AddChild函数错误

时间:2011-12-08 17:27:45

标签: actionscript-3 flash-cs5

我遇到了这个我创建的addChild函数的问题(这个函数位于Document Class中):

public function enemySpawn(locX:Number,locY:Number)
{
    stage.addChild(this.basicEnemy);
    this.basicEnemy.x = locX;
    this.basicEnemy.y = locY;
}

基本上,每当我从Document Class的构造函数中调用此函数时,它只会将前一个子节点替换为下一个子节点。有什么办法可以解决这个问题吗?

以下是文档类,以防万一你需要它:

package com.basicSurvivalEngine.documentClass
{
    import com.basicSurvivalEngine.assetHolders.*;
    import flash.events.*;
    import flash.display.*;

    public class Document extends MovieClip
    {
        public var mcMain:Player;
        public var basicEnemy:BasicEnemy;
        public var survivalLevel:MovieClip;
        public var wallCollisionArray:Array = new Array();

        public function Document()
        {
            mcMain = new Player(this);
            basicEnemy = new BasicEnemy(this);
            addEventListener(Event.ADDED_TO_STAGE,init);
            // constructor code
        }
        public function init(event:Event)
        {
            addEventListener(Event.ENTER_FRAME,update);
            addEventListener(Event.ENTER_FRAME,levelHandler);
            addEventListener(Event.ENTER_FRAME,levelTransition);
            addEventListener(Event.ENTER_FRAME,vCamMovement);
            this.enemySpawn(-2800, 650);
            this.enemySpawn(-2700, 650);
            this.enemySpawn(-2600, 650);
            this.enemySpawn(-2500, 650);
            addChild(mcMain);
            mcMain.x = 225;
            mcMain.y = 100;
        }
        public function update(event:Event)
        {

        }
        public function levelHandler(event:Event)
        {
            this.survivalLevel = this["survivalLevel"];
            for (var i:int = numChildren - 2; i >= 0; i--)
            {
                var child:DisplayObject = getChildAt(i);
                if (child.name == "wallCollision")
                {
                    this.wallCollisionArray.push(child);
                }
            }
        }
        public function levelTransition(event:Event):void
        {

        }
        public function vCamMovement(event:Event):void
        {
            this.mcMain.x -= (x-(((mcMain.x+(mcMain.width/2))-(stage.stageWidth/2))*-1))/15;
            this.mcMain.y -= (y-(((mcMain.y+(mcMain.height/2))-(stage.stageHeight/2))*-1))/15;
            this.survivalLevel.x -= (x-(((mcMain.x+(mcMain.width/2))-(stage.stageWidth/2))*-1))/15;
            this.survivalLevel.y -= (y-(((mcMain.y+(mcMain.height/2))-(stage.stageHeight/2))*-1))/15;
            this.basicEnemy.x -= (x-(((mcMain.x+(mcMain.width/2))-(stage.stageWidth/2))*-1))/15;
            this.basicEnemy.y -= (y-(((mcMain.y+(mcMain.height/2))-(stage.stageHeight/2))*-1))/15;
        }
        public function enemySpawn(locX:Number,locY:Number)
        {
            stage.addChild(this.basicEnemy);
            this.basicEnemy.x = locX;
            this.basicEnemy.y = locY;
        }

    }

}

2 个答案:

答案 0 :(得分:2)

我可以观察到你只是在每次调用enemySpawn时向舞台添加相同的对象(basicEnemy)。这就是你的问题,如果你想要产生一个新的敌人它应该是一个新的对象

答案 1 :(得分:0)

试试这个:

    protected var enemies:Array = new Array();
    public function enemySpawn(locX:Number,locY:Number)
    {
        var basicEnemy = new BasicEnemy(this);
        stage.addChild(basicEnemy);
        basicEnemy.x = locX;
        basicEnemy.y = locY;
        enemies.push(basicEnemy);
    }

    public function vCamMovement(event:Event):void        
    {
            this.mcMain.x -= (x-(((mcMain.x+(mcMain.width/2))-(stage.stageWidth/2))*-1))/15;
            this.mcMain.y -= (y-(((mcMain.y+(mcMain.height/2))-(stage.stageHeight/2))*-1))/15;           
            this.survivalLevel.x -= (x-(((mcMain.x+(mcMain.width/2))-(stage.stageWidth/2))*-1))/15;                  this.survivalLevel.y -= (y-(((mcMain.y+(mcMain.height/2))-(stage.stageHeight/2))*-1))/15;            
            foreach(var enemy in eneimes) {
                enemy.x -= (x-(((mcMain.x+(mcMain.width/2))-(stage.stageWidth/2))*-1))/15;
                enemy.y -= (y-(((mcMain.y+(mcMain.height/2))-(stage.stageHeight/2))*-1))/15;
            }        
        }

删除public var basicEnemy:BasicEnemy;并创建新敌人