我是flash的新手,一直在编写一个包含两个扩展MovieClip(Stems和Star)的类的程序。
当用户停止拖动Star对象时,我需要创建一个新的Stems对象作为场景的子对象,但是不知道如何从Star类的代码中引用该场景。
我已经尝试将场景传递给Star的构造函数并执行类似的操作:
this.scene.addChild (new Stems ());
但显然这不是怎么做的......下面是Stems and Stars的代码,任何建议都会受到很大的赞赏。
package {
import flash.display.MovieClip;
import flash.events.*;
import flash.utils.Timer;
public class Stems extends MovieClip {
public const centreX=1026/2;
public const centreY=600/2;
public var isFlowing:Boolean;
public var flowerType:Number;
public const outerLimit=210;
public const innerLimit=100;
public function Stems(fType:Number) {
this.isFlowing=false;
this.scaleX=this.scaleY= .0007* distanceFromCentre(this.x, this.y);
this.setXY();
trace(distanceFromCentre(this.x, this.y));
if (fType==2) {
gotoAndStop("Aplant");
}
}
public function distanceFromCentre(X:Number, Y:Number):int {
return (Math.sqrt((X-centreX)*(X-centreX)+(Y-centreY)*(Y-centreY)));
}
public function rotateAwayFromCentre():void {
var theX:int=centreX-this.x;
var theY:int = (centreY - this.y) * -1;
var angle = Math.atan(theY/theX)/(Math.PI/180);
if (theX<0) {
angle+=180;
}
if (theX>=0&&theY<0) {
angle+=360;
}
this.rotation = ((angle*-1) + 90)+180;
}
public function setXY() {
do {
var tempX=Math.random()*centreX*2;
var tempY=Math.random()*centreY*2;
} while (distanceFromCentre (tempX, tempY)>this.outerLimit ||
distanceFromCentre (tempX, tempY)<this.innerLimit);
this.x=tempX;
this.y=tempY;
rotateAwayFromCentre();
}
public function getFlowerType():Number {
return this.flowerType;
}
}
}
包{ import flash.display.MovieClip; import flash.events。*; import flash.utils.Timer;
public class Star extends MovieClip {
public const sWide=1026;
public const sTall=600;
public var startingX:Number;
public var startingY:Number;
public var starColor:Number;
public var flicker:Timer;
public var canUpdatePos:Boolean=true;
public const innerLimit=280;
public function Star(color:Number, basefl:Number, factorial:Number) {
this.setXY();
this.starColor=color;
this.flicker = new Timer (basefl + factorial * (Math.ceil(100* Math.random ())));
this.flicker.addEventListener(TimerEvent.TIMER, this.tick);
this.addEventListener(MouseEvent.MOUSE_OVER, this.hover);
this.addEventListener(MouseEvent.MOUSE_UP, this.drop);
this.addEventListener(MouseEvent.MOUSE_DOWN, this.drag);
this.addChild (new Stems (2));
this.flicker.start();
this.updateAnimation(0, false);
}
public function distanceOK(X:Number, Y:Number):Boolean {
if (Math.sqrt((X-(sWide/2))*(X-(sWide/2))+(Y-(sTall/2))*(Y-(sTall/2)))>innerLimit) {
return true;
} else {
return false;
}
}
public function setXY() {
do {
var tempX=this.x=Math.random()*sWide;
var tempY=this.y=Math.random()*sTall;
} while (distanceOK (tempX, tempY)==false);
this.startingX=tempX;
this.startingY=tempY;
}
public function tick(event:TimerEvent) {
if (this.canUpdatePos) {
this.setXY();
}
this.updateAnimation(0, false);
this.updateAnimation(this.starColor, false);
}
public function updateAnimation(color:Number, bright:Boolean) {
var brightStr:String;
if (bright) {
brightStr="bright";
} else {
brightStr="low";
}
switch (color) {
case 0 :
this.gotoAndStop("none");
break;
case 1 :
this.gotoAndStop("N" + brightStr);
break;
case 2 :
this.gotoAndStop("A" + brightStr);
break;
case 3 :
this.gotoAndStop("F" + brightStr);
break;
case 4 :
this.gotoAndStop("E" + brightStr);
break;
case 5 :
this.gotoAndStop("S" + brightStr);
break;
}
}
public function hover(event:MouseEvent):void {
this.updateAnimation(this.starColor, true);
this.canUpdatePos=false;
}
public function drop(event:MouseEvent):void {
this.stopDrag();
this.x=this.startingX;
this.y=this.startingY;
this.updateAnimation(0, false);
this.canUpdatePos=true;
}
public function drag(event:MouseEvent):void {
this.startDrag(false);
this.canUpdatePos=false;
}
}
}
答案 0 :(得分:1)
最快的方法是使用引用DisplayObject父级的父变量。
var stem:Stems = new Stems(2);
stem.x = x; //optional: set stem coordinates to that of Star
stem.y = y;
parent.addChild(stem);
如果你想在每次星拖动作停止时将Stems对象添加到舞台上,你需要将上面的代码放在 drop 函数中。