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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?

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1 回答 1

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我想通了,只需要从主文档类传递舞台引用,精灵就会出现。

于 2015-08-04T14:07:59.170 回答