我的完整代码是 import flash.events.KeyboardEvent; 导入 flash.events.Event;
//init some variables
var speedX = 0;
var speedY = 0;
msg.visible = false;
var curLevel = 2;
var level = new Array();
var flagVar;
var won = false;
//Adding level platforms
for(var i = 0; i < numChildren; i++) {
if(getChildAt(i) is platform) {
level.push(getChildAt(i).getRect(this));
}
if(getChildAt(i) is flag) { flagVar = getChildAt(i).getRect(this); }
}
//Checking key presses
var kUp = false;
var kDown = false;
var kLeft = false;
var kRight = false;
var kSpace = false;
stage.addEventListener(KeyboardEvent.KEY_DOWN, kD);
stage.addEventListener(KeyboardEvent.KEY_UP, kU);
function kD(k:KeyboardEvent) {
trace("Key down - " + k.keyCode);
if(k.keyCode == 32) { kSpace = true; }
if(k.keyCode == 37 ) { kLeft = true; }
if(k.keyCode == 38) { kUp = true; }
if(k.keyCode == 39) { kRight = true; }
}
function kU(k:KeyboardEvent) {
trace("Key up - " + k.keyCode);
if(k.keyCode == 32) { kSpace = false; }
if(k.keyCode == 37) { kLeft = false; }
if(k.keyCode == 38) { kUp = false; }
if(k.keyCode == 39) { kRight = false; }
}
addEventListener(Event.ENTER_FRAME, loopAround);
function loopAround(e:Event) {
//horizontal movement
if(kLeft) {
speedX = -10;
} else if(kRight) {
speedX = 10;
} else {
speedX *= 0.5;
}
player.x += speedX;
//horizontal collision checks
for(var i = 0; i < level.length; i++) {
if(player.getRect(this).intersects(level[i])) {
if(speedX > 0) {
player.x = level[i].left - player.width;
}
if(speedX < 0) {
player.x = level[i].right;
}
speedX = 0;
}
}
//vertical movement
speedY += 1;
player.y += speedY;
var jumpable = false;
//Vertical collision
for(i = 0; i < level.length; i++) {
if(player.getRect(this).intersects(level[i])) {
if(speedY > 0) {
player.y = level[i].top - player.height;
speedY = 0;
jumpable = true;
}
if(speedY < 0) {
player.y = level[i].bottom;
speedY *= -0.5;
}
}
}
//JUMP!
if((kUp || kSpace) && jumpable) {
speedY=-20;
}
//Moving camera and other
this.x = -player.x + (stage.stageWidth/2);
this.y = -player.y + (stage.stageHeight/2);
msg.x = player.x - (msg.width/2);
msg.y = player.y - (msg.height/2);
//Checking win
if(player.getRect(this).intersects(flagVar)) {
msg.visible = true;
won = true;
}
//Check for next level request
if(kSpace && won) {
curLevel++;
gotoAndStop(curLevel);
won = false;
}
}
有问题的部分是 //Checking key presses var kUp = false; var kDown = 假;var kLeft = 假;var kRight = 假;var kSpace = 假;
stage.addEventListener(KeyboardEvent.KEY_DOWN, kD);
stage.addEventListener(KeyboardEvent.KEY_UP, kU);
function kD(k:KeyboardEvent) {
trace("Key down - " + k.keyCode);
if(k.keyCode == 32) { kSpace = true; }
if(k.keyCode == 37 ) { kLeft = true; }
if(k.keyCode == 38) { kUp = true; }
if(k.keyCode == 39) { kRight = true; }
}
function kU(k:KeyboardEvent) {
trace("Key up - " + k.keyCode);
if(k.keyCode == 32) { kSpace = false; }
if(k.keyCode == 37) { kLeft = false; }
if(k.keyCode == 38) { kUp = false; }
if(k.keyCode == 39) { kRight = false; }
}
昨晚工作得很好,但今天我把它移到一个新的关键帧上,现在它不工作了。我没有收到任何错误(即使我调试)。它只是不会移动角色,甚至不会出现在输出中。
我对as3还是很陌生,所以我真的不知道该怎么做。
提前致谢。
编辑:玩了一下之后,我发现它不起作用的原因是菜单。菜单有一个按钮和两个文本元素,这很好。我在菜单上使用的代码是这样的:
import flash.events.MouseEvent;
stop();
var format:TextFormat = new TextFormat();
format.size = 26;
format.bold = true;
playGameButton.setStyle("textFormat", format);
stage.addEventListener(MouseEvent.CLICK, playGame);
function playGame(e:MouseEvent) {
if(e.target.name == "playGameButton") {
gotoAndStop(2);
}
}
如果我只使用gotoAndStop(2);
它可以正常工作,但其他所有内容都会进入第二帧,之后就没有其他工作了。
编辑#2:我已经将其范围缩小到 if 语句本身。
if(e.target == playGameButton)
if(e.target.name == "playGameButton")
这两个都不行。如果我只是一起删除 if 语句,它就可以很好地工作。