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我已經完成了我的項目,但是當我的分數達到100時,我嘗試在我的圖書館中加載一個影片剪輯時,它將該遊戲從舞臺中移除,但不顯示我想要顯示的屏幕。分數達到一定值後加載到影片剪輯
我寫的代碼如下。任何援助將不勝感激。
package
{
import flash.display.*;
import flash.events.*;
import flash.text.*;
import flash.utils.Timer;
import flash.utils.getDefinitionByName;
public class blast_game extends MovieClip
{
// creates a variable that stores the catcher that
//will be used to collect the chocolate bars.
var catcher:Catcher;
var nextObject:Timer;
var objects:Array = new Array();
var score:int = 0;
const speed:Number = 7.0;
//end of catcher code
//beginning of game code - spawns a new catcher on screen
//at start of game.
public function blast_game()
{
catcher = new Catcher();
catcher.y = 350;
addChild(catcher);
setNextObject();
addEventListener(Event.ENTER_FRAME, moveObjects);
}
//end of catcher spawn
//sets variables for the random object drops,
//increments the objects to appear every second.
public function setNextObject()
{
nextObject = new Timer(1000+Math.random()*1000,1);
nextObject.addEventListener(TimerEvent.TIMER_COMPLETE,newObject);
nextObject.start();
}
//end of object variables
public function newObject(e:Event)
{
//creates an array to hold the "Good" and "Bad" objects in
//the application.
var goodObjects:Array = ["Circle1","Circle2"];
var badObjects:Array = ["Square1","Square2"];
if (Math.random() < .5)
{
//replaces the "good" object when the object hits the floor, places
//object back in array to drop again.
var r:int = Math.floor(Math.random() * goodObjects.length);
var classRef:Class = getDefinitionByName(goodObjects[r]) as Class;
var newObject:MovieClip = new classRef();
newObject.typestr = "good";
//end of "Good" object replacement
}
else
{
//replaces the "Bad" object when the object hits the floor, places
//object back in array to drop again
r = Math.floor(Math.random() * badObjects.length);
classRef = getDefinitionByName(badObjects[r]) as Class;
newObject = new classRef();
newObject.typestr = "bad";
//end of "Bad" object replacement
}
//randomises the location the objects will be placed on stage
//after replacement.
newObject.x = Math.random() * 500;
addChild(newObject);
objects.push(newObject);
setNextObject();
//end of object randomisation
}
public function moveObjects(e:Event)
{
for (var i:int=objects.length-1; i>=0; i--)
{
//code to increase speed of objects over time.
objects[i].y += speed;
if (objects[i].y > 400)
{
removeChild(objects[i]);
objects.splice(i,1);
}
//hit test for catcher - if any object hits the catcher
//increase or decrease score respectively.
if (objects[i].hitTestObject(catcher))
{
//increase score when catcher catches "Good" object
if (objects[i].typestr == "good")
{
score += 10;
}
else
//decrease score if catcher catches "Bad" object.
{
score -= 5;
}
//prevents score from going below 0
if (score < 0)
{
score = 0;
}
scoreDisplay.text = "Score: " + score;
//once object hits catcher, remove object from stage.
removeChild(objects[i]);
objects.splice(i,1);
}
//if statement to move screen to promotion screen
//once score reaches past 100
//THIS IS WHERE I THINK THE ISSUE IS!!!
if(score >= 100) {
var promotionScreen:promotion = new promotion;
//stage.removeChild(this)
addChild(promotionScreen);
removeEventListener(Event.ENTER_FRAME, moveObjects);
promotionScreen = stage.stageWidth/2;
promotionScreen = stage.stageHeight /2;
}
//end of if statement
}
//sets catcher to work with mouse movement.
catcher.x = mouseX;
}
}
}
你的'升級「課程從哪裏來?你有運行時錯誤嗎?當實例化'promotion'類時,你應該讀'new promotion()' – m90
ive將它改爲new promotion(),但它不起作用 –