Warning: file_get_contents(/data/phpspider/zhask/data//catemap/3/flash/4.json): failed to open stream: No such file or directory in /data/phpspider/zhask/libs/function.php on line 167

Warning: Invalid argument supplied for foreach() in /data/phpspider/zhask/libs/tag.function.php on line 1116

Notice: Undefined index: in /data/phpspider/zhask/libs/function.php on line 180

Warning: array_chunk() expects parameter 1 to be array, null given in /data/phpspider/zhask/libs/function.php on line 181
Actionscript 3 未按名称获取子对象(as3 flash) private var childrenstate:Number; 公共功能Main() { //羽毛球运动员 角色=新玩家(); character.name=“player”; 蒂米=新的蒂米(); 卡罗琳=新公主(); //在地面上 接地=新接地(); stage.addEventListener(Event.ENTER_FRAME,mainGameLoop) } 私有函数1():void { stage.removeEventListener(Event.ENTER_FRAME,mainGameLoop) gotoAndStop(“1级”); addChild(字符); character.x=stage.stageWidth*0.5; 字符y=0; addChild(地面); stage.addEventListener(Event.ENTER_FRAME,level1) stage.addEventListener(KeyboardEvent.KEY_DOWN,keyDown); stage.addEventListener(KeyboardEvent.KEY\u UP,keyUp); childrenstate=this.numChildren; } 私有函数processCollisions():void { trace(character.name);//表示instance6,即使我将其名称设置为…“player”) trace(character.name==“player”);//为此设置为false trace(character.name==“instance6”);//表示为true,因此我将此名称放在下面 for(变量c:int=0;c_Actionscript 3_Flash - Fatal编程技术网

Actionscript 3 未按名称获取子对象(as3 flash) private var childrenstate:Number; 公共功能Main() { //羽毛球运动员 角色=新玩家(); character.name=“player”; 蒂米=新的蒂米(); 卡罗琳=新公主(); //在地面上 接地=新接地(); stage.addEventListener(Event.ENTER_FRAME,mainGameLoop) } 私有函数1():void { stage.removeEventListener(Event.ENTER_FRAME,mainGameLoop) gotoAndStop(“1级”); addChild(字符); character.x=stage.stageWidth*0.5; 字符y=0; addChild(地面); stage.addEventListener(Event.ENTER_FRAME,level1) stage.addEventListener(KeyboardEvent.KEY_DOWN,keyDown); stage.addEventListener(KeyboardEvent.KEY\u UP,keyUp); childrenstate=this.numChildren; } 私有函数processCollisions():void { trace(character.name);//表示instance6,即使我将其名称设置为…“player”) trace(character.name==“player”);//为此设置为false trace(character.name==“instance6”);//表示为true,因此我将此名称放在下面 for(变量c:int=0;c

Actionscript 3 未按名称获取子对象(as3 flash) private var childrenstate:Number; 公共功能Main() { //羽毛球运动员 角色=新玩家(); character.name=“player”; 蒂米=新的蒂米(); 卡罗琳=新公主(); //在地面上 接地=新接地(); stage.addEventListener(Event.ENTER_FRAME,mainGameLoop) } 私有函数1():void { stage.removeEventListener(Event.ENTER_FRAME,mainGameLoop) gotoAndStop(“1级”); addChild(字符); character.x=stage.stageWidth*0.5; 字符y=0; addChild(地面); stage.addEventListener(Event.ENTER_FRAME,level1) stage.addEventListener(KeyboardEvent.KEY_DOWN,keyDown); stage.addEventListener(KeyboardEvent.KEY\u UP,keyUp); childrenstate=this.numChildren; } 私有函数processCollisions():void { trace(character.name);//表示instance6,即使我将其名称设置为…“player”) trace(character.name==“player”);//为此设置为false trace(character.name==“instance6”);//表示为true,因此我将此名称放在下面 for(变量c:int=0;c,actionscript-3,flash,Actionscript 3,Flash,您已经看到,我启动了变量并声明了它们 角色已被命名为“player”。但此名称不适用于此,因为processCollision函数中的跟踪命令会有所不同 不过,多亏了trace命令,我已经解决了这个问题,不管怎么说,为什么名称被设置为player。解决了,我真傻 private var childrenOnStage:Number; public function Main() { //iniation players char

您已经看到,我启动了变量并声明了它们

角色已被命名为“player”。但此名称不适用于此,因为processCollision函数中的跟踪命令会有所不同

不过,多亏了trace命令,我已经解决了这个问题,不管怎么说,为什么名称被设置为player。

解决了,我真傻

    private var childrenOnStage:Number;



    public function Main() 
    {


        //iniation players
        character = new player();
        character.name = "player";
        timmy = new SirTimmy();
        caroline = new princess();

        //init the ground
        ground = new Ground();
        stage.addEventListener(Event.ENTER_FRAME, mainGameLoop)

    }

private function startLevel1():void 
    {

        stage.removeEventListener(Event.ENTER_FRAME, mainGameLoop)
        gotoAndStop("Level 1");
        addChild(character);
        character.x = stage.stageWidth * 0.5;
        character.y = 0;
        addChild(ground);
        stage.addEventListener(Event.ENTER_FRAME, level1)
        stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown);
        stage.addEventListener(KeyboardEvent.KEY_UP, keyUp);
        childrenOnStage = this.numChildren;
    }

    private function processCollisions():void
    {
        trace(character.name); //said instance6 even though i set its name to..."player")
        trace(character.name == "player"); // said false for this
        trace(character.name == "instance6"); // said true for this so i put this name below 
        for (var c:int = 0; c < childrenOnStage; c++)
        {

            if (getChildAt(c).name == "instance6" || getChildAt(c).name == "enemy")
            {
这意味着这个角色就是蒂米的一个例子

在那里,当我声明并初始化timmy时,我必须将timmy的名字设置为“player”

所以

timmy.name = "player";
我肯定非常喜欢As3、类系统和层次结构系统:)

很抱歉浪费时间,这是一个愚蠢的错误

timmy.name = "player";
character.name will equal player, since...

character = player