首先,我通過搜索意識到這已經被問過一千次了,所以很抱歉,但我在解答答案時遇到了麻煩。我對ActionScript 3非常陌生,只是一般的新手程序員。TypeError:錯誤#1006:值不是函數 - 我做錯了什麼?
所以我編寫了一個簡單的遊戲,其中一些球移動並加速。但是,無論何時我調用我的碰撞檢查函數(isWithin),它都會給出錯誤#1006:值不是函數。我是否調用或聲明瞭不正確的功能?
import flash.ui.Keyboard;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.text.TextField;
import flash.text.TextFormat;
// add the event listeners
PlayerBall.addEventListener(Event.ENTER_FRAME, update);
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP, onKeyUp);
// this array holds references to all the keys
var keys:Array = [];
var xSpeed1:Number = 0;
var ySpeed1:Number = 0;
var xSpeed2:Number = 0;
var ySpeed2:Number = 0;
var hasFlag:int = 0;
var collide:Boolean = false;
function isWithin(object1:Object, object2:Object, barrier:Number):Boolean
{
var distance:Number = Math.sqrt((object1.x - object2.x)(object1.x - object2.x) + (object1.y - object2.y)(object1.y - object2.y));
if(distance <= barrier)
{
return(true);
}
else
{
return(false);
}
}
collide = isWithin(PlayerBall, PlayerBall2, PlayerBall.width);
trace(collide);
function update(e:Event):void
{
// GETTING KEYBOARD INPUT FOR FRAME
if(keys[Keyboard.UP])
{
ySpeed1 = ySpeed1 < -5 ? ySpeed1 : ySpeed1 - .3;
}
if(keys[Keyboard.DOWN])
{
ySpeed1 = ySpeed1 > 5 ? ySpeed1 : ySpeed1 + .3;
}
if(!(keys[Keyboard.UP]) && !(keys[Keyboard.DOWN]))
{
ySpeed1 = ySpeed1 > 0 ? ySpeed1 - .2 : ySpeed1 + .2;
}
if(keys[Keyboard.RIGHT])
{
xSpeed1 = xSpeed1 > 5 ? xSpeed1 : xSpeed1 + .3;
}
if(keys[Keyboard.LEFT])
{
xSpeed1 = xSpeed1 < -5 ? xSpeed1 : xSpeed1 - .3;
}
if(!(keys[Keyboard.RIGHT]) && !(keys[Keyboard.LEFT]))
{
xSpeed1 = xSpeed1 > 0 ? xSpeed1 - .2 : xSpeed1 + .2;
}
if(keys[Keyboard.W])
{
ySpeed2 = ySpeed2 < -5 ? ySpeed2 : ySpeed2 - .3;
}
if(keys[Keyboard.S])
{
ySpeed2 = ySpeed2 > 5 ? ySpeed2 : ySpeed2 + .3;
}
if(!(keys[Keyboard.W]) && !(keys[Keyboard.S]))
{
ySpeed2 = ySpeed2 > 0 ? ySpeed2 - .2 : ySpeed2 + .2;
}
if(keys[Keyboard.D])
{
xSpeed2 = xSpeed2 > 5 ? xSpeed2 : xSpeed2 + .3;
}
if(keys[Keyboard.A])
{
xSpeed2 = xSpeed2 < -5 ? xSpeed2 : xSpeed2 - .3;
}
if(!(keys[Keyboard.A]) && !(keys[Keyboard.D]))
{
xSpeed2 = xSpeed2 > 0 ? xSpeed2 - .2 : xSpeed2 + .2;
}
// MOVEMENT
PlayerBall.x += xSpeed1;
PlayerBall.y += ySpeed1;
PlayerBall2.x += xSpeed2;
PlayerBall2.y += ySpeed2;
if(hasFlag == 1)
{
flag.x = PlayerBall.x;
flag.y = PlayerBall.y;
}
if(hasFlag == 2)
{
flag.x = PlayerBall2.x;
flag.y = PlayerBall2.y
}
// COLLISION CHECKING
collide = isWithin(PlayerBall, flag, PlayerBall.width/2 + flag.width/2);
if(flag.visible && collide)
{
hasFlag = 1;
flag.visible = false;
flag.x = PlayerBall.x;
flag.y = PlayerBall.y;
}
collide = isWithin(PlayerBall2, flag, (PlayerBall2.width/2 + flag.width/2));
if(flag.visible && collide)
{
hasFlag = 2;
flag.visible = false;
flag.x = PlayerBall2.x;
flag.y = PlayerBall2.y;
}
}
function onKeyDown(e:KeyboardEvent):void
{
keys[e.keyCode] = true;
}
function onKeyUp(e:KeyboardEvent):void
{
keys[e.keyCode] = false;
}
哇,我覺得自己像個白癡。這就是我學習如何在TI-Basic上進行編程的地方,這種語法實際上可以工作。謝謝一堆! –