Actionscript 3 Starling/AS3-1084:语法错误:应在leftparen之前使用leftbrace
我真的看不出我错过了什么!一切加起来,但似乎我的公共类游戏背景没有正确关闭,请帮助!我一定盯着这个看了这么久,看不见眼前有什么Actionscript 3 Starling/AS3-1084:语法错误:应在leftparen之前使用leftbrace,actionscript-3,Actionscript 3,我真的看不出我错过了什么!一切加起来,但似乎我的公共类游戏背景没有正确关闭,请帮助!我一定盯着这个看了这么久,看不见眼前有什么 package com./////./////.objects { import starling.display.Sprite; import starling.events.Event; public class GameBackground extends Sprite ( private var bg
package com./////./////.objects
{
import starling.display.Sprite;
import starling.events.Event;
public class GameBackground extends Sprite
(
private var bgLayer1:BgLayer;
private var bgLayer2:BgLayer;
private var bgLayer3:BgLayer;
private var bgLayer4:BgLayer;
private var _speed:Number = 0;
public function GameBackground()
{
super();
this.addEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
}
private function onAddedToStage(event:Event):void
{
this.removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
bgLayer1 = new BgLayer(1);
bgLayer1.parallax = 0.02;
this.addChild(bgLayer1);
bgLayer2 = new BgLayer(2);
bgLayer2.parallax = 0.2;
this.addChild(bgLayer2);
bgLayer3 = new BgLayer(3);
bgLayer3.parallax = 0.5;
this.addChild(bgLayer3);
bgLayer4 = new BgLayer(4);
bgLayer4.parallax = 1;
this.addChild(bgLayer4);
this.addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onEnterFrame(event:Event):void
{
bgLayer1.x -= Math.ceil(_speed * bgLayer1.parallax);
if(bgLayer1 < -stage.stageWidth)
{
bgLayer1.x = 0;
}
bgLayer2.x -= Math.ceil(_speed * bgLayer2.parallax);
if(bgLayer2 < -stage.stageWidth)
{
bgLayer2.x = 0;
}
bgLayer3.x -= Math.ceil(_speed * bgLayer3.parallax);
if(bgLayer3 < -stage.stageWidth)
{
bgLayer3.x = 0;
}
bgLayer4.x -= Math.ceil(_speed * bgLayer4.parallax);
if(bgLayer4 < -stage.stageWidth)
{
bgLayer4.x = 0;
}
}
public function get speed():Number
{
return _speed;
}
public function set speed(value:Number):void
{
_speed = value;
}
}
}
package com.//.objects
{
导入starling.display.Sprite;
导入starling.events.Event;
公共类GameBackground扩展了Sprite
(
私有变量bgLayer1:BgLayer;
私有变量bgLayer2:BgLayer;
私有变量bgLayer3:BgLayer;
私有变量bgLayer4:BgLayer;
私有变量速度:数字=0;
公共函数GameBackground()
{
超级();
此.addEventListener(Event.ADDED_至_阶段,OnAddedStatage);
}
AddedStatage上的私有函数(事件:事件):void
{
此.removeEventListener(Event.ADDED_至_阶段,OnAddedStatage);
bgLayer1=新的BgLayer(1);
bgLayer1.视差=0.02;
此.addChild(bgLayer1);
bgLayer2=新的BgLayer(2);
bgLayer2.视差=0.2;
此.addChild(bgLayer2);
bgLayer3=新的BgLayer(3);
bgLayer3.视差=0.5;
此.addChild(bgLayer3);
bgLayer4=新的BgLayer(4);
bgLayer4.视差=1;
这个.addChild(bgLayer4);
this.addEventListener(Event.ENTER_FRAME,onEnterFrame);
}
私有函数onEnterFrame(事件:事件):void
{
bgLayer1.x-=Math.ceil(_speed*bgLayer1.parallax);
如果(bgLayer1<-阶段宽度)
{
bgLayer1.x=0;
}
bgLayer2.x-=Math.ceil(_speed*bgLayer2.parallax);
如果(bgLayer2<-阶段宽度)
{
bgLayer2.x=0;
}
bgLayer3.x-=Math.ceil(_speed*bgLayer3.parallax);
如果(bgLayer3<-舞台宽度)
{
bgLayer3.x=0;
}
bgLayer4.x-=Math.ceil(_speed*bgLayer4.parallax);
如果(bgLayer4<-舞台宽度)
{
bgLayer4.x=0;
}
}
公共函数get speed():Number
{
返回速度;
}
公共功能设定速度(值:数字):无效
{
_速度=值;
}
}
}
在您的类声明下,您有一个括号而不是括号。启用“允许调试”以获取行号和其他有用信息谢谢!我知道这很简单,就当着我的面看!您是一个传奇!