首先,您需要编写一个通用方法来执行许多类似的操作。跟踪很容易,但是您不能直接传递要更改的变量,因为您将传递一个值,而不是对变量的引用。为了做你想做的事,你需要将它作为一对“容器对象”和“变量名”传递以使用方括号表示法。
function myownDothings(target:Object, varname:String, adiff:int, totrace:String):void
{
// Use square bracket notation to change the targeted variable.
target[varname] += adiff;
// Trace the given argument.
trace(totrace);
}
好的,现在是 simple 复杂的部分。有一个 setTimeout(...) function 在给定超时的情况下多次调用给定方法,但官方文档官方建议使用 Timer class .
我希望你知道如何work with classes,因为你想要的东西调用 OOP 并将其安装到框架脚本中会导致一些丑陋的东西。因此,您需要编写一个类来记住要调用的函数、超时设置和一堆参数。
package
{
import flash.utils.Timer;
import flash.events.TimerEvent;
public class Ticker
{
// You need to keep the references to the things you use,
// or else Garbage Collector might think you don't need it.
static private var list:Array = new Array;
// Instead of static method you can use the "constructor" way,
// but I find it more stylish and it's one more thing for
// you to google and learn of, which I totally approve.
// The ... construction allows to pass a random number
// of arguments (after fixed arguments) as an Array.
static public function create(handler:Function, timeout:int, ...args:Array):void
{
var aTicker:Ticker;
// Brackets () are not mandatory with the "new" operator
// if there are no mandatory constructor arguments.
aTicker = new Ticker;
// Store all the necessary data in the new instance. That's the
// point of OOP scripting here: you want to make 100 different
// tickers and you need each of them to keep some custom data.
aTicker.timeout = timeout;
aTicker.handler = handler;
aTicker.args = args;
// Finally, run the ticker.
aTicker.start();
// Store the created instance into the keeper list
// to prevent Garbage Collector from destroying it.
list.push(aTicker);
}
// Again, fear the Garbage Collector.
private var clock:Timer;
// Keep in mind that timeout is not exactly accurate
// as it aligns to the SWF's frame rate. Setting it up to call
// more times a second than FPS will pose to be a meaningless act.
private var timeout:int;
// The reference to the method to call.
private var handler:Function;
// The list of arguments to pass to the method above.
private var args:Array;
// This method is called from the "create" method
// to finalize things and start ticking.
private function start():void
{
// Create a Timer instance with a given timeout.
clock = new Timer(timeout);
// Subscribe the listener to the Timer.
clock.addEventListener(TimerEvent.TIMER, onTick);
// Start the Timer.
clock.start();
}
// The Timer instance will trigger this method
// (approximately) every given timeout of milliseconds.
private function onTick(e:TimerEvent):void
{
// Now the idea is to call the given method
// passing the list of given arguments to it.
// Normally you don't need to pass the "this" object
// to a method unless you use unnamed unbound closures.
// (which I personally consider a heresy and don't recommend to use)
// So you just pass "null" as the first argument and everything is fine.
handler.apply(null, args);
}
}
}
现在,用法。这就是上面所有的恐怖最终闪耀的地方。
import Ticker;
var myNumberOne = 10;
var myNumberTwo = 100;
// Fire 2 times every second, increase "myNumberOne" by 10, trace the word "ben".
// So, 2 times a second it will call: myownDothings(this, "myNumberOne", 10, "ben");
Ticker.create(myownDothings, 1000 / 2, this, "myNumberOne", 10, "ben");
// Fire 5 times every half a second, increase "myNumberTwo" by 50, trace the word "food".
// So, 10 times a second it will call: myownDothings(this, "myNumberTwo", 50, "food");
Ticker.create(myownDothings, 500 / 5, this, "myNumberTwo", 50, "food");