Actionscript 3 参照as3中同一对象的其他属性获取dataobject的属性

Actionscript 3 参照as3中同一对象的其他属性获取dataobject的属性,actionscript-3,flash,events,data-objects,Actionscript 3,Flash,Events,Data Objects,如何在输入帧侦听器“animatesmoke”中获取“smokeobject”的速度属性,该侦听器参照movieclip“whitesmoke”,这也是“smokeobject”的一个属性 这是我的密码 public function createRocketSmoke() { var smokeObject:Object = new Object(); smokeObject.whiteSmoke = new Bitmap(new WhiteSmok

如何在输入帧侦听器“animatesmoke”中获取“smokeobject”的速度属性,该侦听器参照movieclip“whitesmoke”,这也是“smokeobject”的一个属性

这是我的密码

public function createRocketSmoke() 
    {
        var smokeObject:Object = new Object();
         smokeObject.whiteSmoke = new Bitmap(new WhiteSmoke(0,0));
         smokeObject.whiteSmoke.x=targetX + Math.random()*4-8;
         smokeObject.whiteSmoke.y=targetY + Math.random()*4-8;

        smokeContainer=new MovieClip();
        smokeContainer.addChild(smokeObject.whiteSmoke);
        addChild(smokeContainer);

        var randomScale = Math.random();
        if(randomScale<.5)
        randomScale = randomScale+.5;
        smokeObject.whiteSmoke.scaleX= randomScale;
        smokeObject.whiteSmoke.scaleY= randomScale;
        smokeObject.speed = Math.random();
        smokeObject.whiteSmoke.rotation = Math.random()*360;
        smokeObject.whiteSmoke.addEventListener(Event.ENTER_FRAME,animateSmoke);    

    }
    public function animateSmoke(event:Event):void
    {
        //here i want the speed property of the 'smokeObject'
    }
公共函数createRocketSmoke()
{
var smokeObject:Object=新对象();
smokeObject.WhiteMoke=新位图(新的WhiteMoke(0,0));
smokeObject.whiteSmoke.x=targetX+Math.random()*4-8;
smokeObject.whiteSmoke.y=targetY+Math.random()*4-8;
smokeContainer=新电影剪辑();
smokeContainer.addChild(smokeObject.whiteSmoke);
addChild(烟盒);
var randomScale=Math.random();

如果(randomScale你想做的事情很快就会变得非常混乱

我建议为Smoke创建一个类,并为它提供一个
update()
函数:

public class Smoke
{

    // Properties.
    private var _whiteSmoke:Bitmap;
    private var _speed:Number = 0;


    // Constructor.
    public function Smoke(targetX:Number = 0, targetY:Number = 0)
    {
        // Prepare graphics.
        _whiteSmoke = new Bitmap(new WhiteSmoke());
        _whiteSmoke.x = targetX + Math.random()*4-8;
        _whiteSmoke. y = targetY + Math.random()*4-8;
        _whiteSmoke.rotation = Math.random()*360;
        _whiteSmoke.scaleX = whiteSmoke.scaleY = 0.5 Math.random() * 0.5;

        // Apply random speed.
        _speed = Math.random();
    }


    // Update this smoke.
    public function update():void
    {
        //
        // Update this smoke here.
        //
    }


    // The graphics for this smoke.
    public function get whiteSmoke():Bitmap
    {
        return _whiteSmoke;
    }


    // The speed for this smoke.
    public function get speed():Number
    {
        return _speed;
    }

}
这将使您能够更轻松地使用阵列和循环更新烟雾对象,以更新每个烟雾对象:

// This array will hold all your Smoke objects.
var allSmoke:Array = [];

// Create some Smoke.
var smoke1:Smoke = new Smoke(10, 10);
var smoke2:Smoke = new Smoke(10, 10);

// Add it to the array.
allSmoke.push(smoke1);
allSmoke.push(smoke2);


// Prepare game loop.
addEventListener(Event.ENTER_FRAME, update);
function update(e:Event):void
{
    // Loop through smoke objects and update them.
    for each(var i:Smoke in allSmoke)
    {
        i.update();
    }
}