2013-06-25 49 views
-2

所以我不斷收到這個錯誤,調試器不會運行,而只是在編譯框中顯示這個錯誤。 事情一直讓我瘋狂幾天,所以我決定在這裏發佈。1084:語法錯誤:期待在程序結束前的rightbrace

所以它說:

Scene 1, Layer 'powerups', Frame 1 1084: Syntax error: expecting rightbrace before end of  program. 

我設計我的代碼,使「通電」層只包含「通電」的功能, 繼承人從「通電」層的代碼:

//this code holds the powerups 
function extraCoins():void 
{ 
    coins = coins + 1000; 
} 

function doubleCoins():void 
{ 
    doubCoins = true; 
} 

function hyperBoostD():void 
{ 
    Boost = 600; 
    playerSpeed = playerSpeed + 150; 
    player.y = player.y + 300; 
    colBoolean = false; 
    hyperBoost.push(Boost); 
} 

function BoostD():void 
{ 
    Boost = 200; 
    playerSpeed = playerSpeed + 100; 
    player.y = player.y + 200; 
    colBoolean = false; 
    boost.push(Boost); 
} 

function multiplierDone():void 
{ 
    multiplier++; 
} 

function multiplierDtwo():void 
{ 
    multiplier = multiplier + 2; 
} 

function watchOutD():void 
{ 
    watchOut = true; 
    watchOutT = 600; 
} 

function blowOutD():void 
{ 
    blowOut = true; 
    blowOutT = 100; 
} 

function planeD():void 
{ 
    planeT = 600; 
    colBoolean = false; 
} 

function havenD():void 
{ 
    havenT = 200; 
    coinMake = 20; 
} 

function badBirdD():void 
{ 
    birdT = 600; 
    birdSet = 10; 
} 

function tricksterD():void 
{ 
    tricksterT = 600; 
    trickster = true; 
} 

function rampageD():void 
{ 
    rampageT = 600; 
    rampage = true; 
    pplStat = true; 
    var tempWatchoutPPL:MovieClip; 
    tempWatchoutPPL = new peopleWatchout(); 
    tempWatchoutPPL.y = stage.stageHeight /2; 
    tempWatchoutPPL.x = stage.stageWidth /2; 
    addChild(tempWatchoutPPL); 
    signs.push(tempWatchoutPPL); 
} 

function helpPPLD():void 
{ 
    helpPPLT= 600; 
    helpPPL = true; 
    var tempHelpPPL:MovieClip; 
    tempHelpPPL = new savePpl(); 
    tempHelpPPL.y = stage.stageHeight /2; 
    tempHelpPPL.x = stage.stageWidth /2; 
    addChild(tempHelpPPL); 
    signs.push(tempHelpPPL); 
} 

這裏是我的主要代碼:

import flash.display.MovieClip; 
import flash.events.MouseEvent; 
import flash.text.engine.SpaceJustifier; 
import flashx.textLayout.operations.MoveChildrenOperation; 
import flash.utils.Timer; 
import flashx.textLayout.accessibility.TextAccImpl; 

/* 
CODE BY: 
START DATE: 12.06.2013. 
FINISH DATE: TBA 

NOTE: My secound video game ever. 

BUGs: 
-obsticle collison stops working after some time playing 
-passing coin gives you more than 5 coins 
*/ 

/***..........................VARs.........................................................................***/ 
    var STATE_START:String="STATE_START"; 
    var STATE_START_PLAYER:String="STATE_START_PLAYER"; 
    var STATE_PLAY:String="STATE_PLAY"; 
    var STATE_END:String="STATE_END"; 
    var gameState:String; 

    //Player 
     var player:MovieClip; 
     var playerSpeed:Number; 
     var speedLimit:Number; 
     var speedLimitInc:Number; 

    //score 
     var score:Number= 1; 
     var scoreInc:Number= 1; 

    //coins 
     var coins:Number= 1; 
     var balance:Number; 
     var coinCount:Number= 1; 
     var Coins:Array; 
     var doubCoins:Boolean = false; 
     var multiplier:int = 1; 
     var coinMake:Number = 60; 

    //distance 
     var meters:Number= 1; 
     var distance:Number= 1; 

    //holds drops 
     var drops:Array; 

    //terrain 
      //decides spawning time 
     var GenS:Number=1; 
      //holds terrain 
     var terrain:Array; 

    //boost 
      //holds the speedBoosts that are happening 
     var boost:Array; 
      //holds boost dysp obj. 
     var booost:Array; 
      //holds speedBoost duration 
     var Boost:Number; 
      //collision on/off 
     var colBoolean:Boolean=true; 
     var hyperBoost:Array; 

    //obsticles 
     var obsticles:Array; 

    //other 
     var level:Number= 1; 
     var levelCount:Number= 1; 
     var birdArray:Array; 
     var jumpState:Boolean = false; 
     var jumpStateT:int; 
     var jumps:Array; 

    //powerUps 
     var watchOut:Boolean = false; 
     var watchOutT:int; 
     var blowOut:Boolean = false; 
     var blowOutT:int; 
     var planeT:int; 
     var birdT:int; 
     var birdSet:int = 300; 
     var havenT:int; 
     var trickster:Boolean = false; 
     var tricksterT:int; 
     var ppl:Array; 
     //pplStat tells if ppl are getting hurt or need help, if ture, it means you are gonna run them over 
     var pplStat:Boolean = true; 
     var rampage:Boolean; 
     var rampageT:int; 
     var helpPPLT:int; 
     var helpPPL:Boolean; 
     var signs:Array; 


/***.......................Display SETUP...................................................................***/ 
    homeScreen.visible = true; 
    gamePlay.visible = false; 
    endScreen.visible = false; 

/***........................Start Screen...................................................................***/ 
    homeScreen.play_BTN.addEventListener(MouseEvent.CLICK, clickPlay); 
    homeScreen.settings_BTN.addEventListener(MouseEvent.CLICK, clickSettings); 
    function clickPlay(event:MouseEvent):void 
    { 
     //Move main screen from stage 
     homeScreen.visible = false; 

     //Begin loading the game 
     gameState = STATE_START; 
     trace (gameState); 
     addEventListener(Event.ENTER_FRAME, gameLoop); 
    } 

    function clickSettings(event:MouseEvent):void 
    { 
     //Move main screen from stage 
     homeScreen.visible = false; 
     //settingsScreen.visible... 
    } 


/***...........................Game LOOP...................................................................***/ 

    function gameLoop(e:Event):void 
    { 
     switch(gameState) 
     { 
      case STATE_START: 
       startGame(); 
       break; 

      case STATE_START_PLAYER: 
       startPlayer(); 
       break; 

      case STATE_PLAY: 
       playGame(); 
       break; 

      case STATE_END: 
       endGame(); 
       break; 

     } 
    } 


/***...............STATE_START.............................................................................***/ 

    function startGame():void 
    { 
     level = 1; 
     playerSpeed = 1; 
     speedLimit = 10; 
     speedLimitInc = 1; 

     //Graphics 
      //coins 
     Coins = new Array(); 
      //player icon 
     player = new Player(); 
      //start obsticles array 
     obsticles = new Array(); 
      //holds terrain (speedUps, jupms, etc) 
     terrain = new Array(); 
      //holds speedUps 
     boost = new Array(); 
     booost = new Array(); 
     hyperBoost = new Array(); 
      //other 
     drops = new Array(); 
     birdArray = new Array(); 
     jumps = new Array(); 
     ppl = new Array(); 
     signs = new Array(); 

     gameState = STATE_START_PLAYER; 
     trace(gameState); 
    } 

/***....................STATE_START_PLAYER................................................................***/ 

    function startPlayer():void 
    { 
     //start the player 
     //set possition of player 
     player.y = player.height + 10; 
     addChild(player); 
     addEventListener(Event.ENTER_FRAME, movePlayer); 

     //changing screens 

     //start game 
     gameState = STATE_PLAY; 
     trace(gameState); 


    } 

    //player controll 
    function movePlayer(e:Event):void 
    { 
     //mouse\touch recognition 
     player.x = stage.mouseX; 

     //making sure player does not move out of the stage 
     if (player.x < 0) 
     { 
      player.x = 0; 
     } 
     if (player.x > (stage.stageWidth - 2/player.width)) 
     { 
      player.x = stage.stageWidth + 2/player.width; 
     } 
    } 

/***............................STATE_PLAY................................................................***/ 
    function playGame():void 
    { 
     if (watchOutT <= 0) {watchOut = false} 
     if (blowOutT <= 0) {blowOut = false} 
     if (planeT <= 0) {colBoolean = true} 
     if (tricksterT <= 0) {trickster= false} 
     if (havenT <= 0) {coinMake = 60} 
     if (birdT <= 0) {birdSet = 300} 
     if (planeT >= 0) {planeT--} birdT 
     if (havenT >= 0) {havenT--} 
     if (birdT >= 0) {birdT--} 
     if (tricksterT >= 0) {tricksterT--} 
     speedUp(); 
     metersCount(); 
     scoreCount(); 
     makeCoins(); 
     moveCoins(); 
     makeTerrain(); 
     moveDrop(); 
     makeBird(); 
     moveBird(); 
     moveJump(); 
     moveSigns(); 
     movePPL(); 
     stunts(); 
     //speed boost 
     moveSpeedBoost(); 
     //obsticles 
     moveObsticle(); 
    } 

    function metersCount():void 
    { 
     meters = meters + playerSpeed; 
     distance = meters/50; 
     if (distance >= 1000 && distance <= 1200) 
     { 
      levelCount= 1000; 
      level = 2; 
     } 
     if (distance >= (levelCount + 1000) && distance <= (levelCount + 1200)) 
     { 
      level++; 
      levelCount= levelCount + 1000; 
     } 
     trace("level", level); 
     trace("meters", meters); 
     trace("coins", coins); 
     trace("distance", distance); 
    } 

    function scoreCount():void 
    { 
     if (scoreInc >= 30) { score++; scoreInc=1; trace("-score", score); } 
     scoreInc++ 
    } 

    function makeCoins():void 
    { 
     trace("coinCount", coinCount); 
     if (coinCount == coinMake) 
     { 
      var tempCoin:MovieClip; 
      //generate enemies 
      tempCoin = new Coin(); 
      tempCoin.speed = playerSpeed; 
      tempCoin.x = Math.round(Math.random()*400); 
      tempCoin.y = stage.stageHeight; 

      addChild(tempCoin); 
      Coins.push(tempCoin); 
      coinCount = 1; 
     } 
     coinCount++; 
    } 

    function moveCoins():void 
    { 
     var j:int; 
     var tempCoin:MovieClip; 
     for(var i:int = Coins.length-1; i>=0; i--) 
     { 
     tempCoin = Coins[i]; 
     tempCoin.y = tempCoin.y - playerSpeed; 
     } 

     //testion colision with the player and screen out 
     if (tempCoin != null) 
     { 
      if (tempCoin.y > stage.stageHeight) 
      { 
       removeCoin(i); 
      } 
      if (tempCoin.hitTestObject(player)) 
      { 
       if (i != j && doubCoins == false) {coins = coins + 5; j = i;} 
       if (i != j && doubCoins == true) {coins = coins + 10; j = i;} 
       removeCoin(i); 
      } 
     } 
    } 
    function speedUp():void 
    { 
     trace ("speed", playerSpeed); 
     //checks if any boosts are on 
     var k:Boolean; 
     //making speed limit 
     if (playerSpeed < speedLimit) 
     { 
      playerSpeed ++; 
      if (k == true) {j++} 
     } 

     //increasing speed limit 
     if (speedLimitInc == 100) 
     { 
      speedLimit ++; 
      speedLimitInc = 1; 
     } 
     speedLimitInC++; 


     var j:Number; 
     j = playerSpeed; 
     for (var i:int = boost.length-1; i>=0; i--) 
     { 
      if (tempBoostN >= 0) 
      {k = true; colBoolean = true;} 
      else 
      { 
       k = false; 
       player.y = player.height + 30; 
      } 
      var tempBoostN = boost[i]; 
      if (playerSpeed >= j) 
       { 
       if (tempBoostN >= 150) 
       { 
        playerSpeed = playerSpeed -1; 

       } else if (tempBoostN <= 150 && tempBoostN >= 30) { 
        playerSpeed = playerSpeed - 2; 
       } 
       tempBoostN--; 
      } 
     } 

     var l:Number; 
     l = playerSpeed; 
     for (var i:int = boost.length-1; i>=0; i--) 
     { 
      if (tempBoostN >= 0) 
      {k = true; colBoolean = true;} 
      else 
      { 
       k = false; 
       player.y = player.height + 30; 
      } 
      var tempBoostH = hyperBoost[i]; 
      if (playerSpeed >= l) 
       { 
       if (tempBoostH >= 150) 
       { 
        playerSpeed = playerSpeed -1; 

       } else if (tempBoostN <= 150 && tempBoostH >= 30) { 
        playerSpeed = playerSpeed - 2; 
       } 
       tempBoostH--; 
      } 
     } 
    } 

    function makeBos():void 
    { 
     var tempBoost:MovieClip; 

     tempBoost = new speedPod(); 
     if (tempBoost != null) 
     { 
      tempBoost.y = stage.stageHeight; 
      tempBoost.x = Math.round(Math.random()*400); 
      booost.push(tempBoost); 
      var i = getChildIndex(player); 
      addChild(tempBoost); 
      setChildIndex (tempBoost, i); 
     } 
    } 

    function moveSpeedBoost():void 
    { 
     var tempBoost:MovieClip; 
     for(var i:int = booost.length-1; i>=0; i--) 
     { 
      tempBoost = booost[i]; 
      tempBoost.y = tempBoost.y - playerSpeed; 
     } 

     //test if Boost is off-stage and set it to remove 
     if (tempBoost != null && tempBoost.y < stage.stageHeight) 
     { 
      removeSpeedBoost(i); 
     } 

     //player-Boost colision 
     if (tempBoost != null && tempBoost.hitTestObject(player)) 
     { 
      Boost = 200; 
      playerSpeed = playerSpeed + 100; 
      player.y = player.y + 200; 
      colBoolean = false; 
      boost.push(Boost); 
     } 
    } 

    function makeTerrain():void 
    { 
     if (GenS == 29) 
     { 
      GenS = 1; 
      var genType:Number = Math.floor(Math.random()*100); 

      //POWERUPS 
       //handling watchout powerup 
       if (watchOut = true){watchOutT--; makeObs();} 
       //handling blowout powerup 
       if (blowOut = true){blowOutT--;} 
       //handling trickster powerup 
       if (trickster = true){makeJump();} 
       //handling rampage powerup 
       if (rampage = true){makePPL(0); rampageT--;} 
       //handling hurtPPL powerup 
       if (hurtPPL = true){makePPL(1); hurtPPLT--;} 

      //general spawning 
      if (genType >= 1 && genType <=20 && watchOut == false && blowOut == false && trickster == false) 
      { 
       trace("makeObs"); 
       makeObs(); 
      }else if (genType >= 20 && genType <=60 && watchOut == false && blowOut == false && trickster == false) 
      { 
       trace("makeBos"); 
       makeBos(); 
      }else if (genType >= 60 && genType <=65 && watchOut == false && blowOut == false && trickster == false) 
      { 
       trace("makeDrop"); 
       makeDrop(); 
      }else if (genType >= 65 && genType <=100 && watchOut == false && blowOut == false && trickster == false) 
      { 
       trace("make jump"); 
       makeJump(); 
      } 
     } 
     GenS++; 
    } 

    function makeObs():void 
    { 
     var tempObs:MovieClip; 
     //determining the type of an obsticle 
     var typeObs:Number = Math.floor(Math.random()*3); 
     switch (typeObs) 
     { 
      case 0: 
       tempObs = new wLog(); 
       break; 
      case 1: 
       tempObs = new Spill(); 
       break; 
      case 2: 
       tempObs = new wTree(); 
       break; 
     } 
     if (tempObs != null) 
     { 
      tempObs.y = stage.stageHeight; 
      tempObs.x = Math.round(Math.random()*400); 
      addChild(tempObs); 
      obsticles.push(tempObs); 
     } 
    } 

    function makePPL():void 
    { 
     var tempPPL:MovieClip; 
     if (hurtPPL = true) 
     {tempPPL = new personHurt();} 
     else {tempPPL = new person();} 
     tempPPL.y = stage.stageHeight; 
     tempPPL.x = Math.round(Math.random()*400); 
     addChild(tempPPL); 
     ppl.push(tempPPL); 
    } 

    function movePPL():void 
    { 
     //move enemies 
     var tempPPL:MovieClip; 
     for(var i:int = ppl.length-1; i>=0; i--) 
     { 
      tempPPL = ppl[i]; 
      tempPPL.y = tempPPL.y - playerSpeed; 
     } 

     //test if obsticle is off-stage and set it to remove 
     if (tempPPL != null && tempPPL.y < stage.stageHeight) 
     { 
      removePPL(i); 
     } 

     //player-obsticle colision 
     if (tempPPL != null && tempPPL.hitTestObject(player) && hurtPPL = true) 
     { 
      score = score + 1000; 
      coins = coins + 1000; 
      var tempSaved:MovieClip; 
      tempSaved = new savedPerson(); 
      tempSaved.y = stage.stageHeight /2; 
      tempSaved.x = stage.stageWidth /2; 
      addChild(tempSaved); 
      signs.push(tempSaved); 
      trace ("person saved"); 
      removePPL(i); 

     } else if (tempPPL != null && tempPPL.hitTestObject(player)) 
     { 
      score = score - 1000; 

      var tempRanOver:MovieClip; 
      tempRanOver = new ranOver(); 
      tempRanOver.y = stage.stageHeight /2; 
      tempRanOver.x = stage.stageWidth /2; 
      addChild(tempRanOver); 
      signs.push(tempRanOver); 
      trace ("ran over a person"); 
      removePPL(i); 
     } 
    } 

    function moveSigns():void 
    { 
     //move enemies 
     var tempSign:MovieClip; 
     for(var i:int = signs.length-1; i>=0; i--) 
     { 
      tempSign = signs[i]; 
      tempSign.y = tempSign.y - playerSpeed; 
     } 

     //test if obsticle is off-stage and set it to remove 
     if (tempSign != null && tempSign.y < stage.stageHeight) 
     { 
      removeSign(i); 
     } 
    } 

    function makeDrop():void 
    { 
     var tempDrop:MovieClip; 
     tempDrop = new Drop(); 
     tempDrop.y = stage.stageHeight; 
     tempDrop.x = Math.round(Math.random()*400); 
     addChild(tempDrop); 
     drops.push(tempDrop); 

    } 

    function moveDrop():void 
    { 
     //move enemies 
     var tempDrop:MovieClip; 
     for(var i:int = drops.length-1; i>=0; i--) 
     { 
      tempDrop = drops[i]; 
      tempDrop.y = tempDrop.y - playerSpeed; 
     } 

     //test if obsticle is off-stage and set it to remove 
     if (tempDrop != null && tempDrop.y < stage.stageHeight) 
     { 
      removeDrop(i); 
     } 

     //player-obsticle colision 
     if (tempDrop != null && tempDrop.hitTestObject(player)) 
     { 
      powerUp(); 
     } 
    } 

    function makeBird():void 
    { 
     if (distance >= 200) 
     { 
      var chance:Number = Math.floor(Math.random()*birdSet); 
      if (chance <= 1 + level) 
      { 
       var tempBird:MovieClip; 
       //generate enemies 
       tempBird = new BirdO(); 
       tempBird.speed = 60 + playerSpeed; 
       tempBird.x = Math.round(Math.random()*400); 

       addChild(tempBird); 
       birdArray.push(tempBird); 
      } 
     } 
    } 

    function moveBird():void 
    { 
     var tempBird:MovieClip; 
     for(var i:int = birdArray.length-1; i>=0; i--) 
     { 
      tempBird = birdArray[i]; 
      tempBird.y -= tempBird.speed; 
      } 

     if (tempBird != null) 
     { 
      if (tempBird.y > stage.stageHeight) 
      { 
       removeBird(i); 
      } 

      if (tempBird.hitTestObject(player)) 
      { 
       gameState = STATE_END; 
      } 
     } 
    } 

    function powerUp():void 
    { 
     var dropType:Number = Math.floor(Math.random()*16); 
     switch (dropType) 
     { 
      case 0: 
       trace("extra coins"); 
       extraCoins(); 
       break; 

      case 4: 
       trace("2x coins"); 
       doubleCoins(); 
       break; 

      case 2: 
       trace("hyper boost"); 
       hyperBoostD(); 
       break; 

      case 3: 
       trace("boost"); 
       BoostD(); 
       break; 

      case 4: 
       trace("multiplier 1x"); 
       multiplierDone(); 
       break; 

      case 5: 
       trace("multiplier 2x"); 
       multiplierDtwo(); 
       break; 

      case 6: 
       trace("watch out!"); 
       watchOutD(); 
       break; 

      case 7: 
       trace("blowout"); 
       blowOutD(); 
       break; 

      case 8: 
       trace("plane"); 
       planeD(); 
       break; 

      case 9: 
       trace("haven"); 
       havenD(); 
       break; 

      case 10: 
       trace("bad bird"); 
       badBirdD(); 
       break; 

      case 11: 
       trace("trickster"); 
       tricksterD(); 
       break; 

      case 12: 
       trace("rampage"); 
       rampageD(); 
       break; 

      case 13: 

       break; 

      case 14: 

       break; 

      case 15: 

       break; 

      case 16: 

       break; 

     } 

    } 

    function makeJump():void 
    { 
     var tempJump:MovieClip; 
     tempJump = new Jump(); 

     tempJump.speed = playerSpeed; 
     tempJump.x = Math.round(Math.random()*400); 

     addChild(tempJump); 
     jumps.push(tempJump); 
    } 

    function moveJump():void 
    { 
     var tempJump:MovieClip; 
     for(var i:int = jumps.length-1; i>=0; i--) 
     { 
      tempJump = jumps[i]; 
      tempJump.y = tempJump.y - playerSpeed; 
     } 

     //test if obsticle is off-stage and set it to remove 
     if (tempJump != null && tempJump.y < stage.stageHeight) 
     { 
      removeJump(i); 
     } 

     //player-obsticle colision 
     if (tempJump != null && tempJump.hitTestObject(player)) 
     { 
      jumpState = true; 
      jumpStateT = 100; 
     } 
    } 

    function stunts():void 
    { 
     if (jumpStateT >= 0) 
     { 
      jumpStateT--; 
      jumpState = true; 
     } 
     if (jumpState = true) 
     { 
      Multitouch.inputMode = MultitouchInputMode.GESTURE; 
      stage.addEventListener (TransformGestureEvent.GESTURE_SWIPE, fl_SwipeHandler); 
     } 
    } 

    function fl_SwipeHandler(event:TransformGestureEvent):void 
    { 
     switch(event.offsetX) 
     { 
      // swiped right 
      case 1: 
      { 
       // My code 
       trace ("side flip"); 
       score = score + 1000; 
       coins = coins + 500; 
       break; 
      } 
      // swiped left 
      case -1: 
      { 
       // My code 
       trace ("barell roll"); 
       score = score + 1000; 
       coins = coins + 500; 
       break; 
      } 
     } 

     switch(event.offsetY) 
     { 
      // swiped down 
      case 1: 
      { 
       trace ("front flip"); 
       score = score + 1000; 
       coins = coins + 500; 
       break; 
      } 
      // swiped up 
      case -1: 
      { 
       trace ("side flip"); 
       score = score + 1000; 
       coins = coins + 500; 
       break; 
      } 
     } 
    } 

    function moveObsticle():void 
    { 
     //move enemies 
     var tempObs:MovieClip; 
     for(var i:int = obsticles.length-1; i>=0; i--) 
     { 
      tempObs = obsticles[i]; 
      tempObs.y = tempObs.y - playerSpeed; 
     } 

     //test if obsticle is off-stage and set it to remove 
     if (tempObs != null && tempObs.y < stage.stageHeight) 
     { 
      removeObsticle(i); 
     } 

     //player-obsticle colision 
     if (tempObs != null && tempObs.hitTestObject(player)) 
     { 
      gameState = STATE_END; 
     } 
    } 

/*REMOVING BS FROM STAGE*/ 
//remove obsticle 
function removeObsticle(idx:int):void 
{ 
    if(idx >= 0) 
    { 
     removeChild(obsticles[idx]); 
     obsticles.splice(idx, 1); 
    } 
} 

function removeTer(idx:int):void 
{ 
    if(idx >= 0) 
    { 
     removeChild(terrain[idx]); 
     terrain.splice(idx, 1); 
    } 
} 

function removeSpeedBoost(idx:int):void 
{ 
    if(idx >= 0) 
    { 
     removeChild(boost[idx]); 
     boost.splice(idx, 1); 
    } 
} 

function removeCoin(idx:int):void 
{ 
    if(idx >= 0) 
    { 
     removeChild(Coins[idx]); 
     Coins.splice(idx, 1); 
    } 
} 

function removeDrop(idx:int):void 
{ 
    if(idx >= 0) 
    { 
     removeChild(drops[idx]); 
     drops.splice(idx, 1); 
    } 
} 

function removeBird(idx:int):void 
{ 
    if(idx >= 0) 
    { 
     removeChild(birdArray[idx]); 
     birdArray.splice(idx, 1); 
    } 

function removeJump(idx:int):void 
{ 
    if(idx >= 0) 
    { 
     removeChild(jumps[idx]); 
     jumps.splice(idx, 1); 
    } 
} 

function removePPL(idx:int):void 
{ 
    if(idx >= 0) 
    { 
     removeChild(ppl[idx]); 
     ppl.splice(idx, 1); 
    } 
} 

function removeSigns(idx:int):void 
{ 
    if(idx >= 0) 
    { 
     removeChild(signs[idx]); 
     signs.splice(idx, 1); 
    } 
} 
/***.........................STATE_END....................................................................***/ 

    function endGame():void 
    { 
     gamePlay.visible = false; 
     endScreen.visible = true; 
    } 

我已經檢查了次數和次數再次y語法缺失並且未能發現問題。

我見過一個人在這裏問一個關於類似錯誤的問題,結果發現它沒有eaven一個語法錯誤,他仍然沒有解決問題。

我也正確地縮進了所有的代碼,eaven在flash pro cs6中使用了「自動格式」來查看它是否尖叫任何語法錯誤,但它沒有。

林進行移動遊戲,所以所有的代碼在以下環境中運行:

AIR 3,2 for android And of course as 3.0

在此先感謝。

回答

2

您在此函數後缺少一個右括號}嘗試在提問之前仔細閱讀您的代碼。很容易注意到:)

function removeBird(idx:int):void 
{ 
    if(idx >= 0) 
    { 
    removeChild(birdArray[idx]); 
    birdArray.splice(idx, 1); 
    } 
+0

我很抱歉,我幾乎可以肯定它不是問題所在。 – Dominiko

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