【发布时间】:2014-03-10 03:11:58
【问题描述】:
我正在开发一款游戏,在我的游戏中,用户在整个关卡中都会获得武器(纸杯蛋糕)。我有一个按钮,玩家点击它可以切换到下一个纸杯蛋糕(获得的武器存储在一个数组中)。
这是我的问题:如果玩家获得 2 个黄色纸杯蛋糕、1 个红色纸杯蛋糕和 2 个蓝色纸杯蛋糕,我如何在数组中导航而不显示相同的纸杯蛋糕两次? 我的按钮看起来好像没有改变武器,当它在代码中时,它会转到数组中的下一个元素,但它是相同的武器 [黄色纸杯蛋糕,黄色纸杯蛋糕,红色纸杯蛋糕,蓝色纸杯蛋糕,蓝色纸杯蛋糕]。
public function CupcakeChangeButton(e: MouseEvent) {
cakeButtonCounter++;
//Make sure the cakeButtonCounter never exceeds the amount of
//elements in array
if (cakeButtonCounter >= CupcakesArray.length - 1) {
cakeButtonCounter = 0;
}
//NOTE: may need function called "cupcake count", this function should
//be called at the beginning of THIS function and in the constructor function
//Should count the amount of cupcakes and maybe set wasSeen Elements to No
/*
The switch statment makes its decisions based on the type of cupcake
is the current elment. The current element is represented by
"cakeButtonCounter" (CupcakesArray[cakeButtonCounter])
The if statements decides if the cupcake has been seen already.
If it hasnt been seen, it sets the button's text box to show how many of
those kind of cupcakes are left.
After the amount of cupcakes of that type is shown in the text box,
the "unshift" method is used to place "yes" in the first element, of it's
own Array type, WITHIN THE WAS SEEN ARRAY.......confusing!!!!!!
Example:
wasSeen.PinkCupcake.unshift("yes") = wasSeen.PinkCupcake[0] == "yes"
This is done so that we can keep track of what cupcakes has been seen
already
When the game is initialized the was seen elements are set to "no". So when
it's set to "yes", after being seen, The initial value,"no", is placed in the
next element. It's no longer needed, so we use the "splice" method to delete it
and HOPEFULLY, remove it from memory
The "else" block of code takes place if the cupcake has already been seen.
It increments the cakeButtonCounter so that the button will display the next
cupcake in the array, that has NOT been seen
After all decisions are made,(which cupcakes are next and which cupakes have
been seen)
Update the button's face by displaying the next cupcake that hasnt been seen
(button goes to and stop and next element)
NOTE: The ACTUAL case will be the dynamic var cupcake type (the NAME not the actual
cupcake)
*/
switch (CupcakesArray[cakeButtonCounter]) {
case "PinkCupcake":
if (wasSeen.PinkCupcake[0] == "no") {
CupcakeNavigationBox.countBox.text = "x" + PinkCupcakeCount;
wasSeen.PinkCupcake[0] == "yes";
trace("element change? " + wasSeen.PinkCupcake[0]);
} else {
cakeButtonCounter++;
trace("if yes...its starting that way " + wasSeen.PinkCupcake[0]);
}
break;
case "YellowCupcake":
if (wasSeen.YellowCupcake[0] == "no") {
CupcakeNavigationBox.countBox.text = "x" + YellowCupcakeCount;
wasSeen.YellowCupcake[0] == "yes";
} else {
cakeButtonCounter++;
}
break;
case "GreenCupcake":
if (wasSeen.GreenCupcake[0] == "no") {
CupcakeNavigationBox.countBox.text = "x" + GreenCupcakeCount;
wasSeen.GreenCupcake[0] == "yes";
} else {
cakeButtonCounter++;
}
break;
case "PurpleCupcake":
if (wasSeen.PurpleCupcake[0] == "no") {
CupcakeNavigationBox.countBox.text = "x" + PurpleCupcakeCount;
wasSeen.PurpleCupcake[0] == "yes";
} else {
cakeButtonCounter++;
}
break;
}
CupcakeNavigationBox.buttonFace.gotoAndStop(CupcakesArray[cakeButtonCounter]);
changeCupcake();
}
【问题讨论】:
-
感谢 @Klaster_1 为我清理这些内容。
标签: actionscript-3 flash-builder flashdevelop