0

lvl1 をプレイすると、Array ビルドは正常に行われますが、後で別のレベルを実行したい場合は、何もビルドされません。他のレベルを実行したい場合、lvl1 を実行しなくても、配列の最初の 5 列のみがビルドされます。最後に、タイマーを終了すると、次のバグがあります。

TypeError: Error #2007: Parameter hitTestObject must be non-null.
    at flash.display::DisplayObject/_hitTest()
    at flash.display::DisplayObject/hitTestObject()
    at projsolo_fla::MainTimeline/collisions()[projsolo_fla.MainTimeline::frame3:133]

これは私のフレーム1コードです:

import flash.events.MouseEvent;

//--- Variables: ---

var toucheA: Boolean = false;
var toucheZ: Boolean = false;
var toucheE: Boolean = false;
var toucheR: Boolean = false;
var toucheT: Boolean = false;

var map:Sprite=new Sprite();

//--- Ecouteurs: ---

stage.addEventListener (KeyboardEvent.KEY_DOWN, pressee);
stage.addEventListener (KeyboardEvent.KEY_UP, relachee);
btnLevel.addEventListener (MouseEvent.CLICK, menuLevel);


//--- autre: ---
stop();

stage.displayState=StageDisplayState.FULL_SCREEN; 
stage.scaleMode=StageScaleMode.EXACT_FIT;  
stage.addEventListener (Event.ENTER_FRAME, moove);

//--- Fonction: ---

function pressee (e:KeyboardEvent):void{
    switch (e.keyCode){
        case 65 :
            toucheA=true;
            Pac.y=55;
            break;

        case 90 :
            toucheZ=true;
            Pac.y=105;
            break;

        case 69 :
            toucheE=true;
            Pac.y=155;
            break;

        case 82 :
            toucheR=true;
            Pac.y=205;
            break;

        case 84 :
            toucheT=true;
            Pac.y=255;
            break;

        default :
            break;
    }
}

function relachee (e:KeyboardEvent):void{
    switch (e.keyCode){
        case 65 :
            toucheA=false;
            break;

        case 90 :
            toucheZ=false;
            break;

        case 69 :
            toucheE=false;
            break;

        case 82 :
            toucheR=false;
            break;

        case 84 :
            toucheT=false;
            break;

        default :
            break;
    }
}

function moove (e:Event):void{
    map.x-=5;
}

function menuLevel (e:MouseEvent):void{
    gotoAndStop (2);
}

これは私のフレーム 2 コードです:

import flash.events.MouseEvent;

btnMusique1.addEventListener (MouseEvent.CLICK, playLVL1);
btnMusique2.addEventListener (MouseEvent.CLICK, playLVL2);
btnMusique3.addEventListener (MouseEvent.CLICK, playLVL3);
btnMusique4.addEventListener (MouseEvent.CLICK, playLVL4);

function playLVL1 (e:MouseEvent):void{
    gotoAndStop (3);
    lvl1 ();
}

function playLVL2 (e:MouseEvent):void{
    gotoAndStop (3);
    lvl2();
}

function playLVL3 (e:MouseEvent):void{
    gotoAndStop (3);
    lvl3();
}

function playLVL4 (e:MouseEvent):void{
    gotoAndStop(3);
    lvl4();
}

これは私のフレーム3コードです:

import flash.ui.Keyboard;
import flash.events.Event;
import flash.sampler.NewObjectSample;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.media.SoundChannel;
import flashx.textLayout.formats.BlockProgression;

//--- Variables: ---
stop();

var timer1: Timer=new Timer (70000,1);

var points: Number = 0;

stage.addChild(map);

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var tableau2: Array=[[0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,1,0,1,1,1,1,0,0,0,0,1,1,1,0,1,0,1,0,1,0,1,1,1,0,0,1,1,0,0,1,1,0,0,0,0,1,1,1,1,0,0,0,1,1,1,1,0,0,0,1,1,1,1,0,0,1,0,1,0,1,0,1,0,0,1,0,0,0,0,1,1,1,0,0,0,0,0,1,1,1,0,0,1,0,1,0,1,0,1,0,1,1,1,1,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,0,0,1,0,0],
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                     [0,1,0,0,0,1,0,1,0,1,1,1,0,0,0,1,0,1,0,1,0,1,0,0,0,0,1,1,1,0,0,0,0,1,1,0,1,1,0,0,0,1,0,1,1,0,0,0,0,0,0,1,0,1,1,1,0,1,1,1,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0,0,1,1,1,1,1,0,0,0,1,0,1,0,1,0,1,0,0,1,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,0,0,0,1],
                     [0,0,0,1,1,1,1,1,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,0,0,0,1,0,1,0,1,0,0,0,0,1,1,1,0,0,0,0,1,1,0,1,1,1,0,0,0,0,0,0,1,0,0,0,0,0,1,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,1],
                     [0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,1,0,1,1,1,0,0,0,0,0,1,0,1,0,0,0,0,1,1,0,0,0,0,0,1,1,0,1,0,1,0,1,0,0,0,0,0,1,0,1,0,1,0,1,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,1,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,1,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,1,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,1]];


var L:int=0;
var C:int=0;

// création du tableau.

function lvl1 () {
    for (L=0; L<tableau1.length ;L++){                          
        for(C=0; C<tableau1[1].length ;C++){                    
            if (tableau1[L][C]==1){
                var Block: block=new block();   
                    map.addChild(Block);
                    Block.name="Block_"+L+"_"+C;
                    Block.x=1620+C*60;
                    Block.y=55+L*50;    
                    Block.addEventListener (Event.ENTER_FRAME, collisions);
                    stage.removeEventListener (Event.ENTER_FRAME, lvl1);
            }
        }
    }
}

function lvl2 () {
    for (L=0; L<tableau2.length;L++){
        for(C=0; C<tableau2.length;C++){
            if (tableau2[L][C]==1){
                var Block: block=new block();
                map.addChild(Block);
                Block.name="Block_"+L+"_"+C;
                Block.x=1620+C*60;
                Block.y=55+L*50;
                Block.addEventListener (Event.ENTER_FRAME, collisions);
                stage.removeEventListener (Event.ENTER_FRAME, lvl2);
            }
        }
    }
}

function lvl3 () {
    for (L=0; L<tableau3.length;L++){
        for(C=0; C<tableau3.length;C++){
            if (tableau3[L][C]==1){
                var Block: block=new block();
                map.addChild(Block);
                Block.name="Block_"+L+"_"+C;
                Block.x=1620+C*60;
                Block.y=55+L*50;
                Block.addEventListener (Event.ENTER_FRAME, collisions);
                stage.removeEventListener (Event.ENTER_FRAME, lvl3);
            }
        }
    }
}

function lvl4 () {
    for (L=0; L<tableau4.length;L++){
        for(C=0; C<tableau4.length;C++){
            if (tableau4[L][C]==1){
                var Block: block=new block();
                map.addChild(Block);
                Block.name="Block_"+L+"_"+C;
                Block.x=1620+C*60;
                Block.y=55+L*50;
                Block.addEventListener (Event.ENTER_FRAME, collisions);
                stage.removeEventListener (Event.ENTER_FRAME, lvl4);
            }
        }
    }
}

//--- Ecouteurs: ---

timer1.addEventListener (TimerEvent.TIMER, stoplvl1);
timer1.start();

//--- Fonctions: ---

function stoplvl1 (e:TimerEvent) :void{
    stage.removeEventListener(Event.ENTER_FRAME, moove);
    for (L=0; L<tableau1.length ;L++){                          
        for(C=0; C<tableau1[1].length ;C++){                    
            if (tableau1[L][C]==1){
                tableau1[L][C]=0;
            }
        }
    }
    stage.removeChild(map);
    gotoAndStop(4);
}

function collisions (e:Event):void {
    if(e.target.hitTestObject(Pac)){
        for (L=0; L<tableau1.length ;L++){                          
            for(C=0; C<tableau1[1].length ;C++){                    
                if (tableau1[L][C]==1){
                    tableau1[L][C]=0;
                }
            }
        }   
        e.target.nextFrame();
        e.target.removeEventListener(Event.ENTER_FRAME, collisions);
        points+=1000;
        Scorelvl.text = points.toString();
    }
}

これは私のフレーム4コードです:

import flash.events.MouseEvent;

ScoreFin.text = points.toString();

btnMenu.addEventListener (MouseEvent.CLICK, retourMenu);

function retourMenu (e:MouseEvent):void{
    gotoAndStop(2);
}

編集 OPのコメントによると:

からまでのループで関数,を実行すると、正しく初期化されないさまざまなレベル ( LVL2, LVL3, ) があります。LVL4lvl2lvl3lvl4frame 3line 64 to 110

配列を作成する代わりに、これは最初の 5 つの列のみを作成し、残りは作成しません。

4

1 に答える 1

1

1:tableau1を含む、レベル作成の下のすべての関数をハードコードしましたcollisions

2:tableau1ヒットテスト イベントで消去します。

3:Pacレイアウトがキーフレームとして記述されているため、現在のフレームが 3 でない場合、オブジェクトは未定義ですが、 をターゲットとするすべてのリスナーを削除するのではなくPac、衝突ブロックにアタッチされているリスナーのみを削除します。

そして 4: 配列を構築するとき、その長さは 5 ですが、行と列の両方を 0 から長さ 1 まで繰り返すため、レベルは 5 列しかありません。tableau1[0].length代わりに、 のようにまで内部サイクルを実行する必要がありますcollisions

コードをデバッグし、何がどこから呼び出されたかを追跡することを本当に学ぶ必要があります。

于 2013-03-07T10:02:55.673 に答える