect : int = 3;
protected var Strength : int = 3;
protected var Dexterity : int = 3;
protected var AttackRange : int = 70;
protected var Temperment : String = "Agressive";
//public var Temperment : String = "Passive";
//public var Temperment : String = "Defensive";
//ARRAYS
public var HitPoints : Array = new Array;
// AttackTimers
protected var canAttack : Boolean = false;
protected var AttackSpeed : int;
protected var AttackTimer : Timer;
protected var AbilityCooldownsUP : Boolean = false;
//protected var ABILITY : Timer;
//AI STATES
protected var CURRENT_STATE : int = 0;
protected static var STATE_IDLE : int = 0;
protected static var STATE_ENGAGE : int = 1;
protected static var STATE_ATTACK : int = 2;
protected static var STATE_FLEE : int = 3;
//Reference
protected var Target : MovieClip;
//Directions
protected var SlopeY : Number;
protected var SlopeX : Number;
protected var EngagePosition : Point;
protected var RunDirection : Number;
public function BaseAI_()
{
addEventListener(Event.ADDED_TO_STAGE, Awake);
} // constructor code
private function Awake (e : Event) : void
{
AttackSpeed = (5000 / Dexterity);
AttackTimer = new Timer (AttackSpeed, 0);
AttackTimer.addEventListener(TimerEvent.TIMER, AttackSpeedTimer);
AttackTimer.start();
Main.main.EnemyArray_2.push(this);
stage.addEventListener(Event.ENTER_FRAME, update);
}
public function AddHitPoints (hitPoint : MovieClip) : void
{
HitPoints.push(hitPoint);
}
}
并且hitPoint类是
package Assets.Points
{
import Assets.Creatures.BaseAI_;
import Assets.Creatures.Player_;
import Assets.Creatures.Player_Human;
import flash.display.MovieClip;
import flash.events.Event;
public class HitPoint extends MovieClip
{
public function HitPoint()
{ // constructor code
addEventListener(Event.ADDED_TO_STAGE, Awake);
} // constructor code
private function Awake (e : Event) : void
{
trace("HitPoints parent is " + parent);
parent.AddHitPoints(this);
//parent.HitPoints.push(this)
//trace("my parent has " + parent.HitPoints.length);
}
}
}
所以在子类(hitPoints)中我将hitPoints直接添加到舞台上的ParentClass BaseAI_,我尝试了几种不同的方法来直接添加HitPoints与parent.AddHitPoints(this);和parent.HitPoints.push(this)
答案 0 :(得分:0)
我认为你需要使用this.parent而不仅仅是父。