Actionscript 3 AS3-删除VentListener(添加到\u阶段)

Actionscript 3 AS3-删除VentListener(添加到\u阶段),actionscript-3,events,actionscript,event-handling,Actionscript 3,Events,Actionscript,Event Handling,我在尝试删除事件时遇到了一些问题。基本上,在这个游戏中,我开发了一个生命小于或等于零的游戏,游戏将结束并切换到屏幕上的游戏。但是,当我这样做时,它会返回此错误 ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller. at flash.display::DisplayObjectContainer/removeChild() at States/changeState() at

我在尝试删除
事件时遇到了一些问题。基本上,在这个游戏中,我开发了一个生命小于或等于零的游戏,游戏将结束并切换到屏幕上的游戏。但是,当我这样做时,它会返回此错误

ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.   
at flash.display::DisplayObjectContainer/removeChild()
at States/changeState()
at AvoiderGame/onTick()
at flash.utils::Timer/_timerDispatch()
at flash.utils::Timer/tick()
这就变成了

TypeError: Error #1009: Cannot access a property or method of a null object reference.
at Enemy/StayOnScreen()
at AvoiderGame/onTick()
at flash.utils::Timer/_timerDispatch()
at flash.utils::Timer/tick()
我不完全清楚为什么——有人能澄清为什么会这样,以及我如何修复它吗

package
{
import flash.display.MovieClip;
import flash.utils.Timer;
import flash.events.Event;
import flash.events.TimerEvent;
import com.freeactionscript.CollisionTest;
import flash.display.Stage;

public class AvoiderGame extends MovieClip
{
    var theCallBackFunction:Function;

    public static var enemyArray:Array;
    public var enemy:Enemy
    public var Background:gameBackground;
    public var Lives:Number = 3;

    public var avatar:Avatar;
    public var gameTimer:Timer;

    private var _collisionTest:CollisionTest;
    private var numStars:int = 80;

    private var fireTimer:Timer; //causes delay between fires
    private var canFire:Boolean = true; //can you fire a laser

    public function AvoiderGame(callBack)
    {
        this.addEventListener(Event.ADDED_TO_STAGE, init);
        theCallBackFunction = callBack;
    }

    private function init(e:Event):void
    {
        Background = new gameBackground();
        addChild(Background);

        enemyArray = new Array();

        avatar = new Avatar(stage);
        addChild(avatar);

        avatar.x = stage.stageWidth / 2;
        avatar.y = stage.stageHeight / 2;

        _collisionTest = new CollisionTest();

        gameTimer = new Timer(25);
        gameTimer.addEventListener(TimerEvent.TIMER, onTick);
        gameTimer.start();

        for (var i:int = 0; i < numStars; i++)
        {
            stage.addChildAt(new Star(stage), 1);
        }

        fireTimer = new Timer(1000, 1);
        fireTimer.addEventListener(TimerEvent.TIMER, fireTimerHandler, false, 0, true);
        fireTimer.start();
    }

    public function onTick(timerEvent:TimerEvent):void 
    {

        if (Math.random() < 0.1)
        {
            trace('array length: ', AvoiderGame.enemyArray.length);
            enemy = new Enemy(Math.round(1 + (500 - 1) * Math.random()), - 28, stage);
            enemyArray.push(enemy);
            addChild(enemy);
            enemy.gotoAndStop("Enemy" + Math.round(1 + (5 - 1) * Math.random()))
        }

        canFire = avatar.UpdateAvatar(canFire);
        if (canFire == false)
        {
            fireTimer.start();
        }
        avatar.StayOnScreen();

        for each (var enemy:Enemy in enemyArray)
        {
            enemy.moveDown();
            enemy.StayOnScreen();
            if (_collisionTest.complex(enemy, avatar)) 
            {
                gameTimer.stop();
                for each (var enemy:Enemy in enemyArray)
                {
                    for(var i:int = 0; i < enemyArray.length; i++)
                    {
                        removeChild(enemyArray[i]);
                        enemyArray.splice(i, 1); //remove the i'th element as i'th element is the enemy containing the ID of hit enemy
                    }
                }
                Lives--;
                trace('lives: ', Lives);
                gameTimer.start();
            }
        }

        if (Lives == 0)
        {
            removeEventListener(Event.ADDED_TO_STAGE, init)
            theCallBackFunction(this, "over");
        }
    }
    private function fireTimerHandler(e:TimerEvent) : void
    {
        //timer ran, we can fire again.
        canFire = true;
    }
}
}
包
{
导入flash.display.MovieClip;
导入flash.utils.Timer;
导入flash.events.Event;
导入flash.events.TimerEvent;
导入com.freeactionscript.CollisionTest;
导入flash.display.Stage;
公共类AvoiderGame扩展了MovieClip
{
var theCallBackFunction:函数;
publicstaticvar-enemyArray:Array;
公敌
公众背景:游戏背景;
公共var寿命:数量=3;
公共虚拟现实:虚拟现实;
公共变量gameTimer:计时器;
私人var_冲突测试:冲突测试;
私有变量numStars:int=80;
private var fireTimer:Timer;//导致两次激发之间的延迟
private var canFire:Boolean=true;//你能发射激光吗
公共函数AvoiderGame(回调)
{
this.addEventListener(Event.ADDED_TO_STAGE,init);
callbackfunction=回调;
}
私有函数init(e:事件):void
{
背景=新游戏背景();
addChild(背景);
enemyArray=新数组();
化身=新化身(舞台);
addChild(阿凡达);
avatar.x=stage.stageWidth/2;
avatar.y=stage.stageHeight/2;
_collisionTest=新的collisionTest();
游戏计时器=新计时器(25);
gameTimer.addEventListener(TimerEvent.TIMER,onTick);
gameTimer.start();
对于(变量i:int=0;i
//使用弱引用,以便在必要时处理侦听器

this.addEventListener(Event.ADDED_TO_STAGE, init, false, 0, true);

private function init(e:Event):void {

//remove this now as we have added the object to the stage
this.removeEventListener(Event.ADDED_TO_STAGE, init);

//add a new listener that will fire when the object is removed from stage
this.addEventListener(Event.REMOVED_FROM_STAGE, reset, false, 0, true);

//注意。您正在将星星添加到舞台上,无法引用它们来删除它们

for (var i:int = 0; i < numStars; i++)
{
   stage.addChildAt(new Star(stage), 1);
}
var starArray = [];

for (var i:int = 0; i < numStars; i++)
{
   var newStar:Star = new Star(stage);
   stage.addChildAt(newStar, 1);
   starArray.push(newStar);
}

在onTick中的哪一个位置-您得到了错误?同样,在ADDED_TO_STAGE的处理程序中,您应该注销它。错误:Error#2094:事件分派递归溢出。flash.display::DisplayObjectContainer/removeChild()在States/changeState()在AvoiderGame/reset()在flash.display::DisplayObjectContainer/removeChild()在States/removeChild()在flash.utils::Timer/_timerDispatch()在flash.utils::Timer/tick()在flash这是自从我在reset函数中添加之后一直得到的结果。作为一般调试过程的一部分,如果一个bug不是很明显,请尝试注释所有内容,然后取消注释并测试代码块的每一行,以查看错误何时出现。关于您的错误,请尝试在执行任何其他操作之前停止两个计时器。
var starArray = [];

for (var i:int = 0; i < numStars; i++)
{
   var newStar:Star = new Star(stage);
   stage.addChildAt(newStar, 1);
   starArray.push(newStar);
}
for (var i:int = starArray.length; i > 0; i--)
{

   stage.removeChild(starArray[starArray.length-1]);

}
starArray = [];
starArray = null;