Actionscript 3 框架可以';不要进入actionscript3.0
嗨,我有三个类Mainintro.as,Gameplay.as,Lastscene.as,在这里我用这些代码调用了另一个类。。帧连续移动不停止Actionscript 3 框架可以';不要进入actionscript3.0,actionscript-3,flash,actionscript,flex3,actionscript-2,Actionscript 3,Flash,Actionscript,Flex3,Actionscript 2,嗨,我有三个类Mainintro.as,Gameplay.as,Lastscene.as,在这里我用这些代码调用了另一个类。。帧连续移动不停止 Mainintro.as package { import flash.display.MovieClip; import flash.events.TimerEvent; import flash.events.MouseEvent; import com.greensock.*; import com.greensock.eas
Mainintro.as
package
{
import flash.display.MovieClip;
import flash.events.TimerEvent;
import flash.events.MouseEvent;
import com.greensock.*;
import com.greensock.easing.*;
import Globe;
public class MainIntro
{
public function MainIntro(Mc:MovieClip)
{
Globe.self.realstage = Mc;
Globe.self.realstage.intro_mc.stop();
Mc.intro_mc.play_mc.addEventListener(MouseEvent.CLICK, GameStart);
Mc.intro_mc.play_mc.buttonMode = true;
Mc.intro_mc.ins_btn.buttonMode = true;
var gameply:GamePlay = new GamePlay();
}
public function GameStart(e:MouseEvent):void
{
{
Globe.self.realstage.gotoAndPlay("game");
}
}
}
}
在这个类文件(Gameplay.as)中,代码出现在公共函数onClick
中,原因是:
Globe.self.realstage.click_mc.addEventListener(MouseEvent.CLICK,onClick);
它给出了一个null对象引用
错误,但我已经给出了
实例,然后我尝试运行忽略错误,然后帧不移动
停止
Gameplay.as
package
{
import com.greensock.*;
import com.greensock.easing.*;
import flash.events.MouseEvent;
import flash.display.MovieClip;
import Globe;
public class GamePlay
{
var currentEntry:int = -1;
var aList:Array =
[
{card:Globe.self.realstage.joker_mc, x:605.55, y:195.45},
{card:Globe.self.realstage.king_mc, x:323.80, y:298.45},
{card:Globe.self.realstage.queen_mc, x:45.85, y:213.95},
{card:Globe.self.realstage.a_mc, x:605.55, y:195.45},
{card:Globe.self.realstage.ten_mc, x:323.80, y:298.45},
{card:Globe.self.realstage.five_mc, x:45.85, y:213.95},
{card:Globe.self.realstage.two_mc, x:605.55, y:195.45},
{card:Globe.self.realstage.nine_mc, x:323.80, y:298.45},
{card:Globe.self.realstage.four_mc, x:45.85, y:213.95},
];
public function GamePlay()
{
Globe.self.realstage.stop();
var gameply:LastScene = new LastScene();
Globe.self.realstage.click_mc.addEventListener(MouseEvent.CLICK,
onClick);
Globe.self.realstage.exit_mc.addEventListener(MouseEvent.CLICK,
lastScene);
}
public function lastScene(e:MouseEvent):void
{
Globe.self.realstage.gotoAndPlay("Scene");
}
public function onClick(e:MouseEvent):void
{
// Unsubscribe to avoid the mess with second click.
Globe.self.realstage.click_mc.removeEventListener(MouseEvent.CLICK,
onClick);
// Start process.
moveNext();
}
public function moveNext():void
{
Globe.self.realstage.currentEntry++;
// Stop the process if all the cards have been moved.
if (Globe.self.realstage.currentEntry >=
Globe.self.realstage.aList.length) return;
// Get the entry.
var anEntry:Object =
Globe.self.realstage.aList[Globe.self.realstage.currentEntry];
// Move the card.
Globe.self.realstage.TweenLite.to(Globe.self.realstage.anEntry['card'],
.4,
{x:Globe.self.realstage.anEntry['x'],y:Globe.self.realstage.anEntry['y'],
onComplete:moveNext});
}
}
}
我已经在框架中使用了停止,现在停止了,工作正常 任何时间轴上的错误都会导致忽略其中的所有脚本;因此,时间轴会退回到默认行为,即
play
ed!因此,你不应该忽视错误;但是,如果您需要进一步的帮助,您应该编辑您的问题,很可能添加错误消息并进行更多的澄清,特别是在Globe
:)如果您将Globe.self.realstage.click_mc…etc…etc
替换为:e.currentTarget.removeEventListener(MouseEvent.click,onClick),会发生什么情况代码>?