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我目前正在为我的游戏构建伤害机制。两个类处理这个,“伤害”类和“碰撞”类。伤害类将自身的一个实例传递给碰撞类的“hurtCollision”方法,以便碰撞类可以检测玩家与伤害实例(显示对象)之间的碰撞。但是,当我尝试访问该功能时,出现此错误:

1061: Call to a possibly undefined method hurtCollision through a reference with static type Class.

这是两个类:

碰撞类(你可以 ctrl f 来伤害碰撞):

package

{

import flash.display.MovieClip;

public class Collision extends MovieClip
{
    private var e:*;
    static public var _playerX:*;
    static public var _playerY:*;
    private var HIT_BOTTOM_1X:Number;
    private var HIT_BOTTOM_2X:Number;
    private var HIT_BOTTOM_3X:Number;
    private var HIT_TOP_1X:Number;
    private var HIT_TOP_2X:Number;
    private var HIT_TOP_3X:Number;
    private var HIT_R_1X:Number;
    private var HIT_R_2X:Number;
    private var HIT_R_3X:Number;
    private var HIT_L_1X:Number;
    private var HIT_L_2X:Number;
    private var HIT_L_3X:Number;
    private var HIT_BOTTOM_1Y:Number;
    private var HIT_BOTTOM_2Y:Number;
    private var HIT_BOTTOM_3Y:Number;
    private var HIT_TOP_1Y:Number;
    private var HIT_TOP_2Y:Number;
    private var HIT_TOP_3Y:Number;
    private var HIT_R_1Y:Number;
    private var HIT_R_2Y:Number;
    private var HIT_R_3Y:Number;
    private var HIT_L_1Y:Number;
    private var HIT_L_2Y:Number;
    private var HIT_L_3Y:Number;

    public function Collision(enginePass:*)
    {       
    e = enginePass;
    }
    public function detectCollisions(object:*):void
    {
        _playerX = e._player.x;
        _playerY = e._player.y;
        HIT_BOTTOM_1X = object.x - object.width/2;
        HIT_BOTTOM_2X = object.x;
        HIT_BOTTOM_3X = object.x + object.width/2;
        HIT_TOP_1X = object.x - object.width/2;
        HIT_TOP_2X = object.x;
        HIT_TOP_3X = object.x + object.width/2;
        HIT_R_1X = object.x + object.width/2;
        HIT_R_2X = object.x + object.width/2;
        HIT_R_3X = object.x + object.width/2;
        HIT_L_1X = object.x - object.width/2;
        HIT_L_2X = object.x - object.width/2;
        HIT_L_3X = object.x - object.width/2;

        HIT_BOTTOM_1Y = object.y + object.height/2;
        HIT_BOTTOM_2Y = object.y + object.height/2;
        HIT_BOTTOM_3Y = object.y + object.height/2;
        HIT_TOP_1Y = object.y - object.height/2;
        HIT_TOP_2Y = object.y - object.height/2;
        HIT_TOP_3Y = object.y - object.height/2;
        HIT_R_1Y = object.y + object.height/2 - object.height/4;
        HIT_R_2Y = object.y;
        HIT_R_3Y = object.y - object.height/2 + object.height/4;
        HIT_L_1Y = object.y + object.height/2 - object.height/4;
        HIT_L_2Y = object.y;
        HIT_L_3Y = object.y - object.height/2 - object.height/4;

        if(e._ground.hitTestPoint(HIT_BOTTOM_1X,HIT_BOTTOM_1Y,true) || e._ground.hitTestPoint(HIT_BOTTOM_2X,HIT_BOTTOM_2Y,true) 
        || e._ground.hitTestPoint(HIT_BOTTOM_3X,HIT_BOTTOM_3Y,true))
        {
            e._touchGround = true;
            if(e._vy < 0)
            {
                e._vy = 0;
            }
        }
        if(e._ground.hitTestPoint(HIT_TOP_1X,HIT_TOP_1Y,true) || e._ground.hitTestPoint(HIT_TOP_2X,HIT_TOP_2Y,true) 
        || e._ground.hitTestPoint(HIT_TOP_3X,HIT_TOP_3Y,true))
        {
            e._jump = false;
            e._vy = -(e._vy) - 5;
        }

         if(e._ground.hitTestPoint(HIT_R_1X,HIT_R_1Y,true) || e._ground.hitTestPoint(HIT_R_2X,HIT_R_2Y,true) 
        || e._ground.hitTestPoint(HIT_R_3X,HIT_R_3Y,true))
        {
            if(e._vx > 0)
            {
                e._vy += e._vx;
            }
            if(e._ground.hitTestPoint(HIT_TOP_3X, HIT_TOP_3Y, true))
            {
                if(e._vx > 0)
                {
                e._vx = -(e._vx) *2;
                }
            }
        }
        if(e._ground.hitTestPoint(HIT_L_1X,HIT_L_1Y,true) || e._ground.hitTestPoint(HIT_L_2X,HIT_L_2Y,true) 
        || e._ground.hitTestPoint(HIT_L_3X,HIT_L_3Y,true))
        {
            if(e._vx < 0)
            {
                e._vy += Math.abs(e._vx);
            }
            if(e._ground.hitTestPoint(HIT_TOP_1X, HIT_TOP_1Y, true))
            {
                if(e._vx < 0)
                {
                e._vx = -(e._vx) *2;
                }
            }
        }
        if(e._ground.hitTestPoint(HIT_TOP_3X, HIT_TOP_3Y, true) && e._ground.hitTestPoint(HIT_BOTTOM_3X, HIT_BOTTOM_3Y, true))
        {
            e._vy += 20;
        }
        if(e._ground.hitTestPoint(HIT_TOP_1X, HIT_TOP_1Y, true) && e._ground.hitTestPoint(HIT_BOTTOM_1X, HIT_BOTTOM_1Y, true))
        {
            e._vy += 20;
        }
        if(e._ground.hitTestPoint(e._player.x,e._player.y, true))
        {
            e._vy = -(e._vy);
            e._vx = -(e._vx);
        }
        else
        {
            if(!(e._ground.hitTestPoint(HIT_BOTTOM_1X,HIT_BOTTOM_1Y,true) || e._ground.hitTestPoint(HIT_BOTTOM_2X,HIT_BOTTOM_2Y,true) 
        || e._ground.hitTestPoint(HIT_BOTTOM_3X,HIT_BOTTOM_3Y,true)))
            {
            e._vy -= 1;
            e._touchGround = false;
            }
        }
    }

    public function hurtCollision(hurtObject:*)
    {
        if(hurtObject.hitTestPoint(HIT_BOTTOM_1X,HIT_BOTTOM_1Y,true) || hurtObject.hitTestPoint(HIT_BOTTOM_2X,HIT_BOTTOM_2Y,true) 
        || hurtObject.hitTestPoint(HIT_BOTTOM_3X,HIT_BOTTOM_3Y,true))
        {
            e.hurtPlayer();
        }
        if(hurtObject.hitTestPoint(HIT_TOP_1X,HIT_TOP_1Y,true) || hurtObject.hitTestPoint(HIT_TOP_2X,HIT_TOP_2Y,true) 
        || hurtObject.hitTestPoint(HIT_TOP_3X,HIT_TOP_3Y,true))
        {
            e.hurtPlayer();
        }

         if(hurtObject.hitTestPoint(HIT_R_1X,HIT_R_1Y,true) || hurtObject.hitTestPoint(HIT_R_2X,HIT_R_2Y,true) 
        || hurtObject.hitTestPoint(HIT_R_3X,HIT_R_3Y,true))
        {
            e.hurtPlayer();
        }
        if(hurtObject.hitTestPoint(HIT_L_1X,HIT_L_1Y,true) || hurtObject.hitTestPoint(HIT_L_2X,HIT_L_2Y,true) 
        || hurtObject.hitTestPoint(HIT_L_3X,HIT_L_3Y,true))
        {
            e.hurtPlayer();
        }
    }
}

}

伤害等级:

package

{ 导入 flash.display.MovieClip; 导入 flash.events.Event;导入碰撞;

public class Hurt extends MovieClip
{
    public function Hurt() 
    {
        addEventListener(Event.ENTER_FRAME, enterFrame);
    }
    private function enterFrame(e:Event)
    {
        Collision.hurtCollision(this);
    }
}

}

编辑:让大家知道,e.hurtPlayer 只是控制玩家健康的文档类方法。

4

1 回答 1

4

你的问题出在这里:

Collision.hurtCollision(this);

hurtCollision不是类方法,而是实例方法。如果您想Collision更像一个实用程序类(而不是必须创建实例来使用这些方法),那么您可能想要 dopublic static function ...而不仅仅是public function.

阅读类方法以获取更多信息。

更仔细地阅读您的代码,您已经以构造函数采用您在方法中使用的参数的方式设计了它。这要么需要重新考虑(可能会将那个东西传递给方法本身,也许?)或者你可以只走实例路线:

new Collision( e ).hurtCollision( this );

...当然,如果您经常使用它,您可能希望将实例保留更长的时间,而不仅仅是一次调用。

于 2009-11-29T18:27:26.603 回答