【发布时间】:2013-05-27 22:14:46
【问题描述】:
我正在尝试用 Flash 制作一个简单的游戏。到目前为止,我已经使用addChild(objName); 在舞台上添加了一堆对象。但是,现在我正在尝试完全删除这些对象。我不想循环遍历每个对象的名称,我确信必须有一种更有效的方法来选择每个对象(可能通过舞台上的索引)和removeChildAt(index); 它。但是,当我尝试这样做时,Flash 只会删除我在舞台上手动放置的对象。它不会删除通过代码放置的那些。我做了一些搜索,并尝试了多种方法,所有这些方法都产生了相同的结果。大多数人都同意的是这个:
while (numChildren > 0)
{
removeChildAt(0);
}
你能帮我弄清楚为什么这没有删除任何被编码到舞台上的东西吗?
提前致谢:D
编辑:这是我的框架代码:
第 1 帧(随机生成并显示点):
import flash.events.MouseEvent;
import fl.motion.easing.Linear;
var dotList = new Array(); var level:int = 3; var invisoDotList = new Array();
var loop:int;
var line:Line = new Line();
line.x = 274;
line.y = 187;
addChild(line);
for(loop = 0; loop < level; loop++)
{
var dot:Dot = new Dot();
var invisoDot:InvisoDot = new InvisoDot();
var tester:Boolean = true;
var xval:int = Math.floor(Math.random()*(1+520))+14;
var looper:int = 0;
while(looper < dotList.length)
{
if(Math.abs(xval - dotList[looper].x) > 30)//minimum spacing
{
looper++;
}
else
{
looper = 0;
xval = Math.floor(Math.random()*(1+520))+14;
}
}
dot.x = xval;
dot.y = 187;
invisoDot.x = xval;
invisoDot.y = 187;
invisoDot.alpha = 0;
dotList[loop] = dot;
invisoDotList[loop] = invisoDot;
addChild(invisoDot);
addChild(dot);
}
//trace(dotList); test to ensure that dots are added to the array
var nb1:NextButton = new NextButton();
nb1.x = 0;
nb1.y = 0;
nb1.alpha = 0;
addChild(nb1);
nb1.addEventListener(MouseEvent.CLICK, hideDots);
function hideDots(e:MouseEvent)
{
for(var loop:int = 0; loop < dotList.length; loop++)
{
dotList[loop].alpha = 0;//make dots disappear
}
line.alpha = 0;
nextFrame();
}
stop();
第 2 帧(显示更多说明并包含稍后将使用的几个方法):
import flash.events.MouseEvent;
removeChild(nb1);
var nb2:NextButton = new NextButton();
nb2.x = 0;
nb2.y = 0;
nb2.alpha = 0;
addChild(nb2);
nb2.addEventListener(MouseEvent.CLICK, next);
function next(e:MouseEvent)
{
nextFrame();
}
function clearStage()
{
while (numChildren > 0)
{
trace("before" + numChildren);
removeChildAt(0);
trace("after" + numChildren);
}
}
stop();
第 3 帧(使点在被点击时消失并保持准确计数):
import flash.events.MouseEvent;
import flash.utils.Timer;
line.alpha = 1;
removeChild(nb2);
//setChildIndex(line,0);
var clicks:int = -1;
var passed:int = 0;
var fromLine:Boolean = false;
//trace(dotList.length);
stage.addEventListener(MouseEvent.CLICK, clickCount);
for(var loopvar:int = 0; loopvar < dotList.length; loopvar++)
{
//trace("loop");
dot = dotList[loopvar];
invisoDot = invisoDotList[loopvar];
dot.addEventListener(MouseEvent.CLICK, onClick);
invisoDot.addEventListener(MouseEvent.CLICK, onClick);
//trace("event");
}
//trace(dotList.length);
function onClick(e:MouseEvent)
{
//e.currentTarget.alpha = .5;
for(var hitcheck:int = 0; hitcheck < dotList.length; hitcheck++)
{
if(dotList[hitcheck].x == e.currentTarget.x)
{
dotList[hitcheck].alpha = 1;
}
}
//trace("check");
}
var numChanged:int = 0;
function clickCount(e:MouseEvent)
{
clicks++;
//trace(clicks);
numChanged = 0;
for(var index:int = 0; index < dotList.length; index++)//check whether the user has gotten all the dots
{
if(dotList[index].alpha == 1)
{
numChanged++;
}
}
if(numChanged == level)//if the user has gotten all the dots
{
/*trace("next screen for sucess");
trace(clicks);*/
line.visible = false;
for(loop = 0; loop < dotList.length; loop++)
{
dotList[loop].alpha = 0;//make dots disappear
}
if((clicks - level) == 1)
{
passed = 2
}
else if((clicks - level) == 0)
{
passed = 1;
}
passed = 1;
fromLine = true;
nextFrame();
}
else if((clicks - numChanged) >= 2)//this ends the session as soon as 2 mistakes are made
{
/*trace("next screen for failed number of clicks");
trace(clicks);*/
line.visible = false;
for(loop = 0; loop < dotList.length; loop++)
{
dotList[loop].alpha = 0;//make dots disappear
}
passed = 3;
fromLine = true;
nextFrame();
}
/*else if((clicks - level) >= 2)//if the user has made too many mistakes. This ends the session after the maximum number of tries have been used
{
trace("next screen too many clicks");
trace(clicks);
}*/
}
//trace("end");
stop();
第 4 帧(生成结果表。旁注:有一个错误,“好的”永远不是结果,因为在第 3 帧中,passed 的值从不等于 2。但不知道为什么):
import flash.text.TextFormat;
import flash.text.TextField;
var failFormat:TextFormat = new TextFormat();
failFormat.color = 0xFF0000;
failFormat.font = "Arial";
failFormat.size = 18;
var passFormat:TextFormat = new TextFormat();
passFormat.color = 0x00FF00;
passFormat.font = "Arial";
passFormat.size = 18;
var okayFormat:TextFormat = new TextFormat();
okayFormat.color = 0x808000;
okayFormat.font = "Arial";
okayFormat.size = 18;
var normalFormat:TextFormat = new TextFormat();
normalFormat.color = 0x000000;
normalFormat.font = "Arial";
normalFormat.size = 18;
var lineResults = new Array();
var squareResults = new Array();
trace(passed);
if(fromLine == true)
{
if(passed == 1)
{
lineResults[lineResults.length] = "Pass";
}
else if(passed == 2)
{
lineResults[lineResults.length] = "Okay";
}
else if(passed == 3)
{
lineResults[lineResults.length] = "Fail";
}
}
fromLine = false;
lineResults = lineResults.reverse();
squareResults = squareResults.reverse();
var loopLength:int = (lineResults.length >= squareResults.length) ? lineResults.length : squareResults.length;
var loopStart:int = 0;
if(loopLength > 11)
{
loopStart = loopLength - 12
}
var cb:CellBlock = new CellBlock();
cb.x = 283.05;
cb.y = 20.35;
addChild(cb);
var col1Head:TextField = new TextField();
col1Head.defaultTextFormat = normalFormat;
col1Head.text = "# of Dots";
col1Head.x = 114.95
col1Head.y = 8.3;
addChild(col1Head);
var col2Head:TextField = new TextField();
col2Head.defaultTextFormat = normalFormat;
col2Head.text = "Line";
col2Head.x = 259.95
col2Head.y = 8.3;
addChild(col2Head);
var col3Head:TextField = new TextField();
col3Head.defaultTextFormat = normalFormat;
col3Head.text = "Square";
col3Head.x = 381.95
col3Head.y = 8.3;
addChild(col3Head);
for(loop = loopStart; loop < loopLength; loop++)
{
var block:CellBlock = new CellBlock();
block.x = 283.05;
block.y = 20.35 + (loop - loopStart + 1)*33;
addChild(block);
var col2:TextField = new TextField();
var col3:TextField = new TextField();
var col1:TextField = new TextField();
/*col2.defaultTextFormat = passFormat;
col3.defaultTextFormat = okayFormat;*/
col1.defaultTextFormat = normalFormat;
switch(lineResults[loop])
{
case "Pass":
col2.defaultTextFormat = passFormat;
break;
case "Okay":
col2.defaultTextFormat = okayFormat;
break;
case "Fail":
col2.defaultTextFormat = failFormat;
break;
}
switch(squareResults[loop])
{
case "Pass":
col3.defaultTextFormat = passFormat;
break;
case "Okay":
col3.defaultTextFormat = okayFormat;
break;
case "Fail":
col3.defaultTextFormat = failFormat;
break;
}
//col2.text = "Pass";
col2.text = lineResults[loop];
col2.x = 260.95;
col2.y = block.y - 12;
addChild(col2);
//col3.text = "Okay";
try
{
col3.text = squareResults[loop];
}
catch(e:Error)
{
}
col3.x = 386.95;
col3.y = block.y - 12;
addChild(col3);
col1.text = String(loop + 1);
col1.x = 133.95;
col1.y = block.y - 12;
addChild(col1);
}
var nb4:NextButton = new NextButton();
nb4.x = 0;
nb4.y = 0;
nb4.alpha = 0;
addChild(nb4);
nb4.addEventListener(MouseEvent.CLICK, clearStage);
stop();
第 5 帧(下一帧是一个测试,以确保所有内容都被删除,但它不会):
removeChild(nb4);
stop();
【问题讨论】:
-
上面的代码是对的。您动态添加对象的容器可能不是您尝试从中删除对象的容器。尝试在
while循环之前/之后追踪numChildren的值以确认。 -
我会试试看会发生什么。谢谢:)
-
我试过
while (numChildren > 0) { trace("before" + numChildren); removeChildAt(0); trace("after" + numChildren); }似乎连跟踪都没有执行。我什至没有得到“after0”或“before0”或类似的东西。我得到的唯一输出是:ArgumentError: Error #1063: Argument count mismatch on Game_fla::MainTimeline/clearStage(). Expected 0, got 1.clearStage()是这段代码所在的方法。 -
我刚想起一件事。当我创建一些对象时,我在
for循环中创建了它们,使用的变量在每次循环迭代时都会重新声明。因此,从技术上讲,它们没有变量名。他们只是留在舞台上。这和他们为什么拒绝消失有关系吗? -
仍在尝试找出上述参数错误的原因。但是关于您关于重新声明的变量的其他问题:没关系。变量名称被重用,但对象作为子对象添加到某些容器对象,如舞台、
MovieClip或Sprite。因此,只要您上面的 while 循环在适当的容器上运行,您就可以删除它们。也许您应该显示添加对象的代码,这可能有助于阐明如何删除它们。
标签: actionscript-3 flash