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Android (Adobe AIR) でゲームの「保存」および「復元」機能を実行しようとしています。

これまでのところ、ゲームの保存には機能しているようですが、読み込みにエラーが発生しました。

これが私がしたことです、

        public function save(e){
    //Save data in local memory
                if(useShared){
                    shared = SharedObject.getLocal("myApp");
                    shared.data[saveNum] = jsonSave;
                    shared.flush();
                }

        private function restore(e){
if (useShared){
                // Get data from local memory
                shared = SharedObject.getLocal("myApp");
                if(shared.data[saveNum]){
                    trace("Restoring: " + shared.data[saveNum]);
                    allSaveData = new Object;
                    allSaveData = JSON.stringify(shared.data[saveNum]);
                }
            }

その間に、必要なすべての情報 (プレイヤーの現在地など) を入力します。

関数を間違えましたか?

ご協力ありがとうございました、

編集 :

「保存」をクリックすると、すべてが機能しているように見えますが、ゲームをロードできません。デバッグ モードで、次のエラーが発生しました:
ReferenceError: エラー #1069: プロパティ datetime が文字列に見つからず、既定値がありません。com.laserdragonuniversity.alpaca::SaveRestore/populateSaves()[C:\Users\Stéphan\Desktop\18 aout\La Brousse en folie tactile\com\laserdragonuniversity\alpaca\SaveRestore.as:76] com.laserdragonuniversity.alpaca で::SaveRestore/showSaver()[C:\Users\Stéphan\Desktop\18 aout\La Brousse en folie tactile\com\laserdragonuniversity\alpaca\SaveRestore.as:149] at com.laserdragonuniversity.alpaca::Toolbar/showSaver( )[C:\Users\Stéphan\Desktop\18 aout\La Brousse en folie tactile\com\laserdragonuniversity\alpaca\Toolbar.as:129]

保存/復元機能のすべてのコードは次のとおりです。

package com.laserdragonuniversity.alpaca {

    import flash.events.*;
    import com.adobe.serialization.json.*;
    import flash.display.Stage;
    import flash.display.MovieClip;
    import flash.net.SharedObject;
    import flash.net.*;
    import flash.display.Loader;
    import flash.utils.getDefinitionByName;
    import flash.text.TextField;
    import flash.text.TextFormat;

    public class SaveRestore extends MovieClip {

        private var inv:Inventory;
        private var puzzle:Puzzle;
        private var player:Player;
        private var back:Background;
        private var options:Options;
        private var stageRef:Stage;
        private var shared:SharedObject;
        private var useExternalFile:Boolean = false; //Set this to false if you don't want to deal with server-side scripts
        private var useShared:Boolean = true; // Set this to false if you don't want to use Flash player's local memory
        private var exLoader:URLLoader;
        private var exReq:URLRequest;
        private var saveURL:String;
        private var saveID:String;
        private var userID:String;
        private var checkDialog:MovieClip;
        private var slotsTaken:Array = new Array(false, false, false);
        private var currentEvent;
        private var confirm:MovieClip;

        private var allSaveData:Object;

        public function SaveRestore(stageRef:Stage, saveURL:String, saveID:String) {

            this.stageRef = stageRef;
            this.saveURL = saveURL;
            this.saveID = saveID;

            switchSave.gotoAndStop("on");
            switchRestore.gotoAndStop("off");

            // Un-comment this if you want save data to be cleared each time the SWF is opened
            // Probably only necessary for testing purposes
            //shared = SharedObject.getLocal(saveID);
            //shared.clear();

            populateSaves();

            restore1.visible = false;
            restore2.visible = false;
            restore3.visible = false;

            checkDialog = new saveOverwrite;
            addChild(checkDialog);
            checkDialog.visible = false;

            addEventListener(Event.ADDED_TO_STAGE, setUpListeners);
        }

        public function populateSaves(){
            if(useExternalFile){
                // Here's where you can grab data from external .js files if you choose. This will require the use of server-side scripts
            } else if(useShared){
                shared = SharedObject.getLocal("myApp");
                var saveNum:String;
                var shotNum:String;
                for (var i = 1; i < 4; i++){
                    saveNum = "save" + i;
                    if (shared.data[saveNum]){
                        slotsTaken[i-1] = true;
                        var thisSave = JSON.stringify(shared.data[saveNum]);
                        this[saveNum].savedetail.text = thisSave.datetime;
                        this["restore"+i].savedetail.text = thisSave.datetime;

                        // Use a MovieClip of the background as a screenshot
                        var bg:Object = fakeScreenshot(thisSave.playerLoc.room);
                        this["save"+i].addChild(bg.bg);
                        this["save"+i].addChild(bg.bgmask);

                        var bg2:Object = fakeScreenshot(thisSave.playerLoc.room);
                        this["restore"+i].addChild(bg2.bg);
                        this["restore"+i].addChild(bg2.bgmask);

                    }
                }

            }
        }

        public function setUpListeners(e){
            switchSave.addEventListener(MouseEvent.CLICK, gotoSave, false, 0, true);
            switchSave.buttonMode = true;
            switchRestore.addEventListener(MouseEvent.CLICK, gotoRestore, false, 0, true);
            switchRestore.buttonMode = true;

            save1.btn.addEventListener(MouseEvent.CLICK, overwriteCheck, false, 0, true);
            save2.btn.addEventListener(MouseEvent.CLICK, overwriteCheck, false, 0, true);
            save3.btn.addEventListener(MouseEvent.CLICK, overwriteCheck, false, 0, true);


            restore1.btn.addEventListener(MouseEvent.CLICK, restore, false, 0, true);
            restore2.btn.addEventListener(MouseEvent.CLICK, restore, false, 0, true);
            restore3.btn.addEventListener(MouseEvent.CLICK, restore, false, 0, true);

            checkDialog.canceller.addEventListener(MouseEvent.CLICK, cancelled, false, 0, true);
            checkDialog.saver.addEventListener(MouseEvent.CLICK, overwrite, false, 0, true);


            closer.addEventListener(MouseEvent.CLICK, closeSaver, false, 0, true);
            addEventListener("closeThis", closeSaver);
        }

        public function gotoSave(e){
            gotoAndStop("save");
            switchSave.gotoAndStop("on");
            switchRestore.gotoAndStop("off");

            restore1.visible = false;
            restore2.visible = false;
            restore3.visible = false;

            save1.visible = true;
            save2.visible = true;
            save3.visible = true;
        }

        public function gotoRestore(e){
            gotoAndStop("restore");
            switchSave.gotoAndStop("off");
            switchRestore.gotoAndStop("on");

            restore1.visible = true;
            restore2.visible = true;
            restore3.visible = true;

            save1.visible = false;
            save2.visible = false;
            save3.visible = false;
        }

        public function showSaver(){
            if(checkDialog.visible){
                checkDialog.visible = false;
            }
            populateSaves();
            visible = true;
            Engine.playerControl = false;
            gotoSave(null);
        }

        public function overwriteCheck(e){
            currentEvent = e;
            var parentBtn = e.target.parent.name;
            var slotNum = parentBtn.substr(parentBtn.length-1, 1);
            if (slotsTaken[slotNum-1]){
                trace("Save taken, confirming overwrite");
                checkDialog.visible = true;
            } else {
                save(e);
            }
        }

        public function cancelled(e){
            showSaver();
        }

        public function overwrite(e){
            save(currentEvent);
        }

        public function save(e){
            puzzle = Engine.puzzle;
            inv = Engine.inv;
            player = Engine.player;
            back = Engine.back;
            options = Engine.options;

            var saveNum:String = e.target.parent.name;

            //Get the status of all the puzzles
            allSaveData = new Object;
            allSaveData.puzzleStatus = new Object;
            allSaveData.puzzleStatus = puzzle.returnPuzzles();

            //Get the inventory
            allSaveData.allInv = new Array();
            var allItems =  inv.returnItems("all");
            for (var i in allItems){
                if(allItems[i].displayName){
                    //trace ("Saving " + allItems[i]);
                    allSaveData.allInv.push(allItems[i].displayName);
                }
            }
            allSaveData.currentInv = new Array();
            var currentItems = inv.returnItems(null);
            for (i in currentItems){
                allSaveData.currentInv.push([currentItems[i].displayName, currentItems[i].lookTag]);
            }

            //Get the player's current location
            allSaveData.playerLoc = new Object;
            allSaveData.playerLoc.x = player.x;
            allSaveData.playerLoc.y = player.y;
            allSaveData.playerLoc.scaleX = player.scaleX;
            allSaveData.playerLoc.room = back.currentBack.name;

            //Get the settings
            allSaveData.optset = options.saveOptions();

            // Get the date and time
            var thisDate = new Date;
            var dateString = thisDate.toLocaleString();
            allSaveData.datetime = dateString;

            var jsonSave = JSON.stringify(allSaveData);
            trace("Saving: " + jsonSave);

            //Save data in local memory
            if(useShared){
                shared = SharedObject.getLocal("myApp");
                shared.data[saveNum] = jsonSave;
                shared.flush();
            }

            if(useExternalFile){
                // Here's where you can post the data to a server-side script and save it as an external .js file
                // The trick would be to figure out how to distinguish one user from another
                // Either by creating login functionality, or just identifying by IP or something like that 
            }

            //Update save info
            e.target.parent.savedetail.text = dateString;
            showConfirm("saved", saveNum.substr(saveNum.length-1, 1));
            dispatchEvent(new Event("closeThis"));
        }

        private function restore(e){
            puzzle = Engine.puzzle;
            inv = Engine.inv;
            player = Engine.player;
            back = Engine.back;
            options = Engine.options;

            var parentBtn = e.target.parent.name;
            var slotNum = parentBtn.substr(parentBtn.length-1, 1);
            var saveNum = "save" + slotNum;
            trace(saveNum);

            Engine.restoring = true;

            allSaveData = null;

            if(useExternalFile){
                // Get data from external .js file
            } else if (useShared){
                // Get data from local memory
                shared = SharedObject.getLocal("myApp");
                if(shared.data[saveNum]){
                    trace("Restoring: " + shared.data[saveNum]);
                    allSaveData = new Object;
                    allSaveData = JSON.stringify(shared.data[saveNum]);
                }
            }

            // Restore game data
            if(allSaveData){
                puzzle.restorePuzzles(allSaveData.puzzleStatus);
                inv.restoreInv(allSaveData.currentInv, allSaveData.allInv);
                options.restoreOptions(allSaveData.optset);

                Engine.newBack = allSaveData.playerLoc.room;
                addEventListener("repose", reposePlayer);
                stageRef.dispatchEvent(new Event("changeBackground"));
                showConfirm("restored", slotNum);
                dispatchEvent(new Event("closeThis"));
            } else {
                trace ("No save data found");
                Engine.restoring = false;
            }

        }

        private function fakeScreenshot(bgName:String):Object{
            // Flash's local memory is too small to contain real screenshots, so we can fake it by creating an instance of the background
            var fakeShot:Object = new Object;
            var bgRef = getDefinitionByName(bgName);
            var bg = new bgRef;

            // Remove all the interface junk from the background movieclip
            for (var c = 0; c < bg.numChildren; ++c){
                var thisChild = bg.getChildAt(c);
                if (thisChild.name.search("_L") != -1 || 
                    thisChild.name.search("_U") != -1 || 
                    thisChild.name.search("_G") != -1 || 
                    thisChild.name.search("_T") != -1 ){ 

                    if (thisChild.usePoint)
                        thisChild.usePoint.visible = false;
                }
                if(thisChild.name.search("_O") != -1){
                    thisChild.usePoint.visible = false;
                    thisChild.depthSplit.visible = false;
                    thisChild.nodeUL.visible = false;
                    thisChild.nodeUR.visible = false;
                    thisChild.nodeLR.visible = false;
                    thisChild.nodeLL.visible = false;
                }
                if (thisChild.name.search("EXIT") != -1)
                    thisChild.visible = false;

                if (thisChild.name.search("startPoint") != -1)
                    thisChild.visible = false;
            }

            bg.scaleX = .1;
            bg.scaleY = .1;
            bg.x = 10;
            bg.y = 5;

            var bgmask:MovieClip = new MovieClip;
            bgmask.graphics.beginFill(0x000000, .5);
            bgmask.graphics.drawRect(0, 0, 70, 45);
            bgmask.graphics.endFill();
            bgmask.x = bg.x;
            bgmask.y = bg.y;
            bg.mask = bgmask;

            fakeShot.bg = bg;
            fakeShot.bgmask = bgmask;

            return fakeShot;

        }

        private function reposePlayer(e){
            player = Engine.player;
            player.x = allSaveData.playerLoc.x;
            player.y = allSaveData.playerLoc.y;
            player.scaleX = allSaveData.playerLoc.scaleX;
        }

        private function showConfirm(type:String, slot){
            confirm = null;
            confirm = new MovieClip;
            confirm.graphics.beginFill(0x000000, .75);
            confirm.graphics.drawRoundRect(0, 0, 200, 25, 10);
            confirm.graphics.endFill();

            stageRef.addChild(confirm);

            var conftext:TextField = new TextField();
            conftext.text =  "Game " + type + " at slot " + slot;

            var format1:TextFormat = new TextFormat();
            format1.font = "Arial";
            format1.size = 18;
            format1.color = 0xFFFFFF;
            conftext.setTextFormat(format1);

            conftext.width = confirm.width - 5;
            conftext.x = 5;

            confirm.addChild(conftext);
            confirm.addEventListener(Event.ENTER_FRAME, fadeConf);

        }

        private function fadeConf(e){
            if (confirm.alpha > 0){
                confirm.alpha -= .05;
            } else {
                confirm.removeEventListener(Event.ENTER_FRAME, fadeConf);
                stageRef.removeChild(confirm);
            }
        }

        private function closeSaver(e):void{
            visible = false;
            Engine.playerControl = true;
            Engine.toolbar.dispatchEvent(new Event("closedWindow"));
        }
    }
}
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