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Actionscript 3 AS3垂直射手:鼠标单击不工作_Actionscript 3_Flash_Mouse - Fatal编程技术网

Actionscript 3 AS3垂直射手:鼠标单击不工作

Actionscript 3 AS3垂直射手:鼠标单击不工作,actionscript-3,flash,mouse,Actionscript 3,Flash,Mouse,我只是试着制作一个简单的垂直射击游戏,玩家的飞船由鼠标控制,当你点击鼠标时发射激光。但是,当我尝试运行代码时,我不断收到相同的错误消息: “1046:找不到类型或类型不是编译时常量:MouseEvent。” 问题是,我宣布了MouseEvent。我知道我做到了。详情如下: --==-- { 导入flash.display.MovieClip 导入flash.utils.Timer 导入flash.events.TimerEvent 导入flash.events.MouseEvent public

我只是试着制作一个简单的垂直射击游戏,玩家的飞船由鼠标控制,当你点击鼠标时发射激光。但是,当我尝试运行代码时,我不断收到相同的错误消息:

“1046:找不到类型或类型不是编译时常量:MouseEvent。”

问题是,我宣布了MouseEvent。我知道我做到了。详情如下:

--==--

{

导入flash.display.MovieClip

导入flash.utils.Timer

导入flash.events.TimerEvent

导入flash.events.MouseEvent

public class SpaceShooter_II extends MovieClip //The public class extends the class to a movie clip.
{   
    public var army:Array; //the Enemies will be part of this array.
    ///*
    //Laser Shots and Mouse clicks:
    import flash.events.MouseEvent;
    public var playerShot:Array; //the player's laser shots will fill this array.
    public var mouseClick:Boolean;
    stage.addEventListener(MouseEvent.MOUSE_DOWN, mouseGoDown);
    stage.addEventListener(MouseEvent.MOUSE_UP, mouseGoUp);
    stage.addEventListener(Event.ENTER_FRAME, onTick);
    //*/
    //Back to the rest of the code:
    public var playerShip:PlayerShip; //This establishes a variable connected to the PlayerShip AS.
    public var onScreen:GameScreen; //This establishes a variable that's connected to the GameScreen AS.
    public var gameTimer:Timer; //This establishes a new variable known as gameTimer, connected to the timer utility.

    ///*
    //Functions connected to Shooting via mouse-clicks:
    public function mouseGoDown(event:MouseEvent):void
    {
        mouseClick = true;
    }

    public function mouseGoUp(event:MouseEvent):void
    {
        mouseClick = false;
    }
    //*/

    //This function contains the bulk of the game's components.
    public function SpaceShooter_II() 
    {
        //This initiates the GameScreen.
        onScreen = new GameScreen;
        addChild ( onScreen );

        //This sets up the enemy army.
        army = new Array(); //sets the "army" as a NEW instance of array.
        var newEnemy = new Enemy( 100, -15); //This will create new enemies. There's new var newEnemy statement, hence we call THIS a var.
        army.push ( newEnemy ); //the new enemy is added to the army.
        addChild( newEnemy ); //the new enemy is added to the game.

        //This sets up the player's avatar, a spaceship.
        playerShip = new PlayerShip(); //This invokes a new instance of the PlayerShip... 
        addChild( playerShip ); //...And this adds it to the game.
        playerShip.x = mouseX; //These two variables place the "playerShip" on-screen...
        playerShip.y = mouseY; //...at the position of the mouse.

        ///*
        //This sets up the player's laser shots:
        playerShot = new Array(); //sets the "army" as a NEW instance of array.
        var goodShot = new goodLaser( playerShip.x, playerShip.y); //This will create new enemies. There's new var newEnemy statement, hence we call THIS a var.
        playerShot.push ( goodShot ); //the new enemy is added to the army.
        addChild( goodShot ); //the new enemy is added to the game.
        //*/

        //This sets up the gameTimer, where a lot of the action takes place.
        gameTimer = new Timer( 25 );
        gameTimer.addEventListener( TimerEvent.TIMER, onTick );
        gameTimer.start();
    }

    //This function contains the things that happen during the game (player movement, enemy swarms, etc.)
    public function onTick( timerEvent:TimerEvent ):void
    {
        //This "if" statement is where the array that contains the enemy ships is initialized.
        if ( Math.random() < 0.05 ) //This sets the number of ships showing up at once.
        {
            var randomX:Number = Math.random() * 800 //Generates a random number between 0 and 1.
            var newEnemy:Enemy = new Enemy ( randomX, -15 ); //This shows where the enemy starts out--at a random position on the X plane, but at a certain points on the Y plane.
            army.push( newEnemy ); //This adds the new enemy to the "army" Array.
            addChild( newEnemy ); //This makes the new enemy part of the game.
        }

        //This "for" statement sends the enemies downward on the screen.
        for each (var enemy:Enemy in army) //Every time an enemy is added to the "army" array, it's sent downward.
        {
            enemy.moveDown(); //This is the part that sends the enemy downward.

            //And now for the collision part--the part that establishes what happens if the enemy hits the player's spaceship:
            if ( playerShip.hitTestObject ( enemy ) ) //If the playerShip makes contact with the enemy...
            {
                gameTimer.stop(); //This stops the game.
                dispatchEvent( new PlayerEvent(PlayerEvent.BOOM) ); //This triggers the game over screen in the PlayerEvent AS

            }
        }

        //This, incidentally, is the player's movement controls:
        playerShip.x = mouseX;
        playerShip.y = mouseY;

        ///*
        //And this SHOULD  be the shooting controls, if the mouse function would WORK...
        if ( mouseClick = true )
        {
            var goodShot = new goodLaser( playerShip.x, playerShip.y); //This will create new lasers. There's new variable in the statement, hence we call THIS a variable.
            playerShot.push ( goodShot ); //the new laser is added to the army.
            addChild( goodShot ); //the new laser is added to the game.
        }

        for each (var goodlaser: goodLaser in goodShot)
        {
            goodlaser.beamGood();
        }
        //*/
    }

}   
public class SpaceShooter_II扩展MovieClip//public类将该类扩展为电影剪辑。
{   
public var army:Array;//敌人将成为此阵列的一部分。
///*
//激光拍摄和鼠标点击:
导入flash.events.MouseEvent;
public var playerShot:Array;//玩家的激光射击将填充此数组。
public var mouseClick:Boolean;
stage.addEventListener(MouseEvent.MOUSE_DOWN,mouseGoDown);
stage.addEventListener(MouseEvent.MOUSE_UP,mouseGoUp);
stage.addEventListener(Event.ENTER_FRAME,onTick);
//*/
//回到代码的其余部分:
public var playerShip:playerShip;//这将建立一个连接到playerShip AS的变量。
public var onScreen:GameScreen;//这将建立一个变量,该变量作为连接到GameScreen。
public var gameTimer:Timer;//这将建立一个名为gameTimer的新变量,该变量连接到计时器实用程序。
///*
//通过鼠标单击连接到拍摄的功能:
公共函数mouseGoDown(事件:MouseEvent):无效
{
mouseClick=true;
}
公共函数mouseGoUp(事件:MouseEvent):无效
{
mouseClick=false;
}
//*/
//此函数包含游戏的大部分组件。
公共功能太空射手II()
{
//这将启动游戏屏幕。
屏幕上=新游戏屏幕;
addChild(屏幕上);
//这就组建了敌军。
army=new Array();//将“army”设置为Array的新实例。
var new敌军=新敌军(100,-15);//这将创建新敌军。有一个新的var new敌军语句,因此我们称之为var。
(新敌人);//新敌人加入军队。
addChild(new敌军);//新敌军被添加到游戏中。
//这将设置玩家的化身,一艘宇宙飞船。
playerShip=new playerShip();//这将调用playerShip的新实例。。。
addChild(playerShip);/…这会将其添加到游戏中。
playerShip.x=mouseX;//这两个变量将“playerShip”放在屏幕上。。。
playerShip.y=mouseY;//…位于鼠标位置。
///*
//这将设置玩家的激光射击:
playerShot=new Array();//将“army”设置为Array的新实例。
var goodShot=new goodLaser(playerShip.x,playerShip.y);//这将创建新的敌人。有一个新的var new敌军语句,因此我们称之为var。
playerShot.push(好球);//新的敌人加入了军队。
addChild(goodShot);//游戏中添加了新的敌人。
//*/
//这将设置游戏计时器,其中会发生很多动作。
游戏计时器=新计时器(25);
gameTimer.addEventListener(TimerEvent.TIMER,onTick);
gameTimer.start();
}
//此功能包含游戏中发生的事情(玩家移动、敌人蜂群等)
公共函数onTick(timerEvent:timerEvent):无效
{
//这个“if”语句是包含敌舰的数组初始化的地方。
if(Math.random()<0.05)//设置一次出现的船只数量。
{
var randomX:Number=Math.random()*800//生成一个介于0和1之间的随机数。
var new敌手:敌手=新敌手(randomX,-15);//这显示了敌手的出发点——在X平面上的一个随机位置,但在Y平面上的某个点。
army.push(new敌军);//这会将新敌军添加到“army”阵列中。
addChild(新敌人);//这使新敌人成为游戏的一部分。
}
//这个“for”语句在屏幕上向下发送敌人。
for each(var敌军:陆军中的敌军)//每次将敌军添加到“陆军”阵列时,它都会向下发送。
{
敌人。向下移动();//这是使敌人向下移动的部分。
//现在是碰撞部分——确定如果敌人击中玩家的宇宙飞船会发生什么的部分:
if(playerShip.hitTestObject(敌人))//如果玩家与敌人接触。。。
{
gameTimer.stop();//这将停止游戏。
dispatchEvent(新建PlayerEvent(PlayerEvent.BOOM));//这会在PlayerEvent中的屏幕上触发游戏,如下所示
}
}
//顺便说一句,这是玩家的移动控制:
playerShip.x=鼠标;
playerShip.y=mouseY;
///*
//这应该是射击控制,如果鼠标功能正常的话。。。
if(mouseClick=true)
{
var goodShot=new goodLaser(playerShip.x,playerShip.y);//这将创建新的激光器。语句中有一个新变量,因此我们称之为变量。
playerShot.push(goodShot);//新的激光器被加入军队。
addChild(goodShot);//新的激光被添加到游戏中。
}
每个(var goodlaser:goodShot中的goodlaser)
{
goodlaser.beamGood();
}
//*/
}
}   
}

--==--

很抱歉,如果括号不均匀,我只想概括代码的整体,并显示我添加的部分在哪里出错,以便有人可以告诉我需要做什么才能使这项工作

基本上
public class SpaceShooter_II extends MovieClip //The public class extends the class to a movie clip.
{   
    public var army:Array; //the Enemies will be part of this array.
    ///*
    //Laser Shots and Mouse clicks:
    import flash.events.MouseEvent;
    public var playerShot:Array; //the player's laser shots will fill this array.
    public var mouseClick:Boolean;
    stage.addEventListener(MouseEvent.MOUSE_DOWN, mouseGoDown);
    stage.addEventListener(MouseEvent.MOUSE_UP, mouseGoUp);
    stage.addEventListener(Event.ENTER_FRAME, onTick);
    //*/
    //Back to the rest of the code:
    public var playerShip:PlayerShip; //This establishes a variable connected to the PlayerShip AS.
    public var onScreen:GameScreen; //This establishes a variable that's connected to the GameScreen AS.
    public var gameTimer:Timer; //This establishes a new variable known as gameTimer, connected to the timer utility.

    ///*
    //Functions connected to Shooting via mouse-clicks:
    public function mouseGoDown(event:MouseEvent):void
    {
        mouseClick = true;
    }

    public function mouseGoUp(event:MouseEvent):void
    {
        mouseClick = false;
    }
    //*/

    //This function contains the bulk of the game's components.
    public function SpaceShooter_II() 
    {
        //This initiates the GameScreen.
        onScreen = new GameScreen;
        addChild ( onScreen );

        //This sets up the enemy army.
        army = new Array(); //sets the "army" as a NEW instance of array.
        var newEnemy = new Enemy( 100, -15); //This will create new enemies. There's new var newEnemy statement, hence we call THIS a var.
        army.push ( newEnemy ); //the new enemy is added to the army.
        addChild( newEnemy ); //the new enemy is added to the game.

        //This sets up the player's avatar, a spaceship.
        playerShip = new PlayerShip(); //This invokes a new instance of the PlayerShip... 
        addChild( playerShip ); //...And this adds it to the game.
        playerShip.x = mouseX; //These two variables place the "playerShip" on-screen...
        playerShip.y = mouseY; //...at the position of the mouse.

        ///*
        //This sets up the player's laser shots:
        playerShot = new Array(); //sets the "army" as a NEW instance of array.
        var goodShot = new goodLaser( playerShip.x, playerShip.y); //This will create new enemies. There's new var newEnemy statement, hence we call THIS a var.
        playerShot.push ( goodShot ); //the new enemy is added to the army.
        addChild( goodShot ); //the new enemy is added to the game.
        //*/

        //This sets up the gameTimer, where a lot of the action takes place.
        gameTimer = new Timer( 25 );
        gameTimer.addEventListener( TimerEvent.TIMER, onTick );
        gameTimer.start();
    }

    //This function contains the things that happen during the game (player movement, enemy swarms, etc.)
    public function onTick( timerEvent:TimerEvent ):void
    {
        //This "if" statement is where the array that contains the enemy ships is initialized.
        if ( Math.random() < 0.05 ) //This sets the number of ships showing up at once.
        {
            var randomX:Number = Math.random() * 800 //Generates a random number between 0 and 1.
            var newEnemy:Enemy = new Enemy ( randomX, -15 ); //This shows where the enemy starts out--at a random position on the X plane, but at a certain points on the Y plane.
            army.push( newEnemy ); //This adds the new enemy to the "army" Array.
            addChild( newEnemy ); //This makes the new enemy part of the game.
        }

        //This "for" statement sends the enemies downward on the screen.
        for each (var enemy:Enemy in army) //Every time an enemy is added to the "army" array, it's sent downward.
        {
            enemy.moveDown(); //This is the part that sends the enemy downward.

            //And now for the collision part--the part that establishes what happens if the enemy hits the player's spaceship:
            if ( playerShip.hitTestObject ( enemy ) ) //If the playerShip makes contact with the enemy...
            {
                gameTimer.stop(); //This stops the game.
                dispatchEvent( new PlayerEvent(PlayerEvent.BOOM) ); //This triggers the game over screen in the PlayerEvent AS

            }
        }

        //This, incidentally, is the player's movement controls:
        playerShip.x = mouseX;
        playerShip.y = mouseY;

        ///*
        //And this SHOULD  be the shooting controls, if the mouse function would WORK...
        if ( mouseClick = true )
        {
            var goodShot = new goodLaser( playerShip.x, playerShip.y); //This will create new lasers. There's new variable in the statement, hence we call THIS a variable.
            playerShot.push ( goodShot ); //the new laser is added to the army.
            addChild( goodShot ); //the new laser is added to the game.
        }

        for each (var goodlaser: goodLaser in goodShot)
        {
            goodlaser.beamGood();
        }
        //*/
    }

}   
stage.addEventListener(MouseEvent.MOUSE_DOWN, mouseGoDown);
stage.addEventListener(MouseEvent.MOUSE_UP, mouseGoUp);
var delayCounter:int = 0;
var mousePressed:Boolean = false;
var delayMax:int = 5;//How rapid the fire is
var playerSpeed:int = 5;
var bulletList:Array = [];
var bullet:Bullet;

var upPressed:Boolean = false;
var downPressed:Boolean = false;
var leftPressed:Boolean = false;
var rightPressed:Boolean = false;

stage.addEventListener(MouseEvent.MOUSE_DOWN,mouseDownHandler,false,0,true);
stage.addEventListener(MouseEvent.MOUSE_UP,mouseUpHandler,false,0,true);
stage.addEventListener(Event.ENTER_FRAME,loop,false,0,true);
stage.addEventListener(KeyboardEvent.KEY_DOWN, fl_SetKeyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, fl_UnsetKeyPressed);

function loop(e:Event):void
{
    player.rotation = Math.atan2(mouseY - player.y,mouseX - player.x) * 180 / Math.PI + 90;

    if (bulletList.length > 0)
    {
        for each (bullet in bulletList)
        {
            bullet.bulletLoop();
        }
    }
    if (mousePressed)
    {
        delayCounter++;
        if ((delayCounter == delayMax))
        {
            shootBullet();
            delayCounter = 0;
        }
    }

    if (upPressed)
    {
        player.y -=  playerSpeed;

    }
    if (downPressed)
    {
        player.y +=  playerSpeed;

    }
    if (leftPressed)
    {
        player.x -=  playerSpeed;

    }
    if (rightPressed)
    {
        player.x +=  playerSpeed;

    }
}

function mouseDownHandler(e:MouseEvent):void
{
    mousePressed = true;
}

function mouseUpHandler(e:MouseEvent):void
{
    mousePressed = false;
}

function shootBullet():void
{
var bullet:Bullet = new Bullet(stage,player.x,player.y,player.rotation - 90);
bulletList.push(bullet);
stage.addChildAt(bullet,1);
}

function fl_SetKeyPressed(event:KeyboardEvent):void
{
if (event.keyCode == 87)
{
    upPressed = true;
}
if (event.keyCode == 83)
{
    downPressed = true;
}
if (event.keyCode == 65)
{
    leftPressed = true;
}
if (event.keyCode == 68)
{
    rightPressed = true;
}
}

function fl_UnsetKeyPressed(event:KeyboardEvent):void
{
if (event.keyCode == 87)
{
    upPressed = false;
}
if (event.keyCode == 83)
{
    downPressed = false;
}
if (event.keyCode == 65)
{
    leftPressed = false;
}
if (event.keyCode == 68)
{
    rightPressed = false;
}

}
package 
{
import flash.display.Stage;
import flash.display.MovieClip;
import flash.events.Event;

public class Bullet extends MovieClip
{
    private var stageRef:Stage;
    private var speed:Number = 10;//speed that the bullet will travel at
    private var xVel:Number = 5;
    private var yVel:Number = 5;
    private var rotationInRadians = 0;


    public function Bullet(stageRef:Stage, X:int, Y:int, rotationInDegrees:Number):void
    {
        this.stageRef = stageRef;
        this.x = X;
        this.y = Y;
        this.rotation = rotationInDegrees;
        this.rotationInRadians = rotationInDegrees * Math.PI / 180;
    }
    public function bulletLoop():void
    {
        xVel = Math.cos(rotationInRadians) * speed;
        yVel = Math.sin(rotationInRadians) * speed;
        x +=  xVel;
        y +=  yVel;
        if (x > stageRef.stageWidth || x < 0 || y > stageRef.stageHeight || y < 0)
        {
            deleteBullet();
        }
    }
    public function deleteBullet()
    {
        this.visible=false
        this.x=9999
        this.y=9999
    }
}
}