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次のエラーが発生します。ArgumentError:エラー#2025:指定されたDisplayObjectは呼び出し元の子である必要があります。flash.display :: DisplayObjectContainer / removeChild()at lamagame_fla :: MainTimeline / bulletEnterFrame()[lamagame_fla.MainTimeline :: frame2:116]

次のコード:メインタイムライン

    var j:int;
    addEventListener(Event.ENTER_FRAME, enemyhit);
    function enemyhit(event:Event):void {
    for (i = enemy_array.length -1; i >= 0; i--){
        for(var j = 0; j < bulletarray.length; j++) {       
            if(enemy_array[i].hitTestObject(bulletarray[j])) {
                removeChild(enemy_array[i]);
            removeChild(bulletarray[j]);
            enemy_array.splice(j, 1);
            bulletarray.splice(i, 1);
            j--;
            break;
            }
        }

        }
    }
stage.addEventListener(MouseEvent.MOUSE_DOWN, onDown)
stage.addEventListener(MouseEvent.MOUSE_UP, onUp)

var pressedState:int = 0;

var myTimer:Timer = new Timer(10);
myTimer.addEventListener(TimerEvent.TIMER, onTimerTick);

function onDown(e:MouseEvent)
{
    myTimer.start();
    switch(e.currentTarget)
    {
        case stage:
        pressedState = 1;
        break;
    }
}

function onUp(e:MouseEvent)
{
    myTimer.stop();
    pressedState = 0
}

function onTimerTick(e:TimerEvent)
{
    switch(pressedState)
    {
        case 1:
        // Create a new bullet
    var b:Bullet = new Bullet();
    // Set his position to the tank position
        if(llama.scaleX==1) {
    b.x = llama.x+20;
    b.y = llama.y-50;
    }else{
        if(llama.scaleX==-1) {
    b.x = llama.x-25;
    b.y = llama.y-50;
    }else{
        b.x = llama.x+20;
        b.y = llama.y-50;
    }
    }
    // Save the randian angle between the mouse and the tank
    // This angle will set the direction of the bullet
    b.angleRadian = Math.atan2(mouseY - llama.y,mouseX - llama.x);
    // Add an enter frame event on each bullet
    b.addEventListener(Event.ENTER_FRAME, bulletEnterFrame);
    // Add this display object on the display list
    addChild(b);
    bulletarray.push(b);
        break;
    }
    return b;
}
import flash.display.MovieClip;
import flash.geom.Point;
import flash.events.MouseEvent;

// Code by Benoit Freslon.
// Tutorials, Flash games:
// http://www.benoitfreslon.com

// This object will always look at the mouse cursor
llama.head.addEventListener(Event.ENTER_FRAME,  llamaenterframe);
// This function will be launched every frame (25 times by seconds);
function llamaenterframe(pEvt) {
    // pEvt.currentTarget: myTank
    var b = pEvt.currentTarget;
    // Get the radian angle between the tank and the cursor
    // You can also replace mouseX and mouseY by another coordinates
    // Convert the radian angle in dedree angle
    var angleDegree = b.angleRadian * 90 / Math.PI;
    // Set the orientation
    b.rotation = angleDegree;
    // Display angle of rotation in degree
    vcam.txtAngle.text = Math.round(angleDegree) + "°";
}
// Velocity of each bullet
var speed = 8;

function bulletEnterFrame(pEvent) {
    // Get the current object (Bullet)
    var b = pEvent.currentTarget;
    // Move this bullet on each frames
    // On X axis use the cosinus angle
    b.x +=  Math.cos(b.angleRadian) * speed;
    // On Y axis use the sinus angle
    b.y +=  Math.sin(b.angleRadian) * speed;
    // Orient the bullet to the direction
    b.rotation = b.angleRadian * 180 / Math.PI;
    // You have to remove each created bullet
    // So after every moves you must check bullet position
    // If the bullet is out of the screen
    if (!b.hitTestObject(vcam)) {
        // Remove it from the display list
        removeChild(b);
        bulletarray.splice(bulletarray.indexOf(j), 1);
        // /!\ AND REOMOVE HIS EVENT LISTER
        b.removeEventListener(Event.ENTER_FRAME, bulletEnterFrame);
    }
}

// Set his position to the tank position

var maxHP:int = 400;
var currentHP:int = maxHP;
var percentHP:Number = currentHP / maxHP;
updateHealthBar();

function updateHealthBar():void
{
     percentHP = currentHP / maxHP;
     llama.healthBar.barColor.scaleX = percentHP;
}
// properties in class ----------
        var enemy_array:Array = new Array;  

         // dynamically place MovieClip instances on the stage ----------
        // inside Constructor function of class
        var enemy_number:int=100;//number of circles on the stage

        for(var i=0; i<enemy_number; i++) {

            enemy_array[i] = new enemy(); //linkage in the library
            enemy_array[i].x = MovieClip(root).background1tiles.x + Math.floor( Math.random()* MovieClip(root).background1tiles.width) ;
            enemy_array[i].y = MovieClip(root).background1tiles.y + Math.floor( Math.random()* MovieClip(root).background1tiles.height) ;
            enemy_array[i].addEventListener(Event.ENTER_FRAME, function (event:Event):void {
            if(event.currentTarget.hitTestObject(llama)) {
            currentHP -= 1;
            if(currentHP <= 0) //if the player died
            {
            currentHP = 0; //set his HP to zero, (just in case)
            vcam.gotoAndStop(2); //add any extra death-code here
            }
            updateHealthBar(); //update the healthBar   
            }
            });
            addChild(enemy_array[i]);
            enemy_array[i].addEventListener(Event.ENTER_FRAME, fl_EnterFrameHandler_4);

function fl_EnterFrameHandler_4(event:Event):void
{
    if(event.currentTarget.hitTestObject(vcam)) {
        if(event.currentTarget.x < Math.floor(llama.x)) {
            event.currentTarget.x+=event.currentTarget.randomspeed;
        }else{
            event.currentTarget.x-=event.currentTarget.randomspeed;
        }
        if(event.currentTarget.y < Math.floor(llama.y)) {
            event.currentTarget.y+=event.currentTarget.randomspeed;
        }else{
            event.currentTarget.y-=event.currentTarget.randomspeed;
        }
    }
}
        }
/* Enter Frame Event
Executes the function fl_EnterFrameHandler_6 defined below each time the playhead moves into a new frame of the timeline.

Instructions:
1. Add your custom code on a new line after the line that says "// Start your custom code" below.
The code will execute when the playhead moves into a new timeline frame.
*/

addEventListener(Event.ENTER_FRAME, basics);

function basics(event:Event):void {
    //Start your custom code
    // This example code displays the words "Entered frame" in the Output panel.
    if(llama.x > 3005.6) {
        llama.x = 3005.6;
    }
    if(llama.x < -2369) {
        llama.x = -2369;
    }
    if(llama.y > 0) {
    llama.y=0;
}
    vcam.x=llama.x;
    vcam.y=llama.y;
    vcam.coordinates.text="Llama's X is "+llama.x+".  And Llama's Y is "+llama.y;
    // End your custom code
}
/* Move with Keyboard Arrows
Allows the specified symbol instance to be moved with the keyboard arrows.

Instructions:
1. To increase or decrease the amount of movement, replace the number 5 below with the number of pixels you want the symbol instance to move with each key press.
Note the number 5 appears four times in the code below.
*/

var upPressed:Boolean = false;
var downPressed:Boolean = false;
var leftPressed:Boolean = false;
var rightPressed:Boolean = false;

stage.addEventListener(Event.ENTER_FRAME, dothelistener);

function dothelistener(event:Event) {
if(vcam.currentFrame==2) {
    removeEventListener(Event.ENTER_FRAME, fl_EnterFrameHandler_11);
    llama.removeEventListener(Event.ENTER_FRAME, fl_MoveInDirectionOfKey);
    stage.removeEventListener(KeyboardEvent.KEY_DOWN, fl_SetKeyPressed);
    stage.removeEventListener(KeyboardEvent.KEY_UP, fl_UnsetKeyPressed);
}
}

llama.addEventListener(Event.ENTER_FRAME, fl_MoveInDirectionOfKey);
stage.addEventListener(KeyboardEvent.KEY_DOWN, fl_SetKeyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, fl_UnsetKeyPressed);

function fl_MoveInDirectionOfKey(event:Event)
{
    if (upPressed)
    {
        llama.y-=5;
    }
    if (downPressed)
    {
        llama.y+=5;
    }
    if (leftPressed)
    {
        llama.scaleX=-1;
        llama.x-=5;
    }
    if (rightPressed)
    {
        llama.scaleX=1;
        llama.x+=5;
    }
}

function fl_SetKeyPressed(event:KeyboardEvent):void
{
    switch (event.keyCode)
    {
        case Keyboard.UP:
        {
            upPressed = true;
            break;
        }
        case Keyboard.DOWN:
        {
            downPressed = true;
            break;
        }
        case Keyboard.LEFT:
        {
            leftPressed = true;
            break;
        }
        case Keyboard.RIGHT:
        {
            rightPressed = true;
            break;
        }
    }
}

function fl_UnsetKeyPressed(event:KeyboardEvent):void
{
    switch (event.keyCode)
    {
        case Keyboard.UP:
        {
            upPressed = false;
            break;
        }
        case Keyboard.DOWN:
        {
            downPressed = false;
            break;
        }
        case Keyboard.LEFT:
        {
            leftPressed = false;
            break;
        }
        case Keyboard.RIGHT:
        {
            rightPressed = false;
            break;
        }
    }
}
// Velocity of each llama

/* Mouse Click Event
Clicking on the specified symbol instance executes a function in which you can add your own custom code.

Instructions:
1. Add your custom code on a new line after the line that says "// Start your custom code" below.
The code will execute when the symbol instance is clicked.
*/

vcam.magnify.addEventListener(MouseEvent.CLICK, fl_MouseClickHandler_10);

function fl_MouseClickHandler_10(event:MouseEvent):void
{
    // Start your custom code
    // This example code displays the words "Mouse clicked" in the Output panel.
    vcam.width-=25;
    vcam.height-=20;
    // End your custom code
}

/* Mouse Click Event
Clicking on the specified symbol instance executes a function in which you can add your own custom code.

Instructions:
1. Add your custom code on a new line after the line that says "// Start your custom code" below.
The code will execute when the symbol instance is clicked.
*/

vcam.magnifyun.addEventListener(MouseEvent.CLICK, fl_MouseClickHandler_11);

function fl_MouseClickHandler_11(event:MouseEvent):void
{
    // Start your custom code
    // This example code displays the words "Mouse clicked" in the Output panel.
    vcam.width+=25;
    vcam.height+=20;
    // End your custom code
}
var bulletarray:Array = new Array;
/* Enter Frame Event
Executes the function fl_EnterFrameHandler_10 defined below each time the playhead moves into a new frame of the timeline.

Instructions:
1. Add your custom code on a new line after the line that says "// Start your custom code" below.
The code will execute when the playhead moves into a new timeline frame.
*/

addEventListener(Event.ENTER_FRAME, fl_EnterFrameHandler_10);

function fl_EnterFrameHandler_10(event:Event):void
{
    //Start your custom code
    // This example code displays the words "Entered frame" in the Output panel.
    if(vcam.currentFrame == 2) {
        llama.removeEventListener(Event.ENTER_FRAME,  llamaenterframe);
    }
    // End your custom code
}

/* Enter Frame Event
Executes the function fl_EnterFrameHandler_11 defined below each time the playhead moves into a new frame of the timeline.

Instructions:
1. Add your custom code on a new line after the line that says "// Start your custom code" below.
The code will execute when the playhead moves into a new timeline frame.
*/

addEventListener(Event.ENTER_FRAME, fl_EnterFrameHandler_11);

function fl_EnterFrameHandler_11(event:Event):void
{
    //Start your custom code
    // This example code displays the words "Entered frame" in the Output panel.
    vcam.count.text = bulletarray.length;
    // End your custom code
}

if(parent)を試しましたが、ヒットテストを通過するのは一部のみです(一部の弾丸のみが削除され、敵のhpがダウンする場合があります)敵のhpは整数(currentHP2)で構成されます。

[編集]

if(bulletarray [j] .parent)を実行した後、一部の弾丸のみが機能します

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1 に答える 1

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removeChild(enemy_array[i]);コンテキストが定義されていないために機能しません。そのため、デフォルトでは現在のオブジェクトが使用されています。これはタイムラインである可能性があります。this.removeChild(enemy_array[i]);これをタイムラインと考えてください。

それを修正する最も簡単な方法は、次のようなことを行うことです。

 (enemy_array[i] as MovieClip).parent.removeChild(enemy_array[i]);

オブジェクトを見つけたら、それをムービークリップとして読み取ります。これにより、parentオブジェクトにアクセスして、removeを呼び出すことができます。

于 2013-01-16T23:21:19.437 に答える