2015-11-18 21 views
-11

這個代碼會有點大轉儲,因爲它是大型項目的一部分,但我無法找到解釋或解決方案這個問題。我使用Stencylworks編寫了Java代碼,而且我仍然對此感到陌生,所以我只是要爲整個班級轉儲代碼,因爲我不知道可能是什麼原因造成的。 (是的,我會在代碼中標記錯誤消息所指的行)「語法錯誤:在不使用前期待rightparen。」 < - 我環顧四周,但我無法解釋爲什麼會出現這種情況

我會在這裏發佈錯誤消息,但系統在這裏似乎認爲它是代碼,所以我只是說錯誤是標題中引用的所有消息,以及我在下面的發佈代碼中標記了引用錯誤消息的行。

這是

package scripts 
{ 
    import flash.display.BlendMode; 
    import flash.events.*; 
    import flash.net.*; 
    import flash.filters.*; 

    import Box2DAS.Collision.*; 
    import Box2DAS.Collision.Shapes.*; 
    import Box2DAS.Common.*; 
    import Box2DAS.Dynamics.*; 
    import Box2DAS.Dynamics.Contacts.*; 
    import Box2DAS.Dynamics.Joints.*; 

    import stencyl.api.data.*; 
    import stencyl.api.engine.*; 
    import stencyl.api.engine.actor.*; 
    import stencyl.api.engine.behavior.*; 
    import stencyl.api.engine.bg.*; 
    import stencyl.api.engine.font.*; 
    import stencyl.api.engine.scene.*; 
    import stencyl.api.engine.sound.*; 
    import stencyl.api.engine.tile.*; 
    import stencyl.api.engine.utils.*; 

    import org.flixel.*; 
    import mochi.as3.*; 
    import flash.ui.Mouse; 



    public dynamic class Design_51_51_Spawn extends SceneScript 
    {  

     public var _PreviousScene1:String; 
     public var _PreviousScene2:String; 
     public var _PreviousScene3:String; 
     public var _PreviousScene4:String; 
     public var _PreviousScene5:String; 
     public var _XPositiona:Number; 
     public var _Ypositiona:Number; 
     public var _XPositionb:Number; 
     public var _YPositionb:Number; 
     public var _Xpositionc:Number; 
     public var _Ypositionc:Number; 
     public var _Ypositiond:Number; 
     public var _Xpositione:Number; 
     public var _Ypositione:Number; 
     public var _Xpositiond:Number; 
     public var _ChangeTrack1:Boolean; 
     public var _NextTrack:SoundClip; 
     public var _ChangeTrack2:Boolean; 
     public var _PreviousScene6:String; 
     public var _Xpositionf:Number; 
     public var _Ypositionf:Number; 
     public var _PreviousScene7:String; 
     public var _Xpositiong:Number; 
     public var _Ypositiong:Number; 
     public var _SpawnLocationa:String; 
     public var _SpawnLocationB:String; 
     public var _SpawnLocationc:String; 
     public var _SpawnLocationd:String; 
     public var _SpawnLocatione:String; 
     public var _SpawnLocationf:String; 
     public var _SpawnLocationg:String; 
     public var _Playeractor:Actor; 
     public var _NextScene:Scene; 
     public var _FadeOutTime:Number; 
     public var _FadeInTime:Number; 
     public var _NextSceneName1:String; 
     public var _Wind1:Number; 
     public var _Region:Region; 
     public var _NextScene2:Scene; 
     public var _NextSceneName2:String; 
     public var _Wind2:Number; 
     public var _Region2:Region; 
     public var _NextScene3:Scene; 
     public var _NextSceneName3:String; 
     public var _Wind3:Number; 
     public var _region3:Region; 
     public var _NextScene4:Scene; 
     public var _NextSceneName4:String; 
     public var _Wind4:Number; 
     public var _Region4:Region; 
     public var _NextScene5:Scene; 
     public var _NextSceneName5:String; 
     public var _Wind5:Number; 
     public var _Region5:Region; 
     override public function init():void 
     { 
      setGameAttribute("Respawn", false); 
      setVolumeForChannel(Number((getGameAttribute("wind"))) /100, 3); 

      if (sameAs((getGameAttribute("Previous Scene")), _PreviousScene1)) 
      { 
       if ((getGameAttribute("Returned to beginning")as Boolean)) 
       { 
        createActor(getActorType(328), (_XPositiona + Number("" + ((getGameAttribute(_SpawnLocationa)) as Array)[0])), (_Ypositiona + Number("" + ((getGameAttribute(_SpawnLocationa)) as Array)[1])), FRONT); 
       } 

       else 
       { 
        if ((getGameAttribute("33 saved")as Boolean)) 
        { 
         createActor(getActorType(355), (_XPositiona + Number("" + ((getGameAttribute(_SpawnLocationa)) as Array)[0])), (_Ypositiona + Number("" + ((getGameAttribute(_SpawnLocationa)) as Array)[1])), FRONT); 
        } 

        else 
        { 
         createActor(getActorType(164), _XPositiona, _Ypositiona, FRONT); 
        } 
       } 

       if (_ChangeTrack1) 
       { 
        stopSoundOnChannel(1); 
        loopSoundOnChannel(_NextTrack, 1); 
       } 
      } 

      if (sameAs((getGameAttribute("Previous Scene")), _PreviousScene2)) 
      { 
       if ((getGameAttribute("Returned to beginning")as Boolean)) 
       { 
        createActor(getActorType(328), (_XPositionb + Number("" + ((getGameAttribute(_SpawnLocationB)) as Array)[0])), (_YPositionb + Number("" + ((getGameAttribute(_SpawnLocationB)) as Array)[1])), FRONT); 
       } 

       else 
       { 
        if ((getGameAttribute("33 saved")as Boolean)) 
        { 
         createActor(getActorType(355), (_XPositionb + Number("" + ((getGameAttribute(_SpawnLocationB)) as Array)[0])), (_YPositionb + Number("" + ((getGameAttribute(_SpawnLocationB)) as Array)[1])), FRONT); 
        } 

        else 
        { 
         createActor(getActorType(164), _XPositionb, _YPositionb, FRONT); 
        } 
       } 

       if (_ChangeTrack2) 
       { 
        stopSoundOnChannel(1); 
        loopSoundOnChannel(_NextTrack, 1); 
       } 
      } 

      if (sameAs((getGameAttribute("Previous Scene")), _PreviousScene3)) 
      { 
       if ((getGameAttribute("Returned to beginning")as Boolean)) 
       { 
        createActor(getActorType(328), (_Xpositionc + Number("" + ((getGameAttribute(_SpawnLocationc)) as Array)[0])), (_Ypositionc + Number("" + ((getGameAttribute(_SpawnLocationc)) as Array)[1])), FRONT); 
       } 

       else 
       { 
        if ((getGameAttribute("33 saved")as Boolean)) 
        { 
         createActor(getActorType(355), (_Xpositionc + Number("" + ((getGameAttribute(_SpawnLocationc)) as Array)[0])), (_Ypositionc + Number("" + ((getGameAttribute(_SpawnLocationc)) as Array)[1])), FRONT); 
        } 

        else 
        { 
         createActor(getActorType(164), _Xpositionc, _Ypositionc, FRONT); 
        } 
       } 
      } 

      if (sameAs((getGameAttribute("Previous Scene")), _PreviousScene4)) 
      { 
       if ((getGameAttribute("Returned to beginning")as Boolean)) 
       { 
        createActor(getActorType(328), (_Xpositiond + Number("" + ((getGameAttribute(_SpawnLocationd)) as Array)[0])), (_Ypositiond + Number("" + ((getGameAttribute(_SpawnLocationd)) as Array)[1])), FRONT); 
       } 

       else 
       { 
        if ((getGameAttribute("33 saved")as Boolean)) 
        { 
         createActor(getActorType(355), (_Xpositiond + Number("" + ((getGameAttribute(_SpawnLocationd)) as Array)[0])), (_Ypositiond + Number("" + ((getGameAttribute(_SpawnLocationd)) as Array)[1])), FRONT); 
        } 

        else 
        { 
         createActor(getActorType(164), _Xpositiond, _Ypositiond, FRONT); 
        } 
       } 
      } 

      if (sameAs((getGameAttribute("Previous Scene")), _PreviousScene5)) 
      { 
       if ((getGameAttribute("Returned to beginning")as Boolean)) 
       { 
        createActor(getActorType(328), (_Xpositione + Number("" + ((getGameAttribute(_SpawnLocatione)) as Array)[0])), (_Ypositione + Number("" + ((getGameAttribute(_SpawnLocatione)) as Array)[1])), FRONT); 
       } 

       else 
       { 
        if ((getGameAttribute("33 saved")as Boolean)) 
        { 
         createActor(getActorType(355), (_Xpositione + Number("" + ((getGameAttribute(_SpawnLocatione)) as Array)[0])), (_Ypositione + Number("" + ((getGameAttribute(_SpawnLocatione)) as Array)[1])), FRONT); 
        } 

        else 
        { 
         createActor(getActorType(164), _Xpositione, _Ypositione, FRONT); 
        } 
       } 
      } 

      if (sameAs((getGameAttribute("Previous Scene")), _PreviousScene6)) 
      { 
       if ((getGameAttribute("Returned to beginning")as Boolean)) 
       { 
        createActor(getActorType(328), (_Xpositionf + Number("" + ((getGameAttribute(_SpawnLocationf)) as Array)[0])), (_Ypositionf + Number("" + ((getGameAttribute(_SpawnLocationf)) as Array)[1])), FRONT); 
       } 

       else 
       { 
        if ((getGameAttribute("33 saved")as Boolean)) 
        { 
         createActor(getActorType(355), (_Xpositionf + Number("" + ((getGameAttribute(_SpawnLocationf)) as Array)[0])), (_Ypositionf + Number("" + ((getGameAttribute(_SpawnLocationf)) as Array)[1])), FRONT); 
        } 

        else 
        { 
         createActor(getActorType(164), _Xpositionf, _Ypositionf, FRONT); 
        } 
       } 
      } 

      if (sameAs((getGameAttribute("Previous Scene")), _PreviousScene7)) 
      { 
       if ((getGameAttribute("Returned to beginning")as Boolean)) 
       { 
        createActor(getActorType(328), (_Xpositiong + Number("" + ((getGameAttribute(_SpawnLocationg)) as Array)[0])), (_Ypositiong + Number("" + ((getGameAttribute(_SpawnLocationg)) as Array)[1])), FRONT); 
       } 

       else 
       { 
        if ((getGameAttribute("33 saved")as Boolean)) 
        { 
         createActor(getActorType(355), (_Xpositiong + Number("" + ((getGameAttribute(_SpawnLocationg)) as Array)[0])), (_Ypositiong + Number("" + ((getGameAttribute(_SpawnLocationg)) as Array)[1])), FRONT); 
        } 

        else 
        { 
         createActor(getActorType(164), _Xpositiong, _Ypositiong, FRONT); 
        } 
       } 
      } 

      setGameAttribute("Respawn", false); 
      setGameAttribute("Re/Spawning", false); 
     } 
     override public function update():void 
     { 

      if (!(_Playeractor ! = null)) // here 
      { 
       _Playeractor = getLastCreatedActor(); 
       print("" + _Playeractor); 
      } 

      if (((_Region ! = null && _NextScene ! = null) && !(isTransitioning()))) // here 
      { 
       if (isInRegion(_Playeractor, _Region)) 
       { 
        setGameAttribute("Re/Spawning", true); 
        switchScene(_NextScene.getID(), createFadeOut(((1000*_FadeOutTime))), createFadeIn(((1000*_FadeInTime)))); 
        setGameAttribute("Previous Scene", _PreviousScene1); 
        setGameAttribute("Scene", _NextSceneName1); 
        setGameAttribute("wind", _Wind1); 
        setGameAttribute("Re/Spawning", false); 
       } 
      } 

      if (((_Region2 ! = null && _NextScene2 ! = null) && !(isTransitioning()))) // here 
      { 
       if (isInRegion(_Playeractor, _Region2)) 
       { 
        setGameAttribute("Re/Spawning", true); 
        switchScene(_NextScene2.getID(), createFadeOut(((1000*_FadeOutTime))), createFadeIn(((1000*_FadeInTime)))); 
        setGameAttribute("Previous Scene", _PreviousScene2); 
        setGameAttribute("Scene", _NextSceneName2); 
        setGameAttribute("wind", _Wind2); 
        setGameAttribute("Re/Spawning", false); 
       } 
      } 

      if (((_region3 ! = null && _NextScene3 ! = null) && !(isTransitioning()))) // here 
      { 
       if (isInRegion(_Playeractor, _region3)) 
       { 
        setGameAttribute("Re/Spawning", true); 
        switchScene(_NextScene3.getID(), createFadeOut(((1000*_FadeOutTime))), createFadeIn(((1000*_FadeInTime)))); 
        setGameAttribute("Previous Scene", _PreviousScene3); 
        setGameAttribute("Scene", _NextSceneName3); 
        setGameAttribute("wind", _Wind3); 
        setGameAttribute("Re/Spawning", false); 
       } 
      } 

      if (((_Region4 ! = null && _NextScene4 ! = null) && !(isTransitioning()))) // here 
      { 
       if (isInRegion(_Playeractor, _Region4)) 
       { 
        setGameAttribute("Re/Spawning", true); 
        switchScene(_NextScene4.getID(), createFadeOut(((1000*_FadeOutTime))), createFadeIn(((1000*_FadeInTime)))); 
        setGameAttribute("Previous Scene", _PreviousScene4); 
        setGameAttribute("Scene", _NextSceneName4); 
        setGameAttribute("wind", _Wind4); 
        setGameAttribute("Re/Spawning", false); 
       } 
      } 

      if (((_Region5 ! = null && _NextScene5 ! = null) && !(isTransitioning()))) // here 
      { 
       if (isInRegion(_Playeractor, _Region5)) 
       { 
        setGameAttribute("Re/Spawning", true); 
        switchScene(_NextScene5.getID(), createFadeOut(((1000*_FadeOutTime))), createFadeIn(((1000*_FadeInTime)))); 
        setGameAttribute("Previous Scene", _PreviousScene5); 
        setGameAttribute("Scene", _NextSceneName5); 
        setGameAttribute("wind", _Wind5); 
        setGameAttribute("Re/Spawning", false); 
       } 
      } 
     } 
     override public function draw(g:Graphics, x:Number, y:Number):void 
     { 
     } 

     public function Design_51_51_Spawn(ignore:*, scene:GameState) 
     { 
      super(scene); 
      nameMap["Previous Scene 1"] = "_PreviousScene1"; 
nameMap["Previous Scene 2"] = "_PreviousScene2"; 
nameMap["Previous Scene 3"] = "_PreviousScene3"; 
nameMap["Previous Scene 4"] = "_PreviousScene4"; 
nameMap["Previous Scene 5"] = "_PreviousScene5"; 
nameMap["X Position a"] = "_XPositiona"; 
nameMap["Y position a"] = "_Ypositiona"; 
nameMap["X Position b"] = "_XPositionb"; 
nameMap["Y Position b"] = "_YPositionb"; 
nameMap["X position c"] = "_Xpositionc"; 
nameMap["Y position c"] = "_Ypositionc"; 
nameMap["Y position d"] = "_Ypositiond"; 
nameMap["X position e"] = "_Xpositione"; 
nameMap["Y position e"] = "_Ypositione"; 
nameMap["X position d"] = "_Xpositiond"; 
nameMap["Change Track 1?"] = "_ChangeTrack1"; 
nameMap["Next Track"] = "_NextTrack"; 
nameMap["Change Track 2?"] = "_ChangeTrack2"; 
nameMap["Previous Scene 6"] = "_PreviousScene6"; 
nameMap["X position f"] = "_Xpositionf"; 
nameMap["Y position f"] = "_Ypositionf"; 
nameMap["Previous Scene 7"] = "_PreviousScene7"; 
nameMap["X position g"] = "_Xpositiong"; 
nameMap["Y position g"] = "_Ypositiong"; 
nameMap["Spawn Location a"] = "_SpawnLocationa"; 
nameMap["Spawn Location B"] = "_SpawnLocationB"; 
nameMap["Spawn Location c"] = "_SpawnLocationc"; 
nameMap["Spawn Location d"] = "_SpawnLocationd"; 
nameMap["Spawn Location e"] = "_SpawnLocatione"; 
nameMap["Spawn Location f"] = "_SpawnLocationf"; 
nameMap["Spawn Location g"] = "_SpawnLocationg"; 
nameMap["Player actor"] = "_Playeractor"; 
nameMap["Next Scene 1"] = "_NextScene"; 
nameMap["Fade Out Time"] = "_FadeOutTime"; 
nameMap["Fade In Time"] = "_FadeInTime"; 
nameMap["Next Scene Name 1"] = "_NextSceneName1"; 
nameMap["Wind 1"] = "_Wind1"; 
nameMap["Region 1"] = "_Region"; 
nameMap["Next Scene 2"] = "_NextScene2"; 
nameMap["Next Scene Name 2"] = "_NextSceneName2"; 
nameMap["Wind 2"] = "_Wind2"; 
nameMap["Region 2"] = "_Region2"; 
nameMap["Next Scene 3"] = "_NextScene3"; 
nameMap["Next Scene Name 3"] = "_NextSceneName3"; 
nameMap["Wind 3"] = "_Wind3"; 
nameMap["region 3"] = "_region3"; 
nameMap["Next Scene 4"] = "_NextScene4"; 
nameMap["Next Scene Name 4"] = "_NextSceneName4"; 
nameMap["Wind 4"] = "_Wind4"; 
nameMap["Region 4"] = "_Region4"; 
nameMap["Next Scene 5"] = "_NextScene5"; 
nameMap["Next Scene Name 5"] = "_NextSceneName5"; 
nameMap["Wind 5"] = "_Wind5"; 
nameMap["Region 5"] = "_Region5"; 

     } 

     override public function forwardMessage(msg:String):void 
     { 

     } 
    } 
} 

感謝您的時間代碼!

+3

這不是java – SamTebbs33

+0

這是Actionscript。 – xxbbcc

+0

你能否在這個行爲中發佈塊的屏幕截圖?在右下角應該有一個小照相機圖標;這會爲你截圖整個事情。 – ETHproductions

回答

0

看來您的問題正在發生,因爲您在「!」之間有空格和「=」標記的所有行上。您正嘗試使用不等式運算符(即「!=」),或者使用感嘆號,後面跟着等號並且沒有空格。

當你有驚歎號本身時,它被解釋爲「邏輯不是」,並且你得到的錯誤信息是因爲編譯器試圖對你想要做的事情做出最好的猜測。

如果刪除「!」之間的所有空格,和「=」,那麼這個錯誤應該照顧。

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