我有一个作为计时器旋转的钟针。如果用户在时间用完之前完成了活动,我需要停止补间。
我尝试删除补间没有运气。我做错了什么?
我进入了levelup函数,但删除补间功能不起作用。
function Clock() {
// this.board = board;
clockContainer = new createjs.Container();
contain = new createjs.Container();
var clockBack = new createjs.Bitmap(queue.getResult("clockBack"));
clockHand = new createjs.Bitmap(queue.getResult("clockHand"));
clockBack.x = 40;
clockBack.y = 480;
clockHand.x = 95;
clockHand.y = 539;
clockHand.regX = 20
clockHand.regY = 105;
clockHand.scaleX = clockHand.scaleY = 0.50;
clockBack.scaleX = clockBack.scaleY = 0.50;
clockContainer.addChild(clockBack, clockHand);
TimerLength = 30000;
stage.addChild(clockContainer)
mytweentodisable = createjs.Tween.get(clockHand, { loop: false }).to({ rotation: 360 }, TimerLength).call(function () {
//this will trigger the timer is up
GamehasEnded = true;
checkWrongAndRight();
});
}
function levelUp() {
createjs.Tween.removeTweens(mytweentodisable)
console.log("adding Level up button");
levelUpContainer = new createjs.Container();
levelUpIcon = new createjs.Bitmap(queue.getResult("levelUp"));
levelUpContainer.addChild(levelUpIcon);
stage.addChild(levelUpContainer)
levelUpContainer.x = 350
levelUpContainer.y = 500
levelUpContainer.addEventListener("click", function () {
console.log("clicked it");
});
}
答案 0 :(得分:2)
这应该可以解决问题:
interface IHEEntity
{
public:
virtual size_t GetId() const = 0;
virtual void SetId(const size_t Value) = 0;
public:
virtual ~IHEEntity() {};
};
class CHEEntity : public virtual IHEEntity
{
protected:
size_t m_Id;
public:
size_t GetId() const final { return m_Id; }
void SetId(const size_t Value) final { m_Id = Value; }
public:
CHEEntity() {};
virtual ~CHEEntity() {};
};
interface IHEArc : public virtual IHEEntity
{
public:
}
class CHEArc :
public virtual CHEEntity,
public virtual IHEArc
{
public:
using CHEEntity::GetId;
using CHEEntity::SetId;
}