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我已经更改了下载的图像轮播,当我单击添加的两个按钮之一时旋转到下一张图片(左或右)。原始轮播被构建为根据鼠标移动/位置旋转。

出于某种原因,每当我单击“右”或“左”按钮时,每个按钮都会沿各自的方向旋转轮播,事件侦听器/处理程序就在“后面”。它会做我上次单击按钮时应该做的任何事情。更清楚地说,第一个按钮单击它什么都不做。第二个按钮单击它响应我上次单击的内容。

例子:

  • 我单击左侧按钮,没有任何反应。
  • 然后我点击右键,轮播向左旋转(因为我在这次点击之前点击了左键)
  • 然后我点击左键,轮播向右旋转(同上)。

请参阅下面的代码。看起来很简单;没有复杂的结构什么的。

我想你可以忽略大多数变量和定位(如focalLength, vanishingPointX, radius, 等)。我猜这个错误要么与 XML 的导入/处理、for()循环或 .as 文件的结构有关。

package  {
        //here are all the imports 

        public class Imagereel extends Sprite {
            var imgurl:URLRequest = new URLRequest()
            var loadedimgs:uint = 0;
            var images_num = 0;
            var imageHolders:Array = new Array();
            var imageHolder:MovieClip;
            var btnLeft:BtnLeft = new BtnLeft;
            var btnRight:BtnRight = new BtnRight;

        //Set the focal length
        var focalLength:Number = 2000;

        //Set the vanishing point
        var vanishingPointX:Number = stage.stageWidth / 2;
        var vanishingPointY:Number = stage.stageHeight / 2;

        //The 3D floor for the images
        var floor:Number = 40;

        //Radius of the circle
        var radius:Number = 350;

        //We use 70x70 sized images (change this if different for your images)
        const IMAGE_WIDTH:uint = 393;
        const IMAGE_HEIGHT:uint = 249;

        var xmlLoader:URLLoader = new URLLoader();
        var xmlData:XML = new XML();        

        public function Imagereel() {
            //here's the positioning of the buttons
            //here are the button addChilds

            xmlLoader.load(new URLRequest("carousel.xml"));
            xmlLoader.addEventListener(Event.COMPLETE, LoadXML);
            btnLeft.addEventListener(MouseEvent.CLICK, prevImg);
            btnRight.addEventListener(MouseEvent.CLICK, nextImg);

        }
        function LoadXML(e:Event):void {
            xmlData = new XML(e.target.data);
            Parseimage(xmlData);
        }
        function Parseimage(imageinput:XML):void {
            var imageurl:XMLList = imageinput.image.iurl;

            images_num = imageurl.length();
            for (var i:int = 0; i < images_num; i++) {
                var urlElement:XML = imageurl[i];

                imageHolder = new MovieClip();
                var imageLoader = new Loader();
                imageHolder.addChild(imageLoader);
                imageHolder.mouseChildren = false;
                imageLoader.x = - (IMAGE_WIDTH);
                imageLoader.y = - (IMAGE_HEIGHT);
                imageHolders.push(imageHolder);
                imgurl.url = imageurl[i];
                imageLoader.load(imgurl);
                imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoaded);
            }
        }
        function imageLoaded(e:Event) {
            //Update the number of loaded images
            loadedimgs++;

            //Check to see if this is the last image loaded
            if (loadedimgs == images_num) {
                //Set up the carousel
                initializeCarousel();
            }
        }
        function initializeCarousel() {
            //Calculate the angle difference between the images (in radians)
            var angleDifference:Number = Math.PI * (360 / images_num) / 180;

            //Loop through the images
            for (var i:uint = 0; i < imageHolders.length; i++) {
                //Assign the imageHolder to a local variable
                var imageHolder:MovieClip = (MovieClip)(imageHolders[i]);

                //Get the angle for the image (we space the images evenly)
                var startingAngle:Number = angleDifference * i -0.30;

                //Position the imageHolder
                imageHolder.xpos3D = radius * Math.cos(startingAngle);
                imageHolder.zpos3D = radius * Math.sin(startingAngle);
                imageHolder.ypos3D = floor;

                //Set a "currentAngle" attribute for the imageHolder
                imageHolder.currentAngle = startingAngle;
                var scaleRatio = focalLength/(focalLength + imageHolder.zpos3D);

                //Position the imageHolder to the stage (from 3D to 2D coordinates)
                imageHolder.x = vanishingPointX + imageHolder.xpos3D * scaleRatio;
                imageHolder.y = vanishingPointY + imageHolder.ypos3D * scaleRatio;

                //Add the imageHolder to the stage
                addChild(imageHolder);
            }
            sortZ();
        }

        function prevImg(e:MouseEvent) {
            //Loop through the images
            for (var i:uint = 0; i < imageHolders.length; i++) {
                var imageHolder:MovieClip = (MovieClip)(imageHolders[i]);
                //Set a new 3D position for the imageHolder
                imageHolder.xpos3D = radius * Math.cos(imageHolder.currentAngle);
                imageHolder.zpos3D = radius * Math.sin(imageHolder.currentAngle);
                var scaleRatio;

                //Calculate a scale ratio
                scaleRatio = focalLength/(focalLength + imageHolder.zpos3D);

                //Update the imageHolder's coordinates
                imageHolder.x = vanishingPointX+imageHolder.xpos3D * scaleRatio;
                imageHolder.y = vanishingPointY+imageHolder.ypos3D * scaleRatio;

                //spinning the carousel
                imageHolder.currentAngle += 0.6285;
            }   
            //Call the function that sorts the images so they overlap each others correctly
            sortZ();
        }
        function nextImg(e:MouseEvent) {
            //Loop through the images
            for (var i:uint = 0; i < imageHolders.length; i++) {
                var imageHolder:MovieClip = (MovieClip)(imageHolders[i]);
                //Set a new 3D position for the imageHolder
                imageHolder.xpos3D = radius * Math.cos(imageHolder.currentAngle);
                imageHolder.zpos3D = radius * Math.sin(imageHolder.currentAngle);
                var scaleRatio;

                //Update the imageHolder's coordinates
                imageHolder.x = vanishingPointX+imageHolder.xpos3D * scaleRatio;
                imageHolder.y = vanishingPointY+imageHolder.ypos3D * scaleRatio;

                //spinning the carousel
                imageHolder.currentAngle -= 0.6285;
            }
            sortZ();
        }
        //This function sorts the images so they overlap each others correctly
        function sortZ():void {
            imageHolders.sortOn("zpos3D", Array.NUMERIC | Array.DESCENDING);

            //Set new child indexes for the images
            for (var i:uint = 0; i < imageHolders.length; i++) {
                setChildIndex(imageHolders[i], i);
            }
        }
    }
}

那么这段代码做了什么:

  1. carousel.xml是进口的
  2. 处理 xml,以便将那里的图像路径转换为显示的图像
  3. 轮播由图像组成
  4. sortZ() 函数确保图像在 3D 透视图中正确对齐;就像z-index在 CSS 中一样。
  5. 单击btnLeftbtnRight时,轮播向左或向右旋转(这是通过更新 的值来完成的imageHolder.currentAngle)。

当我将trace' 放在 prevImg() 和 nextImg() 函数中时,我确实看到了属于正确函数的跟踪,而不是之前单击的跟踪。所以看起来Flash确实调用了正确的事件。

那么我该如何摆脱这个错误呢?非常感谢帮助和提示!

4

1 回答 1

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imageHolder.currentAngle在更改 imageHolder 的 3D 位置的代码之前移动分配(更改它的行)。

for (var i:uint = 0; i < imageHolders.length; i++) {
            var imageHolder:MovieClip = (MovieClip)(imageHolders[i]);
            //Set a new 3D position for the imageHolder
            imageHolder.currentAngle += 0.6285; // <== HERE
            imageHolder.xpos3D = radius * Math.cos(imageHolder.currentAngle);
            imageHolder.zpos3D = radius * Math.sin(imageHolder.currentAngle);
            var scaleRatio;

            //Calculate a scale ratio
            scaleRatio = focalLength/(focalLength + imageHolder.zpos3D);

            //Update the imageHolder's coordinates
            imageHolder.x = vanishingPointX+imageHolder.xpos3D * scaleRatio;
            imageHolder.y = vanishingPointY+imageHolder.ypos3D * scaleRatio;

            //spinning the carousel
        }

其他功能也一样。

于 2013-04-22T13:36:29.413 回答