Actionscript 3 压缩AS3定时器

Actionscript 3 压缩AS3定时器,actionscript-3,flash,timer,Actionscript 3,Flash,Timer,好的,我有一个电影剪辑的网格,总共有25个,我试图在不停止计时的情况下复制cornTimer多次。如果一个玩家激活了所有的25个牌,他们将需要25个玉米定时器。我想知道是否可以添加一些东西,比如cornTimer+count:timer=new timer; 诸如此类的事。还有其他建议吗?游戏的这一部分是在等轴测地图上创建一个小农场 var menu:menuBG = new menuBG(); var farmSlots:Array = ["empty","empty","empty","em

好的,我有一个电影剪辑的网格,总共有25个,我试图在不停止计时的情况下复制cornTimer多次。如果一个玩家激活了所有的25个牌,他们将需要25个玉米定时器。我想知道是否可以添加一些东西,比如cornTimer+count:timer=new timer; 诸如此类的事。还有其他建议吗?游戏的这一部分是在等轴测地图上创建一个小农场

var menu:menuBG = new menuBG();
var farmSlots:Array = ["empty","empty","empty","empty","empty","empty","empty","empty","empty","empty","empty","empty","empty","empty","empty","empty","empty","empty","empty","empty","empty","empty","empty","empty","empty"];
var farmSelected = "none";

var cornTimer:Timer = new Timer(100,150);//100 = 10 secs//

farmSlot1.addEventListener(MouseEvent.CLICK, farmClick1);
farmSlot2.addEventListener(MouseEvent.CLICK, farmClick2);


cornTimer.addEventListener(TimerEvent.TIMER_COMPLETE, onComplete);


function farmClick1(e:MouseEvent):void {
    addChild(menu);
    menu.x = 400;
    menu.y = 90;
    menu.buyCornBtn.addEventListener(MouseEvent.CLICK, buyCorn);
    farmSelected = farmSlot1;
}

function buyCorn(e:MouseEvent):void {
    menu.buyCornBtn.addEventListener(Event.ENTER_FRAME, cornloading);
    cornTimer.start();
    farmSelected.progressB.visible = true;
    removeChild(menu);
}


function cornloading(e:Event):void {
    var total:Number = 150;
    var loaded:Number = cornTimer.currentCount;
    farmSelected.progressB.bar.scaleX = loaded / total;
    farmSelected.loader_txt.text = Math.round((loaded/total)*100)+ "%";
}

function onComplete(e:Event):void {
    farmSelected.gotoAndStop("corn");
    removeEventListener(Event.ENTER_FRAME, cornloading);
}


function farmClick2(e:MouseEvent):void {
    addChild(menu);
    menu.x = 400;
    menu.y = 90;
    menu.buyCornBtn.addEventListener(MouseEvent.CLICK, buyCorn);
    farmSelected = farmSlot2;
}

您可以在stage上添加ENTER_FRAME事件处理程序,并将notify函数保存在数组中。因此,notify函数将在处理程序中调用,您不需要创建多个计时器

当互动程序变为活动状态时,在通知上添加通知。notify函数将接受一个参数,该参数指示两帧之间经过的时间。您可以计算平铺中经过的总时间,并在总时间等于所需值时执行某些操作

下面是一个简单的类,您可以添加notify

import flash.display.Stage;
import flash.events.Event;
import flash.utils.getTimer;

public class NotifyUtil {


    private static var _instance:NotifyUtil;

    public static function getInstance():NotifyUtil
    {
        if (_instance == null)
        {
            _instance = new NotifyUtil();
        }

        return _instance;
    }

    public function init(stage:Stage):void
    {
        stage.addEventListener(Event.ENTER_FRAME, onEnterFrame);
    }

    private var lastTime:int = 0;

    private function onEnterFrame(e:Event):void
    {
        if (lastTime == 0)
        {
            lastTime = getTimer();
            return;
        }

        var now:int = getTimer();

        var passedTime:int = now - lastTime;

        for each (var f:Function in notifies)
        {
            f.apply(null, [passedTime]);
        }

        lastTime = now;
    }

    private var notifies:Array = [];

    public function addNotify(handler:Function):void {

        if (handler == null)
        {
            return;
        }

        if (notifies.indexOf(handler) == -1)
        {
            notifies.push(handler);
        }
    }

    public function removeNotify(handler:Function):void
    {
        if (handler == null)
        {
            return;
        }

        var index:int = notifies.indexOf(handler);

        if (index != -1)
        {
            notifies.splice(index, 1);
        }
    }

}