我在Flash CS4中遇到问题已经困难了几天。我正在将旧游戏项目重构为Main类,该类处理mainMenu,playGame等功能。我从"游戏"添加了一艘船,由Main添加。
问题是" myShip"按预期工作,除非它永远不可见。我已经检查了很多次,myShip和它的包含(游戏)可见属性都是真的。 Alpha值既不是问题,也不是层次也不是深度。我从#34;游戏"中添加的其他每个孩子工作得很好,但是" myShip"拒绝可见。
关于为什么会发生这种情况的任何想法?我不知道接下来要怎么做才能解决问题。任何帮助将非常感激。 Main,Game和Ship类的代码如下。
谢谢!
Main类的代码:
public class Main extends Sprite {
public var mainMenuDisplay:MainMenuDisplay;
public var game:Game;
public var gameOverMenu:GameOverMenu;
public function Main() {
showMainMenu();
}
public function showMainMenu() {
mainMenuDisplay = new MainMenuDisplay(this);
gameOverMenu=remove_movie_clip(gameOverMenu);
addChild(mainMenuDisplay);
}
public function showGameOver() {
gameOverMenu = new GameOverMenu(this);
game=remove_movie_clip(game);
addChild(gameOverMenu);
}
public function playTheGame() {
game = new Game(this);
mainMenuDisplay = remove_movie_clip(mainMenuDisplay);
gameOverMenu=remove_movie_clip(gameOverMenu);
stage.addChild(game);
}
private function remove_movie_clip(clip:*) {
if (clip) {
removeChild(clip);
}
return null;
}
}
Game类中的代码: 包{
import flash.display.MovieClip;
import flash.display.Stage;
import flash.events.Event;
import flash.utils.Timer;
import flash.events.TimerEvent;
import com.coreyoneil.collision.CollisionList;
import flash.text.TextField;
import flash.text.TextFormat;
import flash.events.MouseEvent;
import com.greensock.*;
import flash.display.Sprite;
import flash.display.SpreadMethod;
import flash.display.GradientType;
import flash.geom.Matrix;
import com.sounds.music.Music_mainMusic;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.display.DisplayObject;
public class Game extends MovieClip {
var mainClass:Main;
//Main menu
//var mainMenuDisplay:MainMenuDisplay = new MainMenuDisplay();
//static var inMenu:Boolean = true;
//
//Ship variables
static var myShip:Ship = new Ship();
var myDirectionBar:Direction_bar = new Direction_bar();
//
//Enemy variables
static var enemyShipTimer_1:Timer;
//
//PowerUp variables
static var powerUpTimer:Timer;
static var nuking:Boolean;
//
//Wall generation variables
static var wall_mov_speed:Number;
var randomize:Number = 1;
var wallArray:Array = new Array();
var index:int = 0;
//
//Wall collision variables (powered by CDK by Corey O'Neil)
var myWallCollisionList:CollisionList; // = new CollisionList(myShip);
var wall_collisions:Array = new Array();
//
//Score variables
static var score:Number;
static var scoreText:TextField = new TextField();
var scoreFormat = new TextFormat("LCD5x8H", 20, 0x0066FF, true);
var distance_score_counter:int;
//
//Health variables
static var healthMeter_1:HealthMeter = new HealthMeter();
//
//Game modes
//var levelSelectDisplay:LevelSelectDisplay = new LevelSelectDisplay();
//**NOTE: These are extremely important, because they are the functions, which in reality are attributes, that allow us to call,
//from an Event Listener, a function in which we have a parameter to pass. This way we call these variables instead of the
//function we are interested in, these will call it for us.
//var functionLevelSelect_1:Function = selectedLevel(1);
//var functionLevelSelect_2:Function = selectedLevel(2);
//var functionLevelSelect_3:Function = selectedLevel(3);
//var functionLevelSelect_4:Function = selectedLevel(4);
//var functionLevelSelect_5:Function = selectedLevel(5);
//The level composition (that's the numbers of the frame in the MC of the Walls, each number is a type. The last one stores all of them.
//var level_1_composition:Array = [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1];
//var level_2_composition:Array = [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1];
//var level_3_composition:Array = [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1];
//var level_4_composition:Array = [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1];
//var storyModeLevelCompositions:Array = new Array(level_1_composition, level_2_composition, level_3_composition, level_4_composition);
//
var levelPlaying:int = 0;
var wallPieceCount:int = 0;
//
//Pause variables
var pauseScreen:PauseScreen = new PauseScreen();
//This variables states whether we are in pause or not
static var isPause:Boolean = false;
//This other tells us if we can pause at the moment or not
static var isPauseable:Boolean = false;
//
//Game Over, new Game and Game menu variables
//static var gameOverMenu:GameOverMenu = new GameOverMenu();
static var inGameStopping:Boolean = false;
//
//Transition screen variables
var darkening:Boolean;
//NOTE: We do it this way because, when putting an Enter Frame event listener onto the function funcTransition,
//which has a pass variable, the variable changed all the time to true, giving us problems.
//Background graphics variables
var color1:uint = Math.floor(Math.random()*0xFFFFFF + 1);
var color2:uint = Math.floor(Math.random()*0xFFFFFF + 1);
var colors:Object = {left:color1, right:color2};
var newColor1:uint = Math.floor(Math.random()*0xFFFFFF + 1);
var newColor2:uint = Math.floor(Math.random()*0xFFFFFF + 1);
var newColors:Object = {left:newColor1, right:newColor2};
var mySprite:Sprite = new Sprite();
//
//Music variables
var myMainMusic:Music_mainMusic = new Music_mainMusic();
//
//Credits variables
//var myCredits:Credits = new Credits();
//var myVersion:VersionDisplay = new VersionDisplay();
//
//Other variables
//var initThingy:Boolean;
var initTransition:Boolean = true;
var allPurposeCounter:int = 0;
var myTransitionScreen:TransitionScreen = new TransitionScreen();
//
//New necessary variables
//
public function Game(passedClass:Main) {
mainClass = passedClass;
if (stage) {
init(null);
}else{
this.addEventListener(Event.ADDED_TO_STAGE, init);
}
}
public function init(e:Event) {
this.removeEventListener(Event.ADDED_TO_STAGE, init);
this.parent.addChild(this);
//Necessary initial booting:
mySprite.x = 0;
mySprite.y = 0;
stage.addChildAt(mySprite, 1);
drawGradient();
animateBackground();
//////////////////////////////////////////////////////
/*mainMenuDisplay.x = 400 - mainMenuDisplay.width/2;
mainMenuDisplay.y = 240 - mainMenuDisplay.height/2;
stage.addChild(mainMenuDisplay);*/
//////////////////////////////////////////////////////
//////////////////////////////////////////////////////
/*levelSelectDisplay.x = 400 - levelSelectDisplay.width/2;
levelSelectDisplay.y = 240 - levelSelectDisplay.height/2;
levelSelectDisplay.visible = false;
stage.addChild(levelSelectDisplay);*/
//////////////////////////////////////////////////////
//Transitions
myTransitionScreen.visible = false;
stage.addChild(myTransitionScreen);
//
//////////////////////////////////////////////////////
//myCredits.x = 20;
//myCredits.y = 438;
//stage.addChild(myCredits);
//myVersion.x = 710;
//myVersion.y = 438;
//stage.addChild(myVersion);
//////////////////////////////////////////////////////
//myMainMusic.play(0,99999);
initGame(null);
//mainMenuIdleState();
//
}
//////////////////////////////////////////////////////
/*function mainMenuIdleState(){
stage.addChild(mainMenuDisplay);
stage.addChild(levelSelectDisplay);
inMenu = true;
mainMenuDisplay.visible = true;
mainMenuDisplay.mainMenuPlayStoryButton_instance.addEventListener(MouseEvent.MOUSE_DOWN, level_select);
mainMenuDisplay.mainMenuPlayEndlessButton_instance.addEventListener(MouseEvent.MOUSE_DOWN, endless_mode_selected);
}*/
//////////////////////////////////////////////////////
//////////////////////////////////////////////////////
/*function endless_mode_selected(e:Event){
levelPlaying = 0;
initGame(null);
}*/
//////////////////////////////////////////////////////
//////////////////////////////////////////////////////
/*function level_select(e:Event){
mainMenuDisplay.visible = false;
levelSelectDisplay.visible = true;
levelSelectDisplay.levelSelectButton1_instance.addEventListener(MouseEvent.MOUSE_DOWN, functionLevelSelect_1);
levelSelectDisplay.levelSelectButton2_instance.addEventListener(MouseEvent.MOUSE_DOWN, functionLevelSelect_2);
levelSelectDisplay.levelSelectButton3_instance.addEventListener(MouseEvent.MOUSE_DOWN, functionLevelSelect_3);
levelSelectDisplay.levelSelectButton4_instance.addEventListener(MouseEvent.MOUSE_DOWN, functionLevelSelect_4);
levelSelectDisplay.levelSelectButtonBack_instance.addEventListener(MouseEvent.MOUSE_DOWN, functionLevelSelect_5);
}
function selectedLevel(level:int):Function {
switch (level){
case 1:
return function(e:MouseEvent):void {
//trace("1 clicked");
levelPlaying = 1;
levelSelectDisplay.visible = false;
initGame(null);
}
break;
case 2:
return function(e:MouseEvent):void {
//trace("2 clicked");
levelPlaying = 2;
levelSelectDisplay.visible = false;
initGame(null);
}
break;
case 3:
return function(e:MouseEvent):void {
//trace("3 clicked");
levelPlaying = 3;
levelSelectDisplay.visible = false;
initGame(null);
}
break;
case 4:
return function(e:MouseEvent):void {
//trace("4 clicked");
levelPlaying = 4;
levelSelectDisplay.visible = false;
initGame(null);
}
break;
default:
return function(e:MouseEvent):void {
//trace("back clicked");
levelPlaying = 0;
levelSelectDisplay.visible = false;
mainMenuDisplay.visible = true;
levelSelectDisplay.levelSelectButton1_instance.removeEventListener(MouseEvent.MOUSE_DOWN, functionLevelSelect_1);
levelSelectDisplay.levelSelectButton2_instance.removeEventListener(MouseEvent.MOUSE_DOWN, functionLevelSelect_2);
levelSelectDisplay.levelSelectButton3_instance.removeEventListener(MouseEvent.MOUSE_DOWN, functionLevelSelect_3);
levelSelectDisplay.levelSelectButton4_instance.removeEventListener(MouseEvent.MOUSE_DOWN, functionLevelSelect_4);
levelSelectDisplay.levelSelectButtonBack_instance.removeEventListener(MouseEvent.MOUSE_DOWN, functionLevelSelect_5);
}
break;
}
}*/
//////////////////////////////////////////////////////
function initGame(e:Event):void{
//This has so many redundancies, when everything is done, START CLEANING THIS!
//////////////////////////////////////////////////////
//Main menu
//mainMenuDisplay.visible = false;
//inMenu = false; THIS GOES AT THE END TO PREVENT PROBLEMS
//directNewGame tells us if we come from the newGame function (and thus we do not go through the mainMenuIdleState
//function and this instances have not been placed on stage) or not. If we come from the main menu, we DO need to
//remove them.
//
trace(myShip);
//Ship
myShip.x = -10; //Before there were numbers to implement stage.stageWidth/2;
myShip.y = 200; //Before there were numbers to implement stage.stageHeight/2;
myShip.visible = true;
//mainClass.addChild(myShip);
this.addChild(myShip);
//We make sure the ship doesn't enter to stage with 0 health
//(problems of working with only one instance of ship due to the static var references)
Ship.health = 100;
//Check "NOTE" below
myShip.alpha = 0.35;
myShip.visible = true;
//
trace(myShip.visible);
//Direction bar
myDirectionBar.x = stage.stageWidth/2;
myDirectionBar.y = stage.stageHeight/2;
this.addChild(myDirectionBar);
//
//Timers (enemies)
enemyShipTimer_1 = new Timer(1000)
enemyShipTimer_1.addEventListener(TimerEvent.TIMER, spawn_enemies);
enemyShipTimer_1.start();
//
//Timer (powerUps)
powerUpTimer = new Timer(10000);
powerUpTimer.addEventListener(TimerEvent.TIMER, spawn_powerUp);
powerUpTimer.start();
//
//PowerUps (other)
nuking = false;
//
myWallCollisionList = new CollisionList(myShip);
//Initial movement speed of the walls
wall_mov_speed = 8;
//Calling to the generating/adequating wallArray function
adequateArrayOfWalls(true);
wallArray[0].gotoAndStop(1);
wallArray[1].gotoAndStop(1);
myWallCollisionList.addItem(wallArray[0].theActualWall);
myWallCollisionList.addItem(wallArray[1].theActualWall);
//Collision managements
wall_collisions = 0 as Array;
//NOTE: Here we limit the alpha value to consider for collision just to make sure the game doesn't start with you killed, and that you are "invincible"
//for some time
myWallCollisionList.alphaThreshold = 0.95;
//
//Adding score format and text
scoreText.defaultTextFormat = scoreFormat;
scoreText.x = 700;
scoreText.y = 10;
score = 0;
scoreText.text = String(score);
stage.addChild(scoreText);
distance_score_counter = 0;
scoreText.visible = true;
//
//Adding health meter
healthMeter_1 = new HealthMeter();
healthMeter_1.x = 10;
healthMeter_1.y = 10;
stage.addChild(healthMeter_1);
//
//Adding the Pause screen & other pause variables
pauseScreen.x = 400 - pauseScreen.width/2;
pauseScreen.y = 240 - pauseScreen.height/2;
pauseScreen.visible = false;
stage.addChild(pauseScreen);
isPauseable = true;
//Adding a key managing event (for pausing, menu, etc.)
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyManaging);
//
/*//Adding a Game Over Menu
gameOverMenu = new GameOverMenu();
gameOverMenu.x = 400 - gameOverMenu.width/2;
gameOverMenu.y = 240 - gameOverMenu.height/2;
gameOverMenu.visible = false;
stage.addChild(gameOverMenu);
gameOverMenu.playAgainButton_instance.addEventListener(MouseEvent.MOUSE_DOWN, newGame);
gameOverMenu.backToMenuButton_instance.addEventListener(MouseEvent.MOUSE_DOWN, backToTheMenu);
//*/
//Shield
//
//Event listeners
addEventListener(Event.ENTER_FRAME, update_game);
//
//////////////////////////////////////////////////////
/*//Credits
myCredits.visible = false;
myVersion.visible = false;
//
initThingy = true;
inMenu = false;*/
//////////////////////////////////////////////////////
}
function update_game(e:Event){
myShip.visible = true;
//Look the adequate array function for more info. We are just moving the two pieces of the array on stage
wallArray[(index - 1)].x -= wall_mov_speed;
wallArray[index].x -= wall_mov_speed;
if(wallArray[index].x < 0){
spawn_wall_piece();
}
//
if(index == 5){
//We call this function for cleaning
adequateArrayOfWalls(false);
}
if(wall_mov_speed < 20){
wall_mov_speed += 0.003;
}
wall_collisions = myWallCollisionList.checkCollisions();
if(wall_collisions.length > 0){
trace("hit!");
if(myShip.visible == true){
//We only kill the ship if it's visible, if not, it means it is already dead
Ship.receiveDamage(Ship.max_health);
}
wall_collisions = 0 as Array;
}
if(distance_score_counter >= 10){
distance_score_counter = 0;
updateScore(1);
}
distance_score_counter++;
//NOTE2: We use this nuke variable in order not to make the "nuke()" function static, type in which we couldn't handle the stage property
//And we also make this variable false here so as to eliminate not only a single enemy but all on stage
Enemy1.enemies_1Nuked = false;
if(nuking == true){
Enemy1.enemies_1Nuked = true;
nuking = false;
}
//We put these all the time at the front so we can see them and the walls don't overpass them
scoreText.parent.setChildIndex(scoreText, scoreText.parent.numChildren - 1);
healthMeter_1.parent.setChildIndex(healthMeter_1, healthMeter_1.parent.numChildren - 1);
pauseScreen.parent.setChildIndex(pauseScreen, pauseScreen.parent.numChildren -1);
//gameOverMenu.parent.setChildIndex(gameOverMenu, gameOverMenu.parent.numChildren - 1);
var n:uint = stage.numChildren;
for(var i=0; i < n; i++){
if(stage.getChildAt(i) is Enemy1){
var anEnemy1:Enemy1 = Enemy1(stage.getChildAt(i));
anEnemy1.parent.setChildIndex(anEnemy1, anEnemy1.parent.numChildren -1);
}
else if(stage.getChildAt(i) is PowerUp){
var aPowerUp:PowerUp = PowerUp(stage.getChildAt(i));
aPowerUp.parent.setChildIndex(aPowerUp, aPowerUp.parent.numChildren -1);
}
}
//Done like this due to the impossibility of calling a function inside an static one (in this case, gameOver)
if(inGameStopping == true){
funcEasing();
}
//Probably not necessary later
//////////////////////////////////////////////////////
/*if(initThingy == true){
stage.focus = stage;
initThingy = false;
}*/
//////////////////////////////////////////////////////
}
function spawn_enemies(e:Event){
var myEnemy1:Enemy1 = new Enemy1();
stage.addChild(myEnemy1);
}
function spawn_wall_piece(){
index++;
wallArray[index].x = (wallArray[index - 1].x + wallArray[index - 1].width);
wallArray[index].y = 0;
stage.addChild(wallArray[index]);
myWallCollisionList.addItem(wallArray[index].theActualWall);
myWallCollisionList.removeItem(wallArray[index - 2].theActualWall);
stage.removeChild(wallArray[index - 2]);
}
function adequateArrayOfWalls(init:Boolean):void{
//This only executes if we are initialitizing the array
if(init == true){
for(index = 0; index < 10; index++){
var aWall:Walls = new Walls();
//We check if we got special blocks next (e.g. "ramp caves"). Then we only allow a certain type of blocks to come.
//If no special block is detected, then we just randomize the next one, except for those that are not allowed to
//show up unless a previous special one appeared.
if(randomize == 9 || randomize == 15){
randomize = 15 + Math.floor(Math.random()*1 + 1);
}else{
randomize = Math.floor(Math.random()*14 + 1);
}
aWall.gotoAndStop(randomize);
//TheActualWall is the raw shape of the wall, where the ship collides, and it is what we push into collisionList,
//but not into the wallArray which includes the Walls (comprised by graphics and actual walls)
aWall.theActualWall.gotoAndStop(randomize);
wallArray.push(aWall);
}
wallArray[0].gotoAndStop(1);
wallArray[0].theActualWall.gotoAndStop(1);
stage.addChild(wallArray[0]);
wallArray[1].x = 800;
wallArray[1].y = 0;
stage.addChild(wallArray[1]);
//if not, then we are just cleaning it and rearranging it so it doesn't grow bigger and bigger
}else{
for(var a:Number = 0; a < index - 1; a++){
wallArray.splice(0,1);
}
for(a = index - 1; a < (10-2); a++){
var aWall2:Walls = new Walls();
if(randomize == 9 || randomize == 15){
randomize = 15 + Math.floor(Math.random()*1 + 1);
}else{
randomize = Math.floor(Math.random()*14 + 1);
}
aWall2.gotoAndStop(randomize);
aWall2.theActualWall.gotoAndStop(randomize);
wallArray.push(aWall2);
}
}
//Then, either way, we tell index to be 1 since the reference in the function is [index - 1] and [index], so it starts with [0] and [1]
index = 1;
}
static function updateScore(points:Number){
score += points;
scoreText.text = score.toString();
}
static function resetScore(){
score = 0;
scoreText.text = score.toString();
}
function spawn_powerUp(e:Event){
var pU:PowerUp = new PowerUp();
stage.addChild(pU);
}
static function gameOver(){
wall_mov_speed = 8;
//gameOverMenu.end_game_score_display.text = score.toString();
//gameOverMenu.visible = true;
scoreText.visible = false;
enemyShipTimer_1.stop();
powerUpTimer.stop();
inGameStopping = true; //In game stopping only influentiates in the easing speed effect
isPauseable = false;
}
function funcEasing(){
if(wall_mov_speed >= 0.1){
wall_mov_speed /= 1.07;
}else{
wall_mov_speed = 0;
removeEventListener(Event.ENTER_FRAME, update_game);
initTransition = true;
darkening = true; //See notes on variable declaration.
funcTransition(null);
}
}
function funcTransition(e:Event){
if(initTransition == true){
myTransitionScreen.init(darkening);
myTransitionScreen.parent.setChildIndex(myTransitionScreen, stage.numChildren - 1);
myTransitionScreen.parent.addEventListener(Event.ENTER_FRAME, funcTransition);
initTransition = false;
allPurposeCounter = 0;
}
if((darkening == true && myTransitionScreen.alpha == 1) || (darkening == false && myTransitionScreen.alpha == 0)){
trace("fsdfa");
allPurposeCounter++;
trace(allPurposeCounter);
if(allPurposeCounter >= 20){
myTransitionScreen.parent.removeEventListener(Event.ENTER_FRAME, funcTransition);
initTransition = true;
allPurposeCounter = 0;
if(darkening == true){ //This means if we are now with a black screen coming from the game, which is when we will end our game process
endGameProcess();
}
}
}
}
function endGameProcess(){
mainClass.showGameOver();
}
function newGame(e:Event){
darkening = true; //See notes on variable declaration.
initTransition = true;
funcTransition(null);
}
//Check To-Do List below
function funcPause(pMode:String){
if(pMode == "pausing"){
pauseScreen.visible = true;
removeEventListener(Event.ENTER_FRAME, update_game);
myShip.thePause("pausing");
//Check and stop the childs on stage (emitted by stage, so particles don't count)
var n:uint = stage.numChildren;
for(var i=0; i < n; i++){
if(stage.getChildAt(i) is Enemy1){
var anEnemy1:Enemy1 = Enemy1(stage.getChildAt(i));
anEnemy1.thePause("pausing");
}
else if(stage.getChildAt(i) is Trail){
var aTrailUnit:Trail = Trail(stage.getChildAt(i));
aTrailUnit.thePause("pausing");
}
else if(stage.getChildAt(i) is PowerUp){
var aPowerUp:PowerUp = PowerUp(stage.getChildAt(i));
aPowerUp.thePause("pausing");
}
}
enemyShipTimer_1.stop();
powerUpTimer.stop();
isPause = true;
isPauseable = false;
}else if(pMode == "unpausing"){
pauseScreen.visible = false;
addEventListener(Event.ENTER_FRAME, update_game);
myShip.thePause("unpausing");
//Check and re-run the childs on stage (emitted by stage, so particles don't count)
var m:uint = stage.numChildren;
for(var j=0; j < m; j++){
if(stage.getChildAt(j) is Enemy1){
var anotherEnemy1:Enemy1 = Enemy1(stage.getChildAt(j));
anotherEnemy1.thePause("unpausing");
}
else if(stage.getChildAt(j) is Trail){
var anotherTrailUnit:Trail = Trail(stage.getChildAt(j));
anotherTrailUnit.thePause("unpausing");
}
else if(stage.getChildAt(j) is PowerUp){
var anotherPowerUp:PowerUp = PowerUp(stage.getChildAt(j));
anotherPowerUp.thePause("unpausing");
}
}
enemyShipTimer_1.start();
powerUpTimer.start();
isPause = false;
isPauseable = true;
}
}
//Key pressing management
function keyManaging(e:KeyboardEvent){
var key:uint = e.keyCode;
trace("algo");
switch (key){
case Keyboard.P:
if(isPause == false && isPauseable == true){
funcPause("pausing");
}else if (isPause == true){
funcPause("unpausing");
}
break;
case Keyboard.M:
//go back to menu: still to complete
//Has to be only possible to do while in the pause menu
trace("going back to menu");
//
break;
}
}
//
//Background color management
function drawGradient():void {
var m:Matrix = new Matrix();
m.createGradientBox(805, 485, 0, 0, 0);
mySprite.graphics.clear(); // here we clean it
mySprite.graphics.beginGradientFill(GradientType.LINEAR, [colors.left, colors.right], [1, 1], [0x00, 0xFF], m, SpreadMethod.REFLECT);
mySprite.graphics.drawRoundRect(0,0,805,485, 0);
stage.setChildIndex(mySprite, 1);
}
function animateBackground(){
TweenMax.to(colors, 3, {hexColors:{left:newColor1, right:newColor2}, onUpdate:drawGradient, onComplete:reRandomize});
}
function reRandomize(){
color1 = newColor1;
color2 = newColor2;
newColor1 = Math.floor(Math.random()*0xFFFFFF + 1);
newColor2 = Math.floor(Math.random()*0xFFFFFF + 1);
animateBackground();
}
}
}
船舶代码:
public class Ship extends MovieClip {
public function Ship() {
if (stage) {
init(null);
}else{
this.addEventListener(Event.ADDED_TO_STAGE, init);
}
}
public function init(e:Event) {
this.removeEventListener(Event.ADDED_TO_STAGE, init);
this.addEventListener(Event.ENTER_FRAME, update_ship);
}
public function update_ship(e:Event){
x_vel = Direction_bar.dX*power;
y_vel = Direction_bar.dY*power;
this.x += x_vel;
this.y += y_vel;
if((10 < Math.abs(Direction_bar.dX) || 10 < Math.abs(Direction_bar.dY)) || ((0.9 < Math.abs(x_vel)||(0.9 < Math.abs(y_vel))))){
this.rotation = Direction_bar.point_direction;
}
rotation_now = this.rotation;
if(myShield != null){
if(myShield.visible == true){
myShield.alpha -= 0.0005;
if(myShield.alpha == 0){
myShield.visible = false;
myShield.alpha = 1;
}
}
}
}
答案 0 :(得分:2)
为了理解正在发生的事情,您必须了解一些基础知识。
将事情添加到舞台上是一个非常常见的错误。
这是addChild的文档所说的内容 http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/DisplayObjectContainer.html#addChild%28%29
不应将对象直接添加到舞台上
我猜人们会将DispalyObjects添加到舞台上,因为他们认为是
&#34;舞台&#34;他们在Flash创作中看到并与之互动
环境。 但事实并非如此。 stage.addChild()
不一样
将符号从库拖到屏幕上的事情。什么的
default表示主时间线是root
属性。
但是,如果您直接向stage
添加任何内容,则其root
属性及其stage
属性都会引用同一个对象,
它通常仅由stage
引用。 stage
是一些
在闪存中运行时添加.swf的容器
播放器。
addChildAt的文档说明了索引: http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/DisplayObjectContainer.html#addChildAt%28%29
在指定的索引位置添加子项。索引0表示显示列表的后面(底部) DisplayObjectContainer对象。
应用这些基础知识,会发生以下情况:
stage
对象,实例化您的主类
并将该实例添加到stage
,它是索引为0的子项。stage.addChildAt(mySprite, 1);
被执行,
将mySprite
作为第二个孩子添加到stage
。索引为1
在索引0处的对象前面呈现,这恰好发生在
是你的主类AKA你的.swf文件的实例。 我希望如此
在.swf文件之外呈现的任何内容&#34;&#34;很好地说明了
为什么不建议在舞台上添加东西。 this.addChild(myShip);
发生了。 (实际上是这个
正确的方法;无需在此使用this
:addChild(myShip);
就是你所需要的。)并将船舶添加到显示列表中。假设全部
它的父母也被添加到显示列表中,它将是
显示。mySprite
主类的实例,并在其中填充内容
drawGradient()
涵盖了其他所有内容。老实说,最好的解决方案是从头开始。 使用此代码不会对您有任何帮助。即使自己完成它并让它以某种方式工作也不会让你更好地理解(除了不做事情)。似乎修改此代码以使用类的唯一动机是为了做到这一点。将这些旧代码强制转换为面向对象的范例将无法很好地工作。 oop的好处不明显,使这种体验更令人沮丧。
最后但并非最不重要的是,请勿滚动您自己的转换代码。有许多库可以执行此操作(包括Flash自己的Tween类http://www.republicofcode.com/tutorials/flash/as3tweenclass/或流行的tweenlite http://greensock.com/tweenlite)
答案 1 :(得分:0)
您可以尝试添加ADDED_TO_STAGE事件。从游戏编程大师那里看到这个出色的解释 Understanding ADDED_TO_STAGE Event