我在Flash中启动了一个简单的拖放游戏,大部分都在工作。
我已经添加了我的动物,你可以将它们拖放到正确的位置。我还添加了声音,这样当动物掉落在正确的位置时,每次我添加一个新的动物时,这是有效的正确的位置,它播放声音和最后的动物声音。
e.g 即可。把猪放在猪圈里,它会播放猪的声音 把牛放在牛的空间里,它播放牛声和猪声 把鸭子放在鸭子的空间里,它会播放鸭子的声音和牛声以及猪的声音。
显然,当动物被放置在正确的位置时,我只想播放声音 - 放下(不是下一个动物掉落)
我不确定我做错了什么
/ *拖放 通过拖放使指定的符号实例可移动。 * /
import flash.media.Sound;
var offset:int = 10;
var pigStartX:int = 196.80;
var pigStartY:int = 292.10;
var pigEndX:int = 578.40;
var pigEndY:int = 208.50;
Pig.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
function fl_ClickToDrag(event:MouseEvent):void
{
Pig.startDrag();
}
stage.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
function fl_ReleaseToDrop(event:MouseEvent):void
{
Pig.stopDrag();
// dragging and dropping the pieces while checking for correct location
if(Pig.x < pigEndX - offset || Pig.x > pigEndX + offset || Pig.y < pigEndY - offset ||Pig.y > pigEndY + offset){
Pig.x = pigStartX;
Pig.y = pigStartY;
}
else{
//set piece back to original position
Pig.x = pigEndX;
Pig.y = pigEndY;
var oink:PigOink = new PigOink();
var channel:SoundChannel = oink.play();
//checkGame();
}
}
/ *拖放 通过拖放使指定的符号实例可移动。 * /
var cowStartX:int = 324;
var cowStartY:int = 317.95;
var cowEndX:int = 411.50;
var cowEndY:int = 140.95;
Cow.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag_2);
function fl_ClickToDrag_2(event:MouseEvent):void
{
Cow.startDrag();
}
stage.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop_2);
function fl_ReleaseToDrop_2(event:MouseEvent):void
{
Cow.stopDrag();
// dragging and dropping the pieces while checking for correct location
if(Cow.x < cowEndX - offset || Cow.x > cowEndX + offset || Cow.y < cowEndY - offset ||Cow.y > cowEndY + offset){
Cow.x = cowStartX;
Cow.y = cowStartY;
}
else{
//set piece back to original position
Cow.x = cowEndX;
Cow.y = cowEndY;
var moo:CowMoo = new CowMoo();
var channel:SoundChannel = moo.play();
//checkGame();
}
}
/ *拖放 通过拖放使指定的符号实例可移动。 * /
var duckStartX:int = 209.45;
var duckStartY:int = 402.05;
var duckEndX:int = 56.45;
var duckEndY:int = 225.05;
Duck.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag_3);
function fl_ClickToDrag_3(event:MouseEvent):void
{
Duck.startDrag();
}
stage.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop_3);
function fl_ReleaseToDrop_3(event:MouseEvent):void
{
Duck.stopDrag();
// dragging and dropping the pieces while checking for correct location
if(Duck.x < duckEndX - offset || Duck.x > duckEndX + offset || Duck.y < duckEndY - offset ||Duck.y > duckEndY + offset){
//set piece back to original position
Duck.x = duckStartX;
Duck.y = duckStartY;
}
else{
Duck.x = duckEndX;
Duck.y = duckEndY;
var quack:DuckQuack = new DuckQuack();
var channel:SoundChannel = quack.play();
//checkGame();
}
}
答案 0 :(得分:2)
@Neal Davis对导致问题的原因是正确的,但是我建议在动物为目标位置后删除事件监听器,而不是在释放函数中监视动物本身的MOUSE_UP
事件:
function fl_ReleaseToDrop_3(event:MouseEvent):void {
stage.removeEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop_3);
Pig.stopDrag();
//...
}
同样@Organis指出。拥有更通用的代码要简单得多。 考虑这样的事情:
文档类:
package
{
import flash.display.Sprite;
import flash.geom.Point;
public class Main extends Sprite
{
private var animals:Vector.<Animal> = Vector.<Animal>([]);
public function Main() {
animals.push(new Animal("pig", pigMc, 578, 208, "oink.mp3"));
animals.push(new Animal("cow", cowMc, 411, 140, "moo.mp3"));
animals.push(new Animal("duck", duckMc, 56, 225, "quack.mp3"));
}
}
}
简单的动物类:
package
{
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.geom.Point;
import flash.media.Sound;
import flash.net.URLRequest;
public class Animal
{
private var _name:String;
private var _dropMargin:Number = 10;
private var _startPos:Point = new Point();
private var _endPos:Point = new Point();
private var _sound:Sound;
private var _view:Sprite;
public function Animal(name:String, view:Sprite, endX:Number = 0, endY:Number = 0, sound:String = null) {
_name = name;
_view = view;
_startPos.x = _view.x; _startPos.y = _view.y;
_endPos.x = endX; _endPos.y = endY;
_sound = new Sound(new URLRequest(sound));
view.addEventListener(MouseEvent.MOUSE_DOWN, onMDown);
}
private function onMDown(e:MouseEvent):void{
_view.stage.addEventListener(MouseEvent.MOUSE_UP, onMUp);
_view.startDrag();
}
private function onMUp(e:MouseEvent):void {
_view.stage.removeEventListener(MouseEvent.MOUSE_UP, onMUp);
_view.stopDrag();
//Distance to destination point
var dd:Number = Point.distance(pos, _endPos);
if (dd > dropMargin) pos = _startPos;
else {
pos = _endPos;
_sound.play();
}
}
public function get view():Sprite{return _view;}
public function get dropMargin():Number{return _dropMargin;}
public function set dropMargin(value:Number):void{_dropMargin = value;}
public function get pos():Point{return new Point(_view.x, _view.y);}
public function set pos(value:Point):void{
_view.x = value.x;
_view.y = value.y;
}
}
}
答案 1 :(得分:1)
查看MouseUp事件处理程序。
您正在向舞台添加事件侦听器。所以每当舞台听到鼠标事件时,他们都会被调用。
将这些听众添加到牛,猪等中,就像您为鼠标按下听众所做的那样。
那应该解决它。
Pig.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
function fl_ClickToDrag(event:MouseEvent):void
{
Pig.startDrag();
}
//stage.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
// change to this
Pig.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);