Actionscript 3 使用来自另一个类as3的变量

Actionscript 3 使用来自另一个类as3的变量,actionscript-3,flash,class,variables,Actionscript 3,Flash,Class,Variables,我把一个大文件分成多个文件来清理,现在我遇到了一个问题 我有我的主要角色 我试图做的是从另一个类中访问一个变量,我稍后在那个类中设置了这个变量。我来告诉你我的意思 从我的main.as开始,我加载每个类,并将它们作为子类添加,这样它就会显示在屏幕上 public function buildGame() { var loadMap:Sprite = new nf_MapBuilder(); var xChar:Sprite = new nf_Cha

我把一个大文件分成多个文件来清理,现在我遇到了一个问题

我有我的主要角色

我试图做的是从另一个类中访问一个变量,我稍后在那个类中设置了这个变量。我来告诉你我的意思

从我的main.as开始,我加载每个类,并将它们作为子类添加,这样它就会显示在屏幕上

    public function buildGame()
    {
        var loadMap:Sprite = new nf_MapBuilder();
        var xChar:Sprite = new nf_Character();
        var xCam:Sprite = new nf_Camera();
        var UserControl:nf_UserControl = new nf_UserControl();

        addChild(loadMap);
        addChild(xChar);
        addChild(xCam);
        addChild(UserControl);
    }
屏幕上显示的一切都是它所需要的。然后是我的角色。如:

package as3
{
import flash.display.Sprite;
import flash.events.Event;

public class nf_Character extends Sprite
{
    public var character_pos:Array = new Array();
    public var character_is_moving:Boolean = false;
    public var character_x_dir:int = 0;
    public var character_y_dir:int = 0;
    public var character:hero = new hero();

    public function nf_Character()
    {
        addEventListener(Event.ADDED_TO_STAGE,xCharLoad);
    }

    public function xCharLoad(e:Event)
    {
        character_pos = [2,2];
        character.x=64*(character_pos[1]);
        character.y=64*(character_pos[0]);
        addChild(character);
    }
}
}
这就是问题所在。我需要使用我在角色中设置的变量。至于在相机中使用它。至于:

package as3
{
import flash.display.Sprite;
import flash.events.Event;
import flash.geom.Rectangle;
import flash.display.StageScaleMode;

import as3.nf_Character;

public class nf_Camera extends Sprite
{
    private var xChar:nf_Character = new nf_Character();

    //Camera variables
    var stageW2:Number;
    var stageH2:Number;
    var view:Rectangle;

    public function nf_Camera()
    {
        addEventListener(Event.ADDED_TO_STAGE,xCamGo);
    }

    public function xCamGo(e:Event):void
    {
        trace("Camera pos - " + xChar.x + " " + xChar.character.y);

        view = new Rectangle(0,0,stage.stageWidth,stage.stageHeight)
        stageW2 = stage.stageWidth / 2 - 32;
        stageH2 = stage.stageHeight / 2 - 32;

        addEventListener(Event.ENTER_FRAME,CamView);
    }
    public function CamView(e:Event):void
    {
        view.x = xChar.character.x - stageW2;
        view.y = xChar.character.y - stageH2;
        scrollRect = view;
    }
}
}

当它都在一个大文件中时,还可以,我只需要在类中设置变量,并通过每个函数访问它,但现在我有点困惑。有人知道我是如何做到这一点的吗?

您可以将角色类实例作为构造函数的参数传递给摄影机类实例。然后,您将拥有对camera类中角色的引用,并且可以访问它的变量

// Inside buildGame() in main.
var xChar:nf_Character = new nf_Character();
var xCam:nf_Camera = new nf_Camera(xChar);

// Inside nf_Camera
public function nf_Camera(char:nf_Character) {
    xChar = char;
}

简言之,我认为您应该订阅一个来自主类中角色的事件,该事件将在角色移动时触发。在该事件的处理程序中,可以调用摄影机上的方法,根据角色的当前位置设置其位置

main.as

private var xChar:Sprite = new nf_Character();
private var xCam:Sprite = new nf_Camera();

public function buildGame()
{
    var loadMap:Sprite = new nf_MapBuilder();
    var UserControl:nf_UserControl = new nf_UserControl();

    // listen for when the character has moved
    xChar.addEventListener(MoveEvent.MOVED, characterMovedHandler);

    addChild(loadMap);
    addChild(xChar);
    addChild(xCam);
    addChild(UserControl);
}

private function characterMovedHandler(event:MoveEvent):void
{
    xCam.setPosition(xChar.x, xChar.y);
}
public class nf_Character extends Sprite
{
    public var character_pos:Array = new Array();
    public var character_is_moving:Boolean = false;
    public var character_x_dir:int = 0;
    public var character_y_dir:int = 0;
    public var character:hero = new hero();

    public function nf_Character()
    {
        addEventListener(Event.ADDED_TO_STAGE,xCharLoad);
    }

    public function xCharLoad(e:Event)
    {
        character_pos = [2,2];
        character.x=64*(character_pos[1]);
        character.y=64*(character_pos[0]);
        addChild(character);
    }

    public function xCharMoved() 
    {
        // Dispatch a custom event when the character moves
        dispatchEvent(new MovedEvent(MovedEvent.MOVED)); 
    }
}
public class nf_Camera extends Sprite
{
    private var xChar:nf_Character = new nf_Character();

    //Camera variables
    var stageW2:Number;
    var stageH2:Number;
    var view:Rectangle;

    public function nf_Camera()
    {
        addEventListener(Event.ADDED_TO_STAGE,xCamGo);
    }

    public function xCamGo(e:Event):void
    {
        trace("Camera pos - " + xChar.x + " " + xChar.character.y);

        view = new Rectangle(0,0,stage.stageWidth,stage.stageHeight)
        stageW2 = stage.stageWidth / 2 - 32;
        stageH2 = stage.stageHeight / 2 - 32;

        // Probably only need one enterframe either in your character class or main
        //addEventListener(Event.ENTER_FRAME,CamView);
    }
    public function setPosition(x:Number, y:Number):void
    {
        view.x = xChar.character.x - stageW2;
        view.y = xChar.character.y - stageH2;
        scrollRect = view;
    }
}
nf\u字符。如

private var xChar:Sprite = new nf_Character();
private var xCam:Sprite = new nf_Camera();

public function buildGame()
{
    var loadMap:Sprite = new nf_MapBuilder();
    var UserControl:nf_UserControl = new nf_UserControl();

    // listen for when the character has moved
    xChar.addEventListener(MoveEvent.MOVED, characterMovedHandler);

    addChild(loadMap);
    addChild(xChar);
    addChild(xCam);
    addChild(UserControl);
}

private function characterMovedHandler(event:MoveEvent):void
{
    xCam.setPosition(xChar.x, xChar.y);
}
public class nf_Character extends Sprite
{
    public var character_pos:Array = new Array();
    public var character_is_moving:Boolean = false;
    public var character_x_dir:int = 0;
    public var character_y_dir:int = 0;
    public var character:hero = new hero();

    public function nf_Character()
    {
        addEventListener(Event.ADDED_TO_STAGE,xCharLoad);
    }

    public function xCharLoad(e:Event)
    {
        character_pos = [2,2];
        character.x=64*(character_pos[1]);
        character.y=64*(character_pos[0]);
        addChild(character);
    }

    public function xCharMoved() 
    {
        // Dispatch a custom event when the character moves
        dispatchEvent(new MovedEvent(MovedEvent.MOVED)); 
    }
}
public class nf_Camera extends Sprite
{
    private var xChar:nf_Character = new nf_Character();

    //Camera variables
    var stageW2:Number;
    var stageH2:Number;
    var view:Rectangle;

    public function nf_Camera()
    {
        addEventListener(Event.ADDED_TO_STAGE,xCamGo);
    }

    public function xCamGo(e:Event):void
    {
        trace("Camera pos - " + xChar.x + " " + xChar.character.y);

        view = new Rectangle(0,0,stage.stageWidth,stage.stageHeight)
        stageW2 = stage.stageWidth / 2 - 32;
        stageH2 = stage.stageHeight / 2 - 32;

        // Probably only need one enterframe either in your character class or main
        //addEventListener(Event.ENTER_FRAME,CamView);
    }
    public function setPosition(x:Number, y:Number):void
    {
        view.x = xChar.character.x - stageW2;
        view.y = xChar.character.y - stageH2;
        scrollRect = view;
    }
}
nf\U摄像头组件

private var xChar:Sprite = new nf_Character();
private var xCam:Sprite = new nf_Camera();

public function buildGame()
{
    var loadMap:Sprite = new nf_MapBuilder();
    var UserControl:nf_UserControl = new nf_UserControl();

    // listen for when the character has moved
    xChar.addEventListener(MoveEvent.MOVED, characterMovedHandler);

    addChild(loadMap);
    addChild(xChar);
    addChild(xCam);
    addChild(UserControl);
}

private function characterMovedHandler(event:MoveEvent):void
{
    xCam.setPosition(xChar.x, xChar.y);
}
public class nf_Character extends Sprite
{
    public var character_pos:Array = new Array();
    public var character_is_moving:Boolean = false;
    public var character_x_dir:int = 0;
    public var character_y_dir:int = 0;
    public var character:hero = new hero();

    public function nf_Character()
    {
        addEventListener(Event.ADDED_TO_STAGE,xCharLoad);
    }

    public function xCharLoad(e:Event)
    {
        character_pos = [2,2];
        character.x=64*(character_pos[1]);
        character.y=64*(character_pos[0]);
        addChild(character);
    }

    public function xCharMoved() 
    {
        // Dispatch a custom event when the character moves
        dispatchEvent(new MovedEvent(MovedEvent.MOVED)); 
    }
}
public class nf_Camera extends Sprite
{
    private var xChar:nf_Character = new nf_Character();

    //Camera variables
    var stageW2:Number;
    var stageH2:Number;
    var view:Rectangle;

    public function nf_Camera()
    {
        addEventListener(Event.ADDED_TO_STAGE,xCamGo);
    }

    public function xCamGo(e:Event):void
    {
        trace("Camera pos - " + xChar.x + " " + xChar.character.y);

        view = new Rectangle(0,0,stage.stageWidth,stage.stageHeight)
        stageW2 = stage.stageWidth / 2 - 32;
        stageH2 = stage.stageHeight / 2 - 32;

        // Probably only need one enterframe either in your character class or main
        //addEventListener(Event.ENTER_FRAME,CamView);
    }
    public function setPosition(x:Number, y:Number):void
    {
        view.x = xChar.character.x - stageW2;
        view.y = xChar.character.y - stageH2;
        scrollRect = view;
    }
}

出于兴趣,你如何移动角色?

我的角色移动也有同样的问题,除非我直接在“用户控件”中添加Child。这很奇怪,因为我可以检索我的MapBuilder.as,它构造了地图并使用了一些变量,这些变量也是从usercontrol和那些工作中使用的。只是不是角色反正我明天会检查这个我太困惑了,无法继续lol,但谢谢你的东西我会看一看。听起来你真的需要分离所有这些实体(即,它们不需要引用其他实体的实例),并让它们与某个控制器类(可能是main)通信是的,我用了另一个家伙的把戏,看起来更简单,但我也像你建议的那样在我的main中设置了所有东西,所以现在我有了我的主控制器,它将变量解析为实例,而不是试图从一个子类到另一个子类。哇,真管用!我现在可以搬家了,所有的东西都可以像net.uk建议的那样从我的主页上调用。我还使用您的方法bwroga将变量传递给实例。这是一个很好的方法,我认为这看起来更清楚。我仍然无法移动相机,但我会让它工作,现在我可以四处走动了:Pit也修复了很多东西事实上,我的相机中有一个痕迹,并且在行走时看到了痕迹4次,可能是因为它多次被用这些意大利面实例化。有了这一点,我现在只看到过一次,就像它原来的样子!不管怎样,我很高兴P