我在从 sprite 类扩展的名为 createBrick 的子类中有一个名为“brick”的函数,我还在导出的库中创建了一个名为“Brick”的影片剪辑,用于运行时共享。由于某些奇怪的原因,当我运行代码时,即使在调试代码时确实创建了砖块,但它并没有出现在舞台上。
这是功能
public class createBrick extends Sprite {
public function createBrick(_main:Main) {
main = _main;
var go:Brick = new Brick();
addChild(go);
trace(go.x);
brick(475, 235, 30, 30);
}
private function brick(pX: int, pY: int, w: Number, h: Number): void {
var bric:Brick = new Brick();
addChild(bric);
bric.x = pX;
bric.y = pY;
bric.width = w;
bric.height = h;
var polygonShape: b2PolygonShape = new b2PolygonShape();
var polygonFixture: b2FixtureDef = new b2FixtureDef();
polygonShape.SetAsBox(w / 2 / worldScale, h / 2 / worldScale);
polygonFixture.shape = polygonShape;
polygonFixture.density = .2;
polygonFixture.restitution = 0.9;
polygonFixture.friction = 0.9;
var brickbodyDef: b2BodyDef = new b2BodyDef();
brickbodyDef.type=b2Body.b2_dynamicBody;
brickbodyDef.userData = bric;
brickbodyDef.position.Set(bric.x / worldScale, bric.y / worldScale);
var theBrick: b2Body = world.CreateBody(brickbodyDef);
theBrick.CreateFixture(polygonFixture);
}
}
如果我在主文档类中包含所有代码并且我确实在舞台上看到一块砖,那么相同的功能可以完美地工作。任何线索我没有正确引用它吗?