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這裏我們開始吧!我創建了一個拖放遊戲(足夠簡單),只有在提交按鈕被擊中後才能識別錯誤的棋子。我原本以爲這可以通過使用數組和一個檢查它們的for循環來完成,但每當我這樣做時,它都不會將數據存儲到拖動的剪輯中,因此它們都顯示爲「錯誤」。從那以後,我創造了一個漫長的條件,否則,如果,老實說,感覺笨重,但完美的作品。有什麼想法嗎?如果有條件地將其簡化成一個循環(沒有拋出錯誤)
import flash.filters.*
import flash.display.Sprite;
var dragArray:Array = [it_1, it_2, it_3, it_4, it_5, it_6, it_7, it_8, it_9];
var matchArray:Array = [mat_1, mat_2, mat_3, mat_4, mat_5, mat_6, mat_7, mat_8, mat_9];
var currentClip:MovieClip;
var startX:Number;
var startY:Number;
var wrongGlow:GlowFilter= new GlowFilter();
wrongGlow.alpha=1;
wrongGlow.color = 0xFF0000;
wrongGlow.blurX = 20;
wrongGlow.blurY = 20;
submit_btn.addEventListener(MouseEvent.CLICK, objCheck);
function objCheck(event:MouseEvent):void {
// var index:int = dragArray.indexOf(dragArray);
// var matchClip:MovieClip = MovieClip(matchArray[index]);
for(var c:int=0; c < dragArray.length; c++){
if(dragArray[c].Boolean == false){
// dragArray[c].removeEventListener(MouseEvent.MOUSE_DOWN, item_onMouseDown);
dragArray[c].buttonMode = false;
dragArray[c].filters = [];
}else{
dragArray[c].filters = [wrongGlow];
}
}
}
for(var i:int = 0; i < dragArray.length; i++) {
dragArray[i].buttonMode = true;
dragArray[i].addEventListener(MouseEvent.MOUSE_DOWN, item_onMouseDown);
}
function item_onMouseDown(event:MouseEvent):void {
currentClip = MovieClip(event.currentTarget);
addChild(currentClip);
currentClip.startDrag();
stage.addEventListener(MouseEvent.MOUSE_UP, stage_onMouseUp);
}
function stage_onMouseUp(event:MouseEvent):void {
// stage.removeEventListener(MouseEvent.MOUSE_UP, stage_onMouseUp);
currentClip.stopDrag();
var index:int = dragArray.indexOf(dragArray);
var matchClip:MovieClip = MovieClip(matchArray[index]);
/* if(currentClip.hitTestObject(matchClip)){
currentClip.removeEventListener(MouseEvent.MOUSE_DOWN, item_onMouseDown);
currentClip.Boolean= false;
}else{
currentClip.Boolean=true;
}
}*/
if (currentClip == it_1){
if (it_1.hitTestObject(mat_1)){
it_1.removeEventListener(MouseEvent.MOUSE_DOWN, item_onMouseDown);
it_1.Boolean= false;
}else{
it_1.Boolean= true;
}
} else if (currentClip == it_2){
if (currentClip.hitTestObject(mat_2)){
it_2.removeEventListener(MouseEvent.MOUSE_DOWN, item_onMouseDown);
it_2.Boolean= false;
}else{
it_2.Boolean= true;
}
} else if (currentClip == it_3){
if (currentClip.hitTestObject(mat_3)){
it_3.removeEventListener(MouseEvent.MOUSE_DOWN, item_onMouseDown);
it_3.Boolean= false;
}else{
it_3.Boolean= true;
}
} else if (currentClip == it_4){
if (currentClip.hitTestObject(mat_4)){
it_4.removeEventListener(MouseEvent.MOUSE_DOWN, item_onMouseDown);
it_4.Boolean= false;
}else{
it_4.Boolean= true;
}
} else if (currentClip == it_5){
if (currentClip.hitTestObject(mat_5)){
it_5.removeEventListener(MouseEvent.MOUSE_DOWN, item_onMouseDown);
it_5.Boolean= false;
}else{
it_5.Boolean= true;
}
} else if (currentClip == it_6){
if (currentClip.hitTestObject(mat_6)){
it_6.removeEventListener(MouseEvent.MOUSE_DOWN, item_onMouseDown);
it_6.Boolean= false;
}else{
it_6.Boolean= true;
}
} else if (currentClip == it_7){
if (currentClip.hitTestObject(mat_7)){
it_7.removeEventListener(MouseEvent.MOUSE_DOWN, item_onMouseDown);
it_7.Boolean= false;
}else{
it_7.Boolean= true;
}
} else if (currentClip == it_8){
if (currentClip.hitTestObject(mat_8)){
it_8.removeEventListener(MouseEvent.MOUSE_DOWN, item_onMouseDown);
it_8.Boolean= false;
}else{
it_8.Boolean= true;
}
} else if (currentClip == it_9){
if (currentClip.hitTestObject(mat_9)){
it_9.removeEventListener(MouseEvent.MOUSE_DOWN, item_onMouseDown);
it_9.Boolean= false;
}else{
it_9.Boolean= true;
}
}
}
我有一個這樣的循環,但它不會布爾值保存到MC的後,他們是活躍的。所以最終它最終只會說,他們所有的布爾人都是真的。 –
這很奇怪。我的猜測是,當你定義數組時,它實際上是創建並添加'it_1,it_2,...'的副本,而不是存儲對同一對象的引用。我會研究它,看看是否有辦法確保數組存儲對象的引用而不是副本。然而,到目前爲止我看到的所有東西都表明,它應該實際上是參考文件.. – jonhopkins
是的,我發現它也很奇怪,但後來我只是看着鼠標,意識到它使每個mcs的孩子...也許而已。我想知道如何解決這個問題。 –