Flash AS3神秘闪烁MovieClip

时间:2010-05-26 14:55:21

标签: flash actionscript-3 movieclip addchild

到目前为止,这是我在flash中遇到的最奇怪的问题。我不知道是什么导致了它。如果有人想要真正看到它,我可以提供.swf,但我会尽我所能来描述它。

我正在为坦克对象制作子弹射击。坦克是文件类的孩子。我创建子弹的方式是:

var bullet:Bullet = new Bullet();
(parent as MovieClip).addChild(bullet);

子弹本身只是使用this.x += 5;

之类的代码向一个方向移动

问题是子弹会在正确的时间追踪他们的创造和破坏,但子弹有时直到屏幕的一半才能看到,有时根本不可见,有时甚至是整个遍历。奇怪地删除我在子弹创建上的计时器似乎解决了这个问题。

计时器实现如下:

if(shot_timer == 0) {
shoot(); // This contains the aforementioned bullet creation method
shot_timer = 10;

我的tank对象的输入框处理程序控制着计时器,如果它大于零,则每帧都递减计时器。

有谁能说明为什么会发生这种情况?

编辑:根据要求,完整代码:

Bullet.as

package {

import flash.display.MovieClip;
import flash.events.Event;

public class Bullet extends MovieClip {

    public var facing:int;
    private var speed:int;

    public function Bullet():void {
        trace("created");
        speed = 10;
        addEventListener(Event.ADDED_TO_STAGE,addedHandler);
    }

    private function addedHandler(e:Event):void {
        addEventListener(Event.ENTER_FRAME,enterFrameHandler);
        removeEventListener(Event.ADDED_TO_STAGE,addedHandler);
    }

    private function enterFrameHandler(e:Event):void {
        //0 - up, 1 - left, 2 - down, 3 - right
        if(this.x > 720 || this.x < 0 || this.y < 0 || this.y > 480) {
            removeEventListener(Event.ENTER_FRAME,enterFrameHandler);
            trace("destroyed");
            (parent as MovieClip).removeChild(this);
            return;
        }

        switch(facing) {
            case 0: this.y -= speed; break;
            case 1: this.x -= speed; break;
            case 2: this.y += speed; break;
            case 3: this.x += speed; break;
        }
    }
}

}

Tank.as:

package {

import flash.display.MovieClip;
import flash.events.KeyboardEvent;
import flash.events.Event;
import flash.ui.Keyboard;

public class Tank extends MovieClip {

    private var right:Boolean = false;
    private var left:Boolean = false;
    private var up:Boolean = false;
    private var down:Boolean = false;
    private var facing:int = 0; //0 - up, 1 - left, 2 - down, 3 - right
    private var horAllowed:Boolean = true;
    private var vertAllowed:Boolean = true;
    private const GRID_SIZE:int = 100;
    private var shooting:Boolean = false;
    private var shot_timer:int = 0;

    private var speed:int = 2;

    public function Tank():void {
        addEventListener(Event.ADDED_TO_STAGE,stageAddHandler);
        addEventListener(Event.ENTER_FRAME, enterFrameHandler);
    }

    private function stageAddHandler(e:Event):void {
        stage.addEventListener(KeyboardEvent.KEY_DOWN,checkKeys);
        stage.addEventListener(KeyboardEvent.KEY_UP,keyUps);
        removeEventListener(Event.ADDED_TO_STAGE,stageAddHandler);
    }

    public function checkKeys(event:KeyboardEvent):void {
        if(event.keyCode == 32) {
            //trace("Spacebar is down");
            shooting = true;
        }
        if(event.keyCode == 39) {
            //trace("Right key is down");
            right = true;
        }
        if(event.keyCode == 38) {
            //trace("Up key is down");  // lol
            up = true;
        }
        if(event.keyCode == 37) {
            //trace("Left key is down");
            left = true;
        }
        if(event.keyCode == 40) {
            //trace("Down key is down");
            down = true;
        }
    }

    public function keyUps(event:KeyboardEvent):void {
        if(event.keyCode == 32) {
            event.keyCode = 0;
            shooting = false;
            //trace("Spacebar is not down");
        }
        if(event.keyCode == 39) {
            event.keyCode = 0;
            right = false;
            //trace("Right key is not down");
        }
        if(event.keyCode == 38) {
            event.keyCode = 0;
            up = false;
            //trace("Up key is not down");
        }
        if(event.keyCode == 37) {
            event.keyCode = 0;
            left = false;
            //trace("Left key is not down");
        }
        if(event.keyCode == 40) {
            event.keyCode = 0;
            down = false;
            //trace("Down key is not down") // O.o
        }
    }

    public function checkDirectionPermissions(): void {
        if(this.y % GRID_SIZE < 5 || GRID_SIZE - this.y % GRID_SIZE < 5) {
            horAllowed = true;
        } else {
            horAllowed = false;
        }
        if(this.x % GRID_SIZE < 5 || GRID_SIZE - this.x % GRID_SIZE < 5) {
            vertAllowed = true;
        } else {
            vertAllowed = false;
        }

        if(!horAllowed && !vertAllowed) {
            realign();
        }
    }

    public function realign():void {
        if(!horAllowed) {
            if(this.x % GRID_SIZE < GRID_SIZE / 2) {
                this.x -= this.x % GRID_SIZE;
            } else {
                this.x += (GRID_SIZE - this.x % GRID_SIZE);
            }   
        }
        if(!vertAllowed) {
            if(this.y % GRID_SIZE < GRID_SIZE / 2) {
                this.y -= this.y % GRID_SIZE;
            } else {
                this.y += (GRID_SIZE - this.y % GRID_SIZE);
            }
        }
    }

    public function enterFrameHandler(Event):void {
        //trace(shot_timer);
        if(shot_timer > 0) {
            shot_timer--;
        }
        movement();
        firing();
    }

    public function firing():void {
        if(shooting) {
            if(shot_timer == 0) {
                shoot();
                shot_timer = 10;
            }
        }
    }

    public function shoot():void {
        var bullet = new Bullet();
        bullet.facing = facing;
        //0 - up, 1 - left, 2 - down, 3 - right
        switch(facing) {
            case 0: bullet.x = this.x; bullet.y = this.y - this.height / 2; break;
            case 1: bullet.x = this.x - this.width / 2; bullet.y = this.y; break;
            case 2: bullet.x = this.x; bullet.y = this.y + this.height / 2; break;
            case 3: bullet.x = this.x + this.width / 2; bullet.y = this.y; break;
        }
        (parent as MovieClip).addChild(bullet);
    }

    public function movement():void {
        //0 - up, 1 - left, 2 - down, 3 - right

        checkDirectionPermissions();

        if(horAllowed) {
            if(right) {
                orient(3);
                realign();
                this.x += speed;
            }
            if(left) {
                orient(1);
                realign();
                this.x -= speed;
            }
        }
        if(vertAllowed) {
            if(up) {
                orient(0);
                realign();
                this.y -= speed;
            }
            if(down) {
                orient(2);
                realign();
                this.y += speed;
            }
        }
    }

    public function orient(dest:int):void {
        //trace("facing: " + facing);
        //trace("dest: " + dest);
        var angle = facing - dest;
        this.rotation += (90 * angle);
        facing = dest;
    }

}

}

如果有人想要尝试复制错误,则完整的应用程序就在这里。它使用电子器件作为部件,因此可能需要注释掉它们。

TankAttack.rar

3 个答案:

答案 0 :(得分:0)

这些线条是否正确?

public function enterFrameHandler(Event):void { //Instead of e:Event

var bullet = new Bullet(); // Instead of var bullet:Bullet

var angle = facing - dest; // Instead of var angle:int

我只是想确保我正确读到这一点。

答案 1 :(得分:0)

我认为这个问题的答案非常简单,我曾多次遇到过这种情况(CS4)。检查你的timelime ...通常有一个额外的不需要的空框架。这种情况对我来说仍然有点神秘,但它通常是罪魁祸首......无意中碰到了一些钥匙。

答案 2 :(得分:0)

将方法stop();添加到项目符号中。有时它会在影片剪辑重复时闪烁。