Actionscript 3 Starling/AS3-1084:语法错误:应在leftparen之前使用leftbrace

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

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 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!