我正在尝试开发一种基本的Snake游戏,它涉及一些反向运动学和状态机。我试图这样做,当蛇的第一部分与某个"鼠标相互作用时,它就消失了。但是,当我这样做时,它不起作用,我最终得到ArgumentError:错误#2025:提供的DisplayObject必须是调用者的子节点。
这是我的代码:
package
{
import agent.Agent;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.KeyboardEvent;
import flash.geom.Point;
public class Main extends Sprite
{
private var Agents:Vector.<Agent>;
private var segments:Array;
private var numSegments:uint = 150;
private var player:Point = new Point (15, 15)
public function Main():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
segments = new Array();
for(var i:uint = 0; i < numSegments; i++)
{
var segment:Segment = new Segment (5, 10);
addChild(segment);
segments.push(segment);
}
//updatePoint();
addEventListener(Event.ENTER_FRAME, onEnterFrame);
removeEventListener(Event.ADDED_TO_STAGE, init);
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
// entry point
graphics.beginFill(0xeeeeee);
graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight);
Agents = new Vector.<Agent>();
addEventListener(Event.ENTER_FRAME, gameloop);
for (var x:int = 0; x < 10; x++)
{
var a:Agent = new Agent();
addChild(a);
Agents.push(a);
a.x = Math.random() * 10;
a.y = Math.random() * 10;
}
stage.addEventListener(MouseEvent.CLICK, createAgent);
}
private function createAgent(e:MouseEvent):void
{
var a:Agent = new Agent();
stage.addChild(a);
Agents.push(a);
a.x = mouseX;
a.y = mouseY;
}
private function gameloop(e:Event):void
{
for each (var a: Agent in Agents) {
a.update();
trace ("Follow me on Twitter.");
for each(var target: Segment in segments)
{
if (target.hitTestPtarget.x, a.y + target.y, true))
{
stage.removeChild(a);
}
}
}
}
private function onEnterFrame(event:Event):void
{
drag(segments[0], player.x, player.y);
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown);
for(var i:uint = 1; i < numSegments; i++)
{
var segmentA:Segment = segments[i];
var segmentB:Segment = segments[i - 1];
drag(segmentA, segmentB.x, segmentB.y);
}
}
private function keyDown (evt: KeyboardEvent): void {
//87=w 68=d 83=s 65=a
if (evt.keyCode == 87)
{
player.y-=50;
}
else if (evt.keyCode == 83)
{
player.y+=50;
}
else if (evt.keyCode == 68)
{
player.x+=50;
}
else if (evt.keyCode == 65)
{
player.x-=50;
}
trace (player.x + " " + player.y);
}
private function drag(segment:Segment, xpos:Number, ypos:Number):void
{
var dx:Number = xpos - segment.x;
var dy:Number = ypos - segment.y;
var angle:Number = Math.atan2(dy, dx);
segment.rotation = angle * 180 / Math.PI;
var w:Number = segment.getPin().x - segment.x;
var h:Number = segment.getPin().y - segment.y;
segment.x = xpos - w;
segment.y = ypos - h;
}
}
}
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我曾尝试查看同一主题的其他帖子,但我只是不明白我做错了什么。任何帮助将不胜感激!
答案 0 :(得分:2)
您正在本地添加代理和细分(在Main中),稍后您尝试将它们从舞台中移除(这是swf的顶层,是另一个显示对象)。
在init函数中执行stage.addChild(...)或者(这是一个更好的选项imo)用其他地方的removeChild(...)替换stage.removeChild(...) - 这将保持本地主空间中的对象(谁知道,也许你想要稍后在你的主要区域移动,让所有东西一下子看不见等)。