AS3 如何从各种 类 中移除舞台上的对象
AS3 How to remove objects from the stage from various classes
所以我正在创建一个生成不同类型鱼的游戏。我让主要 class 初始化所有内容,然后用另一个 class 生成鱼。然后我让另一个 class 监听它们何时被添加到控制它们移动的舞台上。鱼离开现场后,我已经删除了它们,但是一旦单击鱼,我就无法将它们全部删除。我有一个侦听器,当单击一条鱼时会收到,但我无法删除所有其他生成的鱼,以便我可以加载鱼信息。
我可能有很多问题,但这是我的主要问题 class:
package
{
import flash.display.MovieClip;
import flash.display.SimpleButton;
import flash.display.*;
import flash.events.*;
import flash.ui.*;
import Crappie;
/*import Bass;
import Bluegill;
import LongGar;
import Muskellunge;
import Perch;
import PumpkinSeed;
import ShortGar;
import SpotGar;*/
import GenerateFish;
public class FishGame extends MovieClip
{
private var randomFish:Number;
public function FishGame() //First function to be called
{
startMenu();
}
public function startMenu() //Loads the start menu
{
gotoAndStop("Start Menu");
StartButton.addEventListener(MouseEvent.CLICK, gotoStartGame);
}
private function gotoStartGame(evt:MouseEvent) //links to the start of th game
{
StartButton.removeEventListener(MouseEvent.CLICK, gotoStartGame);
gotoAndStop("Game");
game();
}
public function game() /generates fish
{
var genFish:GenerateFish = new GenerateFish();
this.addChild(genFish);
var genFish2:GenerateFish = new GenerateFish();
this.addChild(genFish2);
}
//This is where I need help. All the fish are children of other class. I tried deleting them in their own class but it seems like it would work best if it was in this class but I'm having trouble calling this class.
public function removeFish()
{
trace("Here");
}
}
}
这里是生成鱼class:
package {
import flash.display.MovieClip;
import flash.events.*;
import flash.display.*;
import Crappie;
//import Bass;
//import Bluegill;
//import LongGar;
//import Muskellunge;
//import Perch;
//import PumpkinSeed;
//import ShortGar;
//import SpotGar;
import FishGame;
public class GenerateFish extends MovieClip {
private var randomFish:Number;
public function GenerateFish() //When this is added via addchild it adds a fish
{
this.addEventListener(Event.ADDED_TO_STAGE, addFish, false, 0, true);
//addFish();
}
private function addFish(e:Event) //adds fish to scrence
{
this.removeEventListener(Event.ADDED_TO_STAGE, addFish);
randomFish = Math.floor(Math.random() * 2);
randomFish = 0; //for testing purposes
switch(randomFish)
{
case 0:
var crappie:Crappie = new Crappie();
this.addChild(crappie); //Calls the crappy funciton
break;
case 1:
var longgar:LongGar = new LongGar();
this.addChild(longgar);
break;
case 2:
var bluegill:Bluegill = new Bluegill();
this.addChild(bluegill);
break;
case 3:
var spotgar:SpotGar = new SpotGar();
this.addChild(spotgar);
break;
case 4:
var muskellunge:Muskellunge = new Muskellunge();
this.addChild(muskellunge);
break;
case 5:
var pumpkinseed:PumpkinSeed = new PumpkinSeed();
this.addChild(pumpkinseed);
break;
case 6:
var bass:Bass = new Bass();
this.addChild(bass);
break;
case 7:
var perch:Perch = new Perch();
this.addChild(perch);
break;
case 8:
var pike:Pike = new Pike();
this.addChild(pike);
break;
default:
break;
}
}
}
}
这是一种特定的鱼 classes:
package
{
import flash.display.MovieClip;
import flash.events.*;
import flash.display.*;
import FishGame;
import GenerateFish;
public class Crappie extends MovieClip
{
private var Speed:Number;
private var randomBoolean:Boolean = (Math.random() > .5) ? true : false;
private var fishOnScreen:Boolean = false;
//public var remFish:FishGame = new FishGame();
public function Crappie() //Adds event listeners to control the fish
{
this.addEventListener(Event.ADDED_TO_STAGE, Setup, false, 0, true);
this.addEventListener(MouseEvent.CLICK, GoToFishInfo);
fishOnScreen =true;
}
public function GoToFishInfo(evt:MouseEvent):void //When fish is clicked Info pops up. It is here i want every fish to be deleted.
{
this.removeEventListener(Event.ADDED_TO_STAGE, Setup);
/*while (MovieClip(root).numChildren >= 1) //What I tried to delete all objects
{
MovieClip(root).removeChildAt(1);
}*/
var remFish:FishGame = new FishGame(); //Creates The SWF file file:///FishGame/classes/FishGame.swf contains invalid data.
remFish.removeFish();
MovieClip(root).gotoAndStop("FishInfo", "Scene 1");
var crappieinfo:CrappieInfo = new CrappieInfo();
stage.addChild(crappieinfo);
crappieinfo.x = 512;
crappieinfo.y = 384;
crappieinfo.alpha = 100;
}
private function Setup(e:Event) //Setup the fish position and adds info for movement
{
var randomBoolean:Boolean = (Math.random() > .5) ? true : false;
//true forwards
//false is backwards
if (randomBoolean)
{
this.x = 1030;
}
else
{
this.scaleX = -1;
this.x = -10;
}
this.y = this.GetRandomYPosition();
this.alpha = 100;
this.addEventListener(Event.ENTER_FRAME, MoveCircle);
Speed = GetRandomSpeed();
if (randomBoolean)
{
Speed *= -1
}
}
private function GetRandomSpeed():Number
{
return (Math.floor(Math.random() * 5) +5);
}
private function GetRandomYPosition():Number
{
//
//basic formula: Math.floor(Math.random()*(1+High-Low))+Low;
//
return (Math.floor(Math.random() * (650-this.height)) + 230);
}
public function MoveCircle(e:Event) //Moves the fish
{
if (fishOnScreen)
{
this.x += Speed;
if (this.x >1024 || this.x < -10 || this.y >768 || this.y < 200)
{
var genExtraFish:GenerateFish = new GenerateFish();
stage.addChild(genExtraFish);
this.parent.removeChild(this);
fishOnScreen = false;
this.removeEventListener(MouseEvent.CLICK, GoToFishInfo);
}
}
}
}
}
谢谢,如果能得到所有帮助,我将不胜感激!
////////
//编辑//
////////
我已经修改了我的 main class 到 package
{
import flash.display.MovieClip;
import flash.display.SimpleButton;
import flash.display.*;
import flash.events.*;
import flash.ui.*;
import BaseFish;
import GenerateFish;
public class FishGame extends MovieClip
{
private var randomFish:Number;
private var basefish:BaseFish = new BaseFish();
public function FishGame()
{
startMenu();
}
public function startMenu()
{
gotoAndStop("Start Menu");
StartButton.addEventListener(MouseEvent.CLICK, gotoStartGame);
}
private function gotoStartGame(evt:MouseEvent)
{
StartButton.removeEventListener(MouseEvent.CLICK, gotoStartGame);
gotoAndStop("Game");
basefish.StartFish();
}
}
}
然后我创建了 basefish class 是这样的:
package
{
import flash.display.MovieClip;
import flash.events.*;
import flash.display.*;
import FishGame;
public class BaseFish extends MovieClip
{
public var FishOnScreen:Array = new Array();
public var FishSpeed:Array = new Array();
private var Speed:Number;
private var randomBoolean:Boolean = (Math.random() > .5) ? true : false;
public var NumFish:int = -1;
private var randomFish:Number;
public function BaseFish()
{
}
public function StartFish()
{
addFish(5);
this.addEventListener(Event.ENTER_FRAME, MoveCircle);
}
public function addFish(NumAdd:Number)
{
for (var i:Number = 0; i < NumAdd; i++)
{
randomFish = Math.floor(Math.random() * 2);
randomFish = 0;
switch(randomFish)
{
case 0:
var crappie:Crappie = new Crappie();
this.addChild(crappie);
crappie.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(crappie);
trace(FishOnScreen[1]);
Setup(crappie);
NumFish += 1;
break;
case 1:
var longgar:LongGar = new LongGar();
this.addChild(longgar);
longgar.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(longgar);
Setup(longgar);
NumFish += 1;
break;
case 2:
var bluegill:Bluegill = new Bluegill();
this.addChild(bluegill);
bluegill.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(bluegill);
Setup(bluegill);
NumFish += 1;
break;
case 3:
var spotgar:SpotGar = new SpotGar();
this.addChild(spotgar);
spotgar.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(spotgar);
Setup(spotgar);
NumFish += 1;
break;
case 4:
var muskellunge:Muskellunge = new Muskellunge();
this.addChild(muskellunge);
muskellunge.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(muskellunge);
Setup(muskellunge);
NumFish += 1;
break;
case 5:
var pumpkinseed:Pumpkinseed = new Pumpkinseed();
this.addChild(pumpkinseed);
pumpkinseed.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(pumpkinseed);
Setup(pumpkinseed);
NumFish += 1;
break;
case 6:
var bass:Bass = new Bass();
this.addChild(bass);
bass.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(bass);
Setup(bass);
NumFish += 1;
break;
case 7:
var perch:Perch = new Perch();
this.addChild(perch);
perch.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(perch);
Setup(perch);
NumFish += 1;
break;
case 8:
var pike:Pike = new Pike();
this.addChild(pike);
pike.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(pike);
Setup(pike);
NumFish += 1;
break;
default:
this.addChild(crappie);
crappie.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(crappie);
Setup(crappie);
NumFish += 1;
break;
}
}
}
private function Setup(mc: MovieClip)
{
var randomBoolean:Boolean = (Math.random() > .5) ? true : false;
//true forwards
//false is backwards
if (randomBoolean)
{
MovieClip(mc).x = 1030;
}
else
{
MovieClip(mc).scaleX = -1;
MovieClip(mc).x = -10;
}
MovieClip(mc).y = GetRandomYPosition();
MovieClip(mc).alpha = 100;
FishSpeed[NumFish] = GetRandomSpeed();
if (randomBoolean)
{
FishSpeed[NumFish] *= -1
}
}
private function GetRandomSpeed():Number
{
return (Math.floor(Math.random() * 5) +5);
}
private function GetRandomYPosition():Number
{
//
//basic formula: Math.floor(Math.random()*(1+High-Low))+Low;
//
return (Math.floor(Math.random() * (650-this.height)) + 230);
}
public function MoveCircle(e:Event)
{
//trace(FishOnScreen.length);
for (var i:Number = 0; i < FishOnScreen.length; i++)
{
if (FishOnScreen[i]!=null)
{
MovieClip(FishOnScreen[i]).x += FishSpeed[i];
if (MovieClip(FishOnScreen[i]).x >1024 || MovieClip(FishOnScreen[i]).x < -10 || MovieClip(FishOnScreen[i]).y >768 || MovieClip(FishOnScreen[i]).y < 200)
{
addFish(1);
this.removeChild(MovieClip(FishOnScreen[i]));
MovieClip(FishOnScreen[i]).removeEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.splice(i, 1);
FishSpeed.splice(i,1);
}
}
//else trace("null");
}
}
public function GoToFishInfo(evt:MouseEvent):void
{
dispose();
MovieClip(root).gotoAndStop("FishInfo", "Scene 1");
var crappieinfo:CrappieInfo = new CrappieInfo();
stage.addChild(crappieinfo);
crappieinfo.x = 512;
crappieinfo.y = 384;
crappieinfo.alpha = 100;
}
public function dispose():void
{
for (var i : int = this.numChildren-1 ; i >= 0 ; i--)
{
if(this.getChildAt(i) is MovieClip)
{
this.removeChildAt(i);
MovieClip(FishOnScreen[i]).removeEventListener(Event.ADDED_TO_STAGE, Setup);
MovieClip(FishOnScreen[i]).removeEventListener(MouseEvent.CLICK, GoToFishInfo);
}
}
}
}
}
它没有给我任何错误,但它没有显示任何鱼。如果您能看看我更新后的代码,我将不胜感激!
为了使事情变得更好并避免代码重复,请从基础 Class 扩展所有 classes,例如 Crappie
、Bass
等,将其命名为 BaseFish
例如。您应该在此基础 class 中创建一个 dispose()
方法。这样,此 dispose 方法将自动可供所有扩展它的 classes 使用。事实上,你可以使用这种方法将通用代码写在一处,避免重复。
此外,如果您觉得它适合需要,也可以从基础 class 扩展 GenerateFish
,或者在这个 class 中创建一个名为 dispose()
的类似方法。
然后当您调用您的 removeFish()
方法时,您可以为您的个人 class 调用这些处理方法。
像这样创建方法(这只是为了帮助您入门):
public function dispose():void
{
for (var i : int = this.numChildren-1 ; i >= 0 ; i--)
{
if(this.getChildAt(i) is MovieClip)
{
this.removeChildAt(i);
}
}
}
此代码删除每个作为影片剪辑的子项。您可能还想删除在此方法中 class 中添加的所有事件监听器。
然后,将变量 genFish
和 genFish2
移动到 class 变量,而不是在方法中声明它们 game()
现在在您的 removeFish()
方法中执行此操作:
public function removeFish()
{
genFish.dispose();
genFish2.dispose();
}
按照您的 GenerateFish
class 中的相同逻辑处理所有子项,因为它们现在将成为同一基础 class 的实例。
从性能角度来看可能非常重要的另一件事是您要添加的 ENTER_FRAME
事件。请注意,此事件将添加到您在 GenerateFish
中创建的每个实例。因此,每个实例都会有自己的输入框。也许在您当前的情况下它会工作正常,因为实例数量可能更少,但这种方法不可扩展,明天如果您有很多实例,它肯定会影响性能。
理想情况下,您应该尝试在主 class 中只有一个 ENTER_FRAME
事件侦听器,并使用处理程序更改子 classes 中的内容。
希望对您有所帮助。
所以我正在创建一个生成不同类型鱼的游戏。我让主要 class 初始化所有内容,然后用另一个 class 生成鱼。然后我让另一个 class 监听它们何时被添加到控制它们移动的舞台上。鱼离开现场后,我已经删除了它们,但是一旦单击鱼,我就无法将它们全部删除。我有一个侦听器,当单击一条鱼时会收到,但我无法删除所有其他生成的鱼,以便我可以加载鱼信息。
我可能有很多问题,但这是我的主要问题 class:
package
{
import flash.display.MovieClip;
import flash.display.SimpleButton;
import flash.display.*;
import flash.events.*;
import flash.ui.*;
import Crappie;
/*import Bass;
import Bluegill;
import LongGar;
import Muskellunge;
import Perch;
import PumpkinSeed;
import ShortGar;
import SpotGar;*/
import GenerateFish;
public class FishGame extends MovieClip
{
private var randomFish:Number;
public function FishGame() //First function to be called
{
startMenu();
}
public function startMenu() //Loads the start menu
{
gotoAndStop("Start Menu");
StartButton.addEventListener(MouseEvent.CLICK, gotoStartGame);
}
private function gotoStartGame(evt:MouseEvent) //links to the start of th game
{
StartButton.removeEventListener(MouseEvent.CLICK, gotoStartGame);
gotoAndStop("Game");
game();
}
public function game() /generates fish
{
var genFish:GenerateFish = new GenerateFish();
this.addChild(genFish);
var genFish2:GenerateFish = new GenerateFish();
this.addChild(genFish2);
}
//This is where I need help. All the fish are children of other class. I tried deleting them in their own class but it seems like it would work best if it was in this class but I'm having trouble calling this class.
public function removeFish()
{
trace("Here");
}
}
}
这里是生成鱼class:
package {
import flash.display.MovieClip;
import flash.events.*;
import flash.display.*;
import Crappie;
//import Bass;
//import Bluegill;
//import LongGar;
//import Muskellunge;
//import Perch;
//import PumpkinSeed;
//import ShortGar;
//import SpotGar;
import FishGame;
public class GenerateFish extends MovieClip {
private var randomFish:Number;
public function GenerateFish() //When this is added via addchild it adds a fish
{
this.addEventListener(Event.ADDED_TO_STAGE, addFish, false, 0, true);
//addFish();
}
private function addFish(e:Event) //adds fish to scrence
{
this.removeEventListener(Event.ADDED_TO_STAGE, addFish);
randomFish = Math.floor(Math.random() * 2);
randomFish = 0; //for testing purposes
switch(randomFish)
{
case 0:
var crappie:Crappie = new Crappie();
this.addChild(crappie); //Calls the crappy funciton
break;
case 1:
var longgar:LongGar = new LongGar();
this.addChild(longgar);
break;
case 2:
var bluegill:Bluegill = new Bluegill();
this.addChild(bluegill);
break;
case 3:
var spotgar:SpotGar = new SpotGar();
this.addChild(spotgar);
break;
case 4:
var muskellunge:Muskellunge = new Muskellunge();
this.addChild(muskellunge);
break;
case 5:
var pumpkinseed:PumpkinSeed = new PumpkinSeed();
this.addChild(pumpkinseed);
break;
case 6:
var bass:Bass = new Bass();
this.addChild(bass);
break;
case 7:
var perch:Perch = new Perch();
this.addChild(perch);
break;
case 8:
var pike:Pike = new Pike();
this.addChild(pike);
break;
default:
break;
}
}
}
}
这是一种特定的鱼 classes:
package
{
import flash.display.MovieClip;
import flash.events.*;
import flash.display.*;
import FishGame;
import GenerateFish;
public class Crappie extends MovieClip
{
private var Speed:Number;
private var randomBoolean:Boolean = (Math.random() > .5) ? true : false;
private var fishOnScreen:Boolean = false;
//public var remFish:FishGame = new FishGame();
public function Crappie() //Adds event listeners to control the fish
{
this.addEventListener(Event.ADDED_TO_STAGE, Setup, false, 0, true);
this.addEventListener(MouseEvent.CLICK, GoToFishInfo);
fishOnScreen =true;
}
public function GoToFishInfo(evt:MouseEvent):void //When fish is clicked Info pops up. It is here i want every fish to be deleted.
{
this.removeEventListener(Event.ADDED_TO_STAGE, Setup);
/*while (MovieClip(root).numChildren >= 1) //What I tried to delete all objects
{
MovieClip(root).removeChildAt(1);
}*/
var remFish:FishGame = new FishGame(); //Creates The SWF file file:///FishGame/classes/FishGame.swf contains invalid data.
remFish.removeFish();
MovieClip(root).gotoAndStop("FishInfo", "Scene 1");
var crappieinfo:CrappieInfo = new CrappieInfo();
stage.addChild(crappieinfo);
crappieinfo.x = 512;
crappieinfo.y = 384;
crappieinfo.alpha = 100;
}
private function Setup(e:Event) //Setup the fish position and adds info for movement
{
var randomBoolean:Boolean = (Math.random() > .5) ? true : false;
//true forwards
//false is backwards
if (randomBoolean)
{
this.x = 1030;
}
else
{
this.scaleX = -1;
this.x = -10;
}
this.y = this.GetRandomYPosition();
this.alpha = 100;
this.addEventListener(Event.ENTER_FRAME, MoveCircle);
Speed = GetRandomSpeed();
if (randomBoolean)
{
Speed *= -1
}
}
private function GetRandomSpeed():Number
{
return (Math.floor(Math.random() * 5) +5);
}
private function GetRandomYPosition():Number
{
//
//basic formula: Math.floor(Math.random()*(1+High-Low))+Low;
//
return (Math.floor(Math.random() * (650-this.height)) + 230);
}
public function MoveCircle(e:Event) //Moves the fish
{
if (fishOnScreen)
{
this.x += Speed;
if (this.x >1024 || this.x < -10 || this.y >768 || this.y < 200)
{
var genExtraFish:GenerateFish = new GenerateFish();
stage.addChild(genExtraFish);
this.parent.removeChild(this);
fishOnScreen = false;
this.removeEventListener(MouseEvent.CLICK, GoToFishInfo);
}
}
}
}
}
谢谢,如果能得到所有帮助,我将不胜感激!
////////
//编辑//
////////
我已经修改了我的 main class 到 package
{
import flash.display.MovieClip;
import flash.display.SimpleButton;
import flash.display.*;
import flash.events.*;
import flash.ui.*;
import BaseFish;
import GenerateFish;
public class FishGame extends MovieClip
{
private var randomFish:Number;
private var basefish:BaseFish = new BaseFish();
public function FishGame()
{
startMenu();
}
public function startMenu()
{
gotoAndStop("Start Menu");
StartButton.addEventListener(MouseEvent.CLICK, gotoStartGame);
}
private function gotoStartGame(evt:MouseEvent)
{
StartButton.removeEventListener(MouseEvent.CLICK, gotoStartGame);
gotoAndStop("Game");
basefish.StartFish();
}
}
}
然后我创建了 basefish class 是这样的:
package
{
import flash.display.MovieClip;
import flash.events.*;
import flash.display.*;
import FishGame;
public class BaseFish extends MovieClip
{
public var FishOnScreen:Array = new Array();
public var FishSpeed:Array = new Array();
private var Speed:Number;
private var randomBoolean:Boolean = (Math.random() > .5) ? true : false;
public var NumFish:int = -1;
private var randomFish:Number;
public function BaseFish()
{
}
public function StartFish()
{
addFish(5);
this.addEventListener(Event.ENTER_FRAME, MoveCircle);
}
public function addFish(NumAdd:Number)
{
for (var i:Number = 0; i < NumAdd; i++)
{
randomFish = Math.floor(Math.random() * 2);
randomFish = 0;
switch(randomFish)
{
case 0:
var crappie:Crappie = new Crappie();
this.addChild(crappie);
crappie.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(crappie);
trace(FishOnScreen[1]);
Setup(crappie);
NumFish += 1;
break;
case 1:
var longgar:LongGar = new LongGar();
this.addChild(longgar);
longgar.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(longgar);
Setup(longgar);
NumFish += 1;
break;
case 2:
var bluegill:Bluegill = new Bluegill();
this.addChild(bluegill);
bluegill.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(bluegill);
Setup(bluegill);
NumFish += 1;
break;
case 3:
var spotgar:SpotGar = new SpotGar();
this.addChild(spotgar);
spotgar.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(spotgar);
Setup(spotgar);
NumFish += 1;
break;
case 4:
var muskellunge:Muskellunge = new Muskellunge();
this.addChild(muskellunge);
muskellunge.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(muskellunge);
Setup(muskellunge);
NumFish += 1;
break;
case 5:
var pumpkinseed:Pumpkinseed = new Pumpkinseed();
this.addChild(pumpkinseed);
pumpkinseed.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(pumpkinseed);
Setup(pumpkinseed);
NumFish += 1;
break;
case 6:
var bass:Bass = new Bass();
this.addChild(bass);
bass.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(bass);
Setup(bass);
NumFish += 1;
break;
case 7:
var perch:Perch = new Perch();
this.addChild(perch);
perch.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(perch);
Setup(perch);
NumFish += 1;
break;
case 8:
var pike:Pike = new Pike();
this.addChild(pike);
pike.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(pike);
Setup(pike);
NumFish += 1;
break;
default:
this.addChild(crappie);
crappie.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(crappie);
Setup(crappie);
NumFish += 1;
break;
}
}
}
private function Setup(mc: MovieClip)
{
var randomBoolean:Boolean = (Math.random() > .5) ? true : false;
//true forwards
//false is backwards
if (randomBoolean)
{
MovieClip(mc).x = 1030;
}
else
{
MovieClip(mc).scaleX = -1;
MovieClip(mc).x = -10;
}
MovieClip(mc).y = GetRandomYPosition();
MovieClip(mc).alpha = 100;
FishSpeed[NumFish] = GetRandomSpeed();
if (randomBoolean)
{
FishSpeed[NumFish] *= -1
}
}
private function GetRandomSpeed():Number
{
return (Math.floor(Math.random() * 5) +5);
}
private function GetRandomYPosition():Number
{
//
//basic formula: Math.floor(Math.random()*(1+High-Low))+Low;
//
return (Math.floor(Math.random() * (650-this.height)) + 230);
}
public function MoveCircle(e:Event)
{
//trace(FishOnScreen.length);
for (var i:Number = 0; i < FishOnScreen.length; i++)
{
if (FishOnScreen[i]!=null)
{
MovieClip(FishOnScreen[i]).x += FishSpeed[i];
if (MovieClip(FishOnScreen[i]).x >1024 || MovieClip(FishOnScreen[i]).x < -10 || MovieClip(FishOnScreen[i]).y >768 || MovieClip(FishOnScreen[i]).y < 200)
{
addFish(1);
this.removeChild(MovieClip(FishOnScreen[i]));
MovieClip(FishOnScreen[i]).removeEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.splice(i, 1);
FishSpeed.splice(i,1);
}
}
//else trace("null");
}
}
public function GoToFishInfo(evt:MouseEvent):void
{
dispose();
MovieClip(root).gotoAndStop("FishInfo", "Scene 1");
var crappieinfo:CrappieInfo = new CrappieInfo();
stage.addChild(crappieinfo);
crappieinfo.x = 512;
crappieinfo.y = 384;
crappieinfo.alpha = 100;
}
public function dispose():void
{
for (var i : int = this.numChildren-1 ; i >= 0 ; i--)
{
if(this.getChildAt(i) is MovieClip)
{
this.removeChildAt(i);
MovieClip(FishOnScreen[i]).removeEventListener(Event.ADDED_TO_STAGE, Setup);
MovieClip(FishOnScreen[i]).removeEventListener(MouseEvent.CLICK, GoToFishInfo);
}
}
}
}
}
它没有给我任何错误,但它没有显示任何鱼。如果您能看看我更新后的代码,我将不胜感激!
为了使事情变得更好并避免代码重复,请从基础 Class 扩展所有 classes,例如 Crappie
、Bass
等,将其命名为 BaseFish
例如。您应该在此基础 class 中创建一个 dispose()
方法。这样,此 dispose 方法将自动可供所有扩展它的 classes 使用。事实上,你可以使用这种方法将通用代码写在一处,避免重复。
此外,如果您觉得它适合需要,也可以从基础 class 扩展 GenerateFish
,或者在这个 class 中创建一个名为 dispose()
的类似方法。
然后当您调用您的 removeFish()
方法时,您可以为您的个人 class 调用这些处理方法。
像这样创建方法(这只是为了帮助您入门):
public function dispose():void
{
for (var i : int = this.numChildren-1 ; i >= 0 ; i--)
{
if(this.getChildAt(i) is MovieClip)
{
this.removeChildAt(i);
}
}
}
此代码删除每个作为影片剪辑的子项。您可能还想删除在此方法中 class 中添加的所有事件监听器。
然后,将变量 genFish
和 genFish2
移动到 class 变量,而不是在方法中声明它们 game()
现在在您的 removeFish()
方法中执行此操作:
public function removeFish()
{
genFish.dispose();
genFish2.dispose();
}
按照您的 GenerateFish
class 中的相同逻辑处理所有子项,因为它们现在将成为同一基础 class 的实例。
从性能角度来看可能非常重要的另一件事是您要添加的 ENTER_FRAME
事件。请注意,此事件将添加到您在 GenerateFish
中创建的每个实例。因此,每个实例都会有自己的输入框。也许在您当前的情况下它会工作正常,因为实例数量可能更少,但这种方法不可扩展,明天如果您有很多实例,它肯定会影响性能。
理想情况下,您应该尝试在主 class 中只有一个 ENTER_FRAME
事件侦听器,并使用处理程序更改子 classes 中的内容。
希望对您有所帮助。