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