简单的简单问题,但我不能让它工作。 所以我只有一个带有显示对象的球,一个球。我从Main.as创建它的实例 并运行一个for循环来检查我是否击球,如果我这样做,我想删除该对象。 但我不能。
我的代码出了什么问题?
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.ui.Mouse;
import flash.events.TimerEvent;
import flash.utils.Timer;
public class Main extends Sprite
{
private var clay:Clay;
private var clayCollection:Vector.<Clay> = new Vector.<Clay>;
private var crash:Crash;
private var crashCollection:Vector.<Crash> = new Vector.<Crash>;
private var timer:Timer = new Timer(0);
private var newClayTimer:Timer = new Timer(1000);
public function Main()
{
newClayTimer.start();
newClayTimer.addEventListener(TimerEvent.TIMER, addNewClay);
stage.addEventListener(MouseEvent.CLICK, checkForHit);
}
private function checkForHit(e:MouseEvent):void
{
if (clayCollection.length > 0)
{
for (var i:int = 0; i < clayCollection.length; i++)
{
if (e.target.hitTestObject(clayCollection[i]))
{
clayCollection.splice(i, 1);
removeChild(clayCollection[i]);
}
}
}
}
private function addNewClay(e:TimerEvent):void
{
clay = new Clay();
addChild(clay);
clayCollection.push(clay);
}
}
}
答案 0 :(得分:1)
尝试这样的事情
for (var i:int = 0; i < clayCollection.length; i++) {
var clay:Clay = clayCollection[i];
if (e.target.hitTextObject) {
//seems to me all clays will hit test as true with the stage?
removeChild(clay);
clayCollection.splice(i, 1);
}
}
通过这种方式,您知道您要删除的对象肯定是经过测试的对象。
答案 1 :(得分:0)
我同意艾米的意见,听一下粘土的实例,而不是舞台。你仍然可以从你的数组中删除它,像这样(未经测试的代码):
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.ui.Mouse;
import flash.events.TimerEvent;
import flash.utils.Timer;
public class Main extends Sprite
{
private var clay:Clay;
private var clayCollection:Vector.<Clay> = new Vector.<Clay>;
private var crash:Crash;
private var crashCollection:Vector.<Crash> = new Vector.<Crash>;
private var timer:Timer = new Timer(0);
private var newClayTimer:Timer = new Timer(1000);
public function Main()
{
newClayTimer.start();
newClayTimer.addEventListener(TimerEvent.TIMER, addNewClay);
}
private function checkForHit(e:MouseEvent):void
{
// identify the target as Clay
var clay:Clay = e.target as Clay;
if(contains(clay)) removeChild(clay);
// remove it from your array
for each (var c:Clay in clayCollection) {
if (c == clay) clayCollection.splice(clayCollection.indexOf(c), 1);
}
}
private function addNewClay(e:TimerEvent):void
{
clay = new Clay();
clay.addEventListener(MouseEvent.CLICK, checkForHit);
addChild(clay);
clayCollection.push(clay);
}
}
}
答案 2 :(得分:0)
当程序创建对象的实例并且您单击鼠标时,调试器会抛出此错误。
主线程(已暂停:RangeError:错误#1125:索引0超出范围0。)
主/ checkForHit
修复是你需要在切片时划分循环的索引。此外,应用拼接和分隔时的顺序非常重要。
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.ui.Mouse;
import flash.events.TimerEvent;
import flash.utils.Timer;
public class Main extends Sprite {
private var clay:Clay;
private var clayCollection:Vector.<Clay> = new Vector.<Clay>;
private var timer:Timer = new Timer(0);
private var newClayTimer:Timer = new Timer(1000);
public function Main(){
newClayTimer.start();
newClayTimer.addEventListener(TimerEvent.TIMER, addNewClay);
stage.addEventListener(MouseEvent.CLICK, checkForHit);
}//END MAIN()
private function checkForHit(e:MouseEvent):void{
if (clayCollection.length > 0)
{
for (var i:int = 0; i != clayCollection.length; i++)
{
trace(i,clayCollection.length);
if (e.target.hitTestObject(clayCollection[i]))
{
removeChild(clayCollection[i]);
clayCollection.splice(i, 1);
i--;
}
}
}
}//END checkForHit()
private function addNewClay(e:TimerEvent):void{
clay = new Clay();
addChild(clay);
clayCollection.push(clay);
}//END addNewClay()
}//END MAINCLASS
}//END PACKAGE