Actionscript 3 AS3 1084:语法错误:冒号前应为rightparen

Actionscript 3 AS3 1084:语法错误:冒号前应为rightparen,actionscript-3,flash,Actionscript 3,Flash,我想做一个AS3射击游戏,玩家从右到左。 我想让它成为这样,当我射击(spawnKogel)时,shootAllow变为false,然后启动kogelCheck,检查子弹(Kogel)是否小于-10。如果这是真的,shootAllow就变成了真的,我可以再开枪 但是当我尝试初始化kogelCheck时,在spawnKogel的末尾,我在标题中得到了一个错误。这是我的密码: package { import flash.display.MovieClip; import flash.events

我想做一个AS3射击游戏,玩家从右到左。 我想让它成为这样,当我射击(spawnKogel)时,shootAllow变为false,然后启动kogelCheck,检查子弹(Kogel)是否小于-10。如果这是真的,shootAllow就变成了真的,我可以再开枪

但是当我尝试初始化kogelCheck时,在spawnKogel的末尾,我在标题中得到了一个错误。这是我的密码:

package 
{
import flash.display.MovieClip;
import flash.events.KeyboardEvent;
import flash.events.Event;
import flash.ui.Keyboard;
import flash.ui.Mouse;
import flash.events.MouseEvent;
import flash.display.Stage;
import flash.media.Sound;
import flash.utils.Timer;
import flash.events.TimerEvent;

public class amateurodius extends MovieClip
{
    public var schip:ruimteschip = new ruimteschip();
    public var Kogel = new Bullet();
    var sound = new lazor();
    var BGM = new Muziek();
    var backdrop = new background();
    var shootAllow:Boolean = true;

    public function amateurodius()
    {
        addEventListener(Event.ADDED_TO_STAGE, initialize);
        addEventListener(Event.ENTER_FRAME, vijandmaken);
        stage.addEventListener(KeyboardEvent.KEY_DOWN, spawnKogel);
        addEventListener(Event.ENTER_FRAME, kogelCheck);
        Mouse.hide();
    }

    function initialize(e:Event)
    {
        addChild(backdrop);
        addChild(schip);
        BGM.play();
    }

    function spawnKogel(e:KeyboardEvent):void
    {
        if (shootAllow == true)
        {
            if (e.keyCode == Keyboard.SPACE)
            {
                addChild(Kogel);
                Kogel.x = schip.x;
                Kogel.y = schip.y;
                sound.play();
                shootAllow = false;
                kogelCheck (e:Event);
            }
        }
    }

    function kogelCheck (e:Event)
    {
        if (Kogel.x < -30)
        {
        shootAllow == true;
        }
        else
        {
        shootAllow == false;
        }
    }
包
{
导入flash.display.MovieClip;
导入flash.events.KeyboardEvent;
导入flash.events.Event;
导入flash.ui.Keyboard;
导入flash.ui.Mouse;
导入flash.events.MouseEvent;
导入flash.display.Stage;
导入flash.media.Sound;
导入flash.utils.Timer;
导入flash.events.TimerEvent;
公共级业余爱好者扩展MovieClip
{
公共变量schip:ruimtestchip=新ruimtestchip();
public var Kogel=新项目符号();
var sound=新拉佐尔();
var BGM=new Muziek();
var background=新背景();
var shootAllow:Boolean=true;
公共功能业余爱好者()
{
addEventListener(Event.ADDED_至_阶段,初始化);
addEventListener(Event.ENTER_FRAME,vijandmaken);
stage.addEventListener(KeyboardEvent.KEY_DOWN,spawnKogel);
addEventListener(Event.ENTER_FRAME,kogelCheck);
鼠标隐藏();
}
函数初始化(e:事件)
{
addChild(背景);
addChild(schip);
BGM.play();
}
函数(e:键盘事件):无效
{
if(shootAllow==true)
{
if(e.keyCode==Keyboard.SPACE)
{
addChild(Kogel);
Kogel.x=schip.x;
Kogel.y=schip.y;
声音。播放();
shootAllow=false;
kogelCheck(e:事件);
}
}
}
功能检查(e:事件)
{
如果(Kogel.x<-30)
{
shootAllow==true;
}
其他的
{
shootAllow==false;
}
}

调用
kogelCheck
时从事件中删除类型:

// Just passing on the event, doesn't need type declaration
kogelCheck (e);

唉……真的是这样。谢谢你!有时候会犯这样的小错误。这是一个编译器,它是不可原谅的。小/大,对他来说都一样。;)