Actionscript 3 - 未收到自定义事件

时间:2010-10-20 09:33:16

标签: actionscript-3 events

ActionScript 3,只是学习AS3但知道一些其他语言。

什么会导致一个事件,即监听调用执行而不会抛出错误并成功调度,不被监听? 调度调用(运行):

private function HandleMouseClick( e:Event ):void{
if ( m_MouseState == MOUSE_STATE_SELECTED )
    m_MouseState = MOUSE_STATE_NONE;
else
{
    m_MouseState = MOUSE_STATE_SELECTED;
    var evt:PlayerMoveFinishedEvent =  new PlayerMoveFinishedEvent( m_uiValue, Operation.ADDITION );
    var result:Boolean = dispatchEvent( evt );
    trace(result);
}

m_bDirty = true;

}

听取呼叫(此操作):

addEventListener( PlayerMoveFinishedEvent.MOVE_FINISHED, HandlePlayerMove );

处理程序(从未调用过):

public function HandlePlayerMove( e:PlayerMoveFinishedEvent ):void{trace("received!");}

消息:

public class PlayerMoveFinishedEvent extends Event 
{
    public static const MOVE_FINISHED:String = "MoveFinished111wefsdsdvs";
    private var m_uiValue:uint;
    public var m_Operation:uint;

    public function PlayerMoveFinishedEvent( _uiValue:uint, _Operation:uint ) 
    { 
        super( PlayerMoveFinishedEvent.MOVE_FINISHED);

        m_uiValue = _uiValue;
        m_Operation = _Operation;

    } 

    public function get Value():uint 
    {
        return m_uiValue;
    }

    public function get Operation():uint
    {
        return m_Operation;
    }

    public override function clone():Event 
    { 
        return new PlayerMoveFinishedEvent( m_uiValue, m_Operation );
    } 

    public override function toString():String 
    { 
        return formatToString("PlayerMoveFinishedEvent", "type", "bubbles", "cancelable", "eventPhase"); 
    }

}

(抱歉格式化,我责怪预览)

更新: 好的,这是一个全能的听众课程:

public class MoveTracker extends Sprite
{
    private var m_kCurrentOperation:Operation = null;
    private var m_uiTotalMoves:uint = 0;

    public function MoveTracker() 
    {
        super();
        var s:String = PlayerMoveFinishedEvent.MOVE_FINISHED;
        addEventListener( s, HandlePlayerMove );
    }

    public function HandlePlayerMove( e:PlayerMoveFinishedEvent ):void
    {
        var runningTotal:uint = 0;
        if ( m_kCurrentOperation != null )
            runningTotal = m_kCurrentOperation.RunningTotal;

        m_kCurrentOperation = new Operation( runningTotal, e.Value, e.Operation, m_kCurrentOperation );
        // draw in the right spot.
        m_kCurrentOperation.y = m_uiTotalMoves * m_kCurrentOperation.y;
        m_uiTotalMoves++;
        addChild( m_kCurrentOperation );
    }


}

现在可以将其添加的地方类重新提供到必要的地方:

public class Square extends Sprite{     
private static var MOUSE_STATE_NONE:uint = 0;
private static var MOUSE_STATE_HOVER:uint = 1;
private static var MOUSE_STATE_SELECTED:uint = 2;

......其他变量......

public function Square(_x:Number, _y:Number, fWidth:Number, fHeight:Number, colour:uint, value:uint) 
{   
    super();
    x = _x;
    y = _y;


    m_kSize = new Point( fWidth, fHeight );
    m_uiColour = colour;
    m_uiSelectedColour = 0xFF80C0;
    m_uiHoverColour = 0x9BDB88;
    m_uiValue = value;


    var kTextDisplay:Bitmap;
    var kTextDisplayData:BitmapData;            
    kTextDisplayData = new BitmapData(m_kSize.x, m_kSize.y, true, 0x00FFFFFF);
    DText.draw( kTextDisplayData, m_uiValue.toString(), 0, 0, DText.LEFT );
    kTextDisplay = new Bitmap( kTextDisplayData );

    // position the number in the centre of the square.
    kTextDisplay.x = m_kSize.x * 0.5 - ( 8 * ( m_uiValue.toString().length * 0.5 ) ) ;
    kTextDisplay.y = m_kSize.y * 0.5 - 8;
    addChild( kTextDisplay );

    m_MouseState = MOUSE_STATE_NONE;

    addEventListener(MouseEvent.MOUSE_OVER, HandleMouseEnter);
    addEventListener(MouseEvent.MOUSE_OUT, HandleMouseExit);

    addEventListener(MouseEvent.CLICK, HandleMouseClick );

    addEventListener(Event.RENDER, Draw );

    m_bDirty = true;
}
private function HandleMouseClick( e:Event ):void 
{
    if ( m_MouseState == MOUSE_STATE_SELECTED )
        m_MouseState = MOUSE_STATE_NONE;
    else
    {
        m_MouseState = MOUSE_STATE_SELECTED;
        var evt:PlayerMoveFinishedEvent =  new PlayerMoveFinishedEvent( m_uiValue, Operation.ADDITION );
        var result:Boolean = dispatchEvent( evt );

    }

    m_bDirty = true;
}

}

“Squares”被childed到一个棋盘,这个棋盘被childed到我的主应用程序(扩展精灵)。棋盘显示并具有我想要的所有行为,但是当我单击一个正方形时,单击事件将触发并调度自定义事件,但永远不会收到自定义事件。

应该是所有需要的代码,其余的代码只是创建一个网格并在方块中放置随机数,这很好。

任何建议表示赞赏! :)

根据每个有“自定义事件教程”的网站,看来我拥有听取这个事件所需的一切,它只是没有发生:(

1 个答案:

答案 0 :(得分:0)

为了回答你的问题,我们需要知道是谁派出了这个活动。您何时/何时添加事件监听器。

为什么你的HandlePlayerMove监听器是一个公共函数?

您可以尝试一种不同的方法,在Square类中使用调度程序来侦听棋盘类中的自定义事件。

// In your Main Class, you create a new instance of an EventDispatcher
// and pass it as a parameter to the children
public class Main extends Sprite
{
    private var dispatcher:EventDispatcher;

    public function Main()
    {
       dispatcher = new EventDispatcher();
       dispatcher.addEventListener( PlayerMoveFinishedEvent.MOVE_FINISHED, 
                HandlePlayerMove )
    }
    // later in your code when you create a Square
    var square = new Square(dispatcher );
}

public class Square extends Sprite
{
     private var _dispatcher:EventDispatcher;

     public function Square(dispatcher:EventDispatcher):void
     {
         this._dispatcher = dispatcher;
     }

     //etc....

     private function HandleMouseClick( e:Event ):void 
     {
       //.... your code here
        _dispatcher.dispatchEvent( evt );
       //.... your code here
     }
}