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Actionscript 3 1120:访问未定义的属性playBtn_Actionscript 3_Flash Cs6 - Fatal编程技术网

Actionscript 3 1120:访问未定义的属性playBtn

Actionscript 3 1120:访问未定义的属性playBtn,actionscript-3,flash-cs6,Actionscript 3,Flash Cs6,这是我发布的问题,Cherniv帮我找到了方向。但是,我在尝试初始化/定义按钮以向其添加事件处理程序时遇到了一些困难。这是我的主要观点 package { import flash.display.MovieClip; import flash.display.Sprite; import flash.display.DisplayObject; import flash.events.Event; import flash.events.MouseEv

这是我发布的问题,Cherniv帮我找到了方向。但是,我在尝试初始化/定义按钮以向其添加事件处理程序时遇到了一些困难。这是我的主要观点

package  {
    import flash.display.MovieClip;
    import flash.display.Sprite;
    import flash.display.DisplayObject;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.events.TimerEvent;
    import flash.utils.Timer;
    import flash.ui.Mouse;
    import flash.media.Sound;
    import flash.media.SoundChannel;
    import flash.text.TextFormat;
    import flash.text.TextField;
    import flash.display.Loader;
    import flash.net.URLRequest;
    import flash.net.URLLoader;
    import flash.system.LoaderContext;
    import flash.display.Sprite;
    import flash.net.Socket;


    public class Main extends MovieClip {

    public static var gameLayer:Sprite = new Sprite;
    public static var endGameLayer:Sprite = new Sprite;
    public static var menuLayer:Sprite = new Sprite;

    public var gameTime:int;
    public var levelDuration:int;

    public var crosshair:crosshair_mc;
    static var score:Number;

    var enemyShipTimer:Timer;
    var enemyShipTimerMed:Timer;
    var enemyShipTimerSmall:Timer;

    static var scoreHeader:TextField = new TextField();
    static var scoreText:TextField = new TextField();
    static var timeHeader:TextField = new TextField();
    static var timeText:TextField = new TextField();

    public function Main()
    {
        var mainMenu:myMenu = new myMenu;
        addChild(gameLayer);
        addChild(endGameLayer);
        addChild(menuLayer);

        playBtn.addEventListener(MouseEvent.CLICK, startButtonPressed);
    }

    function startButtonPressed(e:Event)
    {
        levelDuration = 30;
        gameTime = levelDuration;
        var gameTimer:Timer = new Timer(1000,levelDuration);
        gameTimer.addEventListener(TimerEvent.TIMER, updateTime);
        gameTimer.addEventListener(TimerEvent.TIMER_COMPLETE, timeExpired)
        gameTimer.start();

        scoreHeader = new TextField();
        scoreHeader.x = 5;
        scoreHeader.text = String("Score: ");
        gameLayer.addChild(scoreHeader);

        scoreText = new TextField();
        scoreText.x = 75;
        scoreText.y = 0;
        scoreText.text = String(0);
        gameLayer.addChild(scoreText);

        timeHeader = new TextField();
        timeHeader.x = 490;
        timeHeader.y = 0;
        timeHeader.text = String("Time: ");
        gameLayer.addChild(timeHeader);

        timeText = new TextField();
        timeText.x = 550;
        timeText.y = 0;
        timeText.text = gameTime.toString();
        gameLayer.addChild(timeText);

        var scoreFormat = new TextFormat("Arial Rounded MT Bold", 20, 0xFFFFFF);
        scoreHeader.setTextFormat(scoreFormat);
        scoreText.setTextFormat(scoreFormat);
        timeHeader.setTextFormat(scoreFormat);
        timeText.setTextFormat(scoreFormat);

        enemyShipTimer = new Timer(2000);
        enemyShipTimer.addEventListener("timer", sendEnemy);
        enemyShipTimer.start();

        enemyShipTimerMed = new Timer(2500);
        enemyShipTimerMed.addEventListener("timer", sendEnemyMed);
        enemyShipTimerMed.start();

        enemyShipTimerSmall = new Timer(2750);
        enemyShipTimerSmall.addEventListener("timer", sendEnemySmall);
        enemyShipTimerSmall.start();

        crosshair = new crosshair_mc();
        gameLayer.addChild(crosshair);

        crosshair.mouseEnabled = crosshair.mouseChildren = false;

        Mouse.hide();

        gameLayer.addEventListener(Event.ENTER_FRAME, moveCursor);
        resetScore();
    }

    function sendEnemy(e:Event)
    {
        var enemy = new EnemyShip();
        gameLayer.addChild(enemy);
        gameLayer.addChild(crosshair);
    }

    function sendEnemyMed(e:Event)
    {
        var enemymed = new EnemyShipMed();
        gameLayer.addChild(enemymed);
        gameLayer.addChild(crosshair);
    }

    function sendEnemySmall(e:Event)
    {
        var enemysmall = new EnemyShipSmall();
        gameLayer.addChild(enemysmall);
        gameLayer.addChild(crosshair);
    }

    static function updateScore(points)
    {
        score += points;
        scoreText.text = String(score);
        var scoreFormat = new TextFormat("Arial Rounded MT Bold", 20, 0xFFFFFF);
        scoreHeader.setTextFormat(scoreFormat);
        scoreText.setTextFormat(scoreFormat);
    }

    static function resetScore()
    {
        score = 0;
        scoreText.text = String(score);
    }

    function updateTime(e:TimerEvent):void
    {
        trace(gameTime);
        // your class variable tracking each second, 
        gameTime--;
        //update your user interface as needed
        var scoreFormat = new TextFormat("Arial Rounded MT Bold", 20, 0xFFFFFF);
        timeText.defaultTextFormat = scoreFormat;
        timeText.text = String(gameTime);
    }

    function timeExpired(e:TimerEvent):void
    {
        var gameTimer:Timer = e.target as Timer;
        gameTimer.removeEventListener(TimerEvent.TIMER, updateTime)
        gameTimer.removeEventListener(TimerEvent.TIMER, timeExpired)
        // do whatever you need to do for game over
    }

    function moveCursor(event:Event) 
    {
      crosshair.x=mouseX;
      crosshair.y=mouseY;
    }
  }
}
这是我的菜单

package  {
    import flash.display.MovieClip;
    import flash.display.Sprite;
    import flash.display.DisplayObject;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.events.TimerEvent;
    import flash.utils.Timer;
    import flash.ui.Mouse;
    import flash.media.Sound;
    import flash.media.SoundChannel;
    import flash.text.TextFormat;
    import flash.text.TextField;
    import flash.display.Loader;
    import flash.net.URLRequest;
    import flash.net.URLLoader;
    import flash.system.LoaderContext;
    import flash.display.Sprite;
    import flash.net.Socket;

    public class Menu extends MovieClip
    {

    var mainMenu:Menu = new Menu();

    Main.menuLayer.addChild(myMenu);

    playBtn.addEventListener(MouseEvent.CLICK, playBtnPressed);

    function playBtnPressed()
    {
        Main.menuLayer.removeChild(myMenu);
        dispatchEvent(new Event("playButtonPressed"))
    }
    }
在我将菜单转换为movieclip之前,我给了按钮一个实例名
playBtn
,但我得到了提到的错误,不太确定如何解决它

所有按钮都在库中,时间线中没有任何内容,因为我的movieclips和其他内容都是通过使用.as文件中的Actionscript动态添加到舞台上的。我基本上需要找到一种方法来动态添加菜单,作为游戏打开时出现的第一件事,单击“播放”按钮删除菜单,显示游戏层并启动计时器


感谢您的帮助。

您的类文件不知道playBtn实例,因为它仅在运行时定义(在flashPro中放置在时间线上并给出实例名称时)

您只需在类中定义变量:

public var playBtn:MovieClip;  //or if not a movieClip whatever displayobject type it is
flashPro将自动使用该变量存储时间线中的playBtn实例(如果它与该变量具有相同的实例名称)

你也有一个问题,你的菜单。作为类。 以下两行:

Main.menuLayer.addChild(myMenu);
playBtn.addEventListener(MouseEvent.CLICK, playBtnPressed);
需要包含在函数中(可能希望它是您的构造函数),因此它应该如下所示:

public class Menu extends MovieClip {

    public var mainMenu:Menu; //I don't think you want this at all in this class

    //creating a function with same name as your class creates a constructor, which is called when you instantiate an object: eg  new Menu();
    public function Menu():void {
        mainMenu = new Menu();     //this seems very strange, and would create an endless overflow of new menu objects, I don't think this is what you want   

        Main.menuLayer.addChild(myMenu);

        //again, you need to either define this var, not sure if it's supposed to be a passed in var from your other class or a separate instance 
        playBtn.addEventListener(MouseEvent.CLICK, playBtnPressed);
    }

    function playBtnPressed()
    {
        Main.menuLayer.removeChild(myMenu);
        dispatchEvent(new Event("playButtonPressed"))
    }
}

您的类文件不知道playBtn实例,因为它仅在运行时定义(在flashPro中放置在时间线上并给定实例名称时)

您只需在类中定义变量:

public var playBtn:MovieClip;  //or if not a movieClip whatever displayobject type it is
flashPro将自动使用该变量存储时间线中的playBtn实例(如果它与该变量具有相同的实例名称)

你也有一个问题,你的菜单。作为类。 以下两行:

Main.menuLayer.addChild(myMenu);
playBtn.addEventListener(MouseEvent.CLICK, playBtnPressed);
需要包含在函数中(可能希望它是您的构造函数),因此它应该如下所示:

public class Menu extends MovieClip {

    public var mainMenu:Menu; //I don't think you want this at all in this class

    //creating a function with same name as your class creates a constructor, which is called when you instantiate an object: eg  new Menu();
    public function Menu():void {
        mainMenu = new Menu();     //this seems very strange, and would create an endless overflow of new menu objects, I don't think this is what you want   

        Main.menuLayer.addChild(myMenu);

        //again, you need to either define this var, not sure if it's supposed to be a passed in var from your other class or a separate instance 
        playBtn.addEventListener(MouseEvent.CLICK, playBtnPressed);
    }

    function playBtnPressed()
    {
        Main.menuLayer.removeChild(myMenu);
        dispatchEvent(new Event("playButtonPressed"))
    }
}

您是否检查了actionscript的导出?只需为其添加一个定义:
public var playBtn:MovieClip确保您使用公共密码keyword@LondonDrugs_MediaServices这样做对吗?我基本上把我的四个按钮和其他什么东西放在另一个.fla的舞台上,突出显示了所有的东西,并把它变成了一个叫做
myMenu
的movieclip,与
Menu
链接。在创建movieclip符号之前,我设置了每个按钮的实例名称。我做错了吗?这应该可以,但是你的.as文件直到运行时才知道它们,所以你必须按照我的回答定义它们。所以playBtn只在你的菜单类/时间线中?不是您的主类?是否检查了actionscript的导出?只需为其添加一个定义:
public var playBtn:MovieClip确保您使用公共密码keyword@LondonDrugs_MediaServices这样做对吗?我基本上把我的四个按钮和其他什么东西放在另一个.fla的舞台上,突出显示了所有的东西,并把它变成了一个叫做
myMenu
的movieclip,与
Menu
链接。在创建movieclip符号之前,我设置了每个按钮的实例名称。我做错了吗?这应该可以,但是你的.as文件直到运行时才知道它们,所以你必须按照我的回答定义它们。所以playBtn只在你的菜单类/时间线中?不是你的主课吗?我明白了,但是我的菜单MovieClip叫做
myMenu
。我想我会改变
mainMenu=newmenu()
to
myMenu=newmenu()?我的库中的四个按钮是
aboutBtn
hiscoresBtn
howToPlayBtn
playBtn
,它们被定义为按钮(按钮被放在舞台上创建菜单,然后我将菜单转换为名为
myMenu
的movieclip,其中包含一个名为
menu
的类)。我所要做的就是将我的菜单和程序的其他部分分开,这样当打开游戏时,菜单会显示出来,但游戏的计时器只会在点击“播放”按钮后启动。这个类就是你告诉链接的任何内容。因此,如果将链接设置为
Menu
,则需要
mainMenu:Menu=newmenu()
mainMenu是实例的名称,Menu是我看到的类/类型的名称,但是我的Menu MovieClip被称为
myMenu
。我想我会改变
mainMenu=newmenu()
to
myMenu=newmenu()?我的库中的四个按钮是
aboutBtn
hiscoresBtn
howToPlayBtn
playBtn
,它们被定义为按钮(按钮被放在舞台上创建菜单,然后我将菜单转换为名为
myMenu
的movieclip,其中包含一个名为
menu
的类)。我所要做的就是将我的菜单和程序的其他部分分开,这样当打开游戏时,菜单会显示出来,但游戏的计时器只会在点击“播放”按钮后启动。这个类就是你告诉链接的任何内容。因此,如果将链接设置为
Menu
,则需要
mainMenu:Menu=newmenu()
mainMenu是实例的名称,Menu是类/类型的名称