我只是想制作一个简单的垂直射击游戏,玩家的船只由鼠标控制并在你点击鼠标时发射激光。但是,当我尝试运行代码时,我不断收到相同的错误消息:
“1046:未找到类型或不是编译时常量:MouseEvent。”
问题是,我宣布了MouseEvent。我知道我做到了。它如下:
- == -
package
{
import flash.display.MovieClip;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.events.MouseEvent;
public class SpaceShooter_II extends MovieClip //The public class extends the class to a movie clip.
{
public var army:Array; //the Enemies will be part of this array.
///*
//Laser Shots and Mouse clicks:
import flash.events.MouseEvent;
public var playerShot:Array; //the player's laser shots will fill this array.
public var mouseClick:Boolean;
stage.addEventListener(MouseEvent.MOUSE_DOWN, mouseGoDown);
stage.addEventListener(MouseEvent.MOUSE_UP, mouseGoUp);
stage.addEventListener(Event.ENTER_FRAME, onTick);
//*/
//Back to the rest of the code:
public var playerShip:PlayerShip; //This establishes a variable connected to the PlayerShip AS.
public var onScreen:GameScreen; //This establishes a variable that's connected to the GameScreen AS.
public var gameTimer:Timer; //This establishes a new variable known as gameTimer, connected to the timer utility.
///*
//Functions connected to Shooting via mouse-clicks:
public function mouseGoDown(event:MouseEvent):void
{
mouseClick = true;
}
public function mouseGoUp(event:MouseEvent):void
{
mouseClick = false;
}
//*/
//This function contains the bulk of the game's components.
public function SpaceShooter_II()
{
//This initiates the GameScreen.
onScreen = new GameScreen;
addChild ( onScreen );
//This sets up the enemy army.
army = new Array(); //sets the "army" as a NEW instance of array.
var newEnemy = new Enemy( 100, -15); //This will create new enemies. There's new var newEnemy statement, hence we call THIS a var.
army.push ( newEnemy ); //the new enemy is added to the army.
addChild( newEnemy ); //the new enemy is added to the game.
//This sets up the player's avatar, a spaceship.
playerShip = new PlayerShip(); //This invokes a new instance of the PlayerShip...
addChild( playerShip ); //...And this adds it to the game.
playerShip.x = mouseX; //These two variables place the "playerShip" on-screen...
playerShip.y = mouseY; //...at the position of the mouse.
///*
//This sets up the player's laser shots:
playerShot = new Array(); //sets the "army" as a NEW instance of array.
var goodShot = new goodLaser( playerShip.x, playerShip.y); //This will create new enemies. There's new var newEnemy statement, hence we call THIS a var.
playerShot.push ( goodShot ); //the new enemy is added to the army.
addChild( goodShot ); //the new enemy is added to the game.
//*/
//This sets up the gameTimer, where a lot of the action takes place.
gameTimer = new Timer( 25 );
gameTimer.addEventListener( TimerEvent.TIMER, onTick );
gameTimer.start();
}
//This function contains the things that happen during the game (player movement, enemy swarms, etc.)
public function onTick( timerEvent:TimerEvent ):void
{
//This "if" statement is where the array that contains the enemy ships is initialized.
if ( Math.random() < 0.05 ) //This sets the number of ships showing up at once.
{
var randomX:Number = Math.random() * 800 //Generates a random number between 0 and 1.
var newEnemy:Enemy = new Enemy ( randomX, -15 ); //This shows where the enemy starts out--at a random position on the X plane, but at a certain points on the Y plane.
army.push( newEnemy ); //This adds the new enemy to the "army" Array.
addChild( newEnemy ); //This makes the new enemy part of the game.
}
//This "for" statement sends the enemies downward on the screen.
for each (var enemy:Enemy in army) //Every time an enemy is added to the "army" array, it's sent downward.
{
enemy.moveDown(); //This is the part that sends the enemy downward.
//And now for the collision part--the part that establishes what happens if the enemy hits the player's spaceship:
if ( playerShip.hitTestObject ( enemy ) ) //If the playerShip makes contact with the enemy...
{
gameTimer.stop(); //This stops the game.
dispatchEvent( new PlayerEvent(PlayerEvent.BOOM) ); //This triggers the game over screen in the PlayerEvent AS
}
}
//This, incidentally, is the player's movement controls:
playerShip.x = mouseX;
playerShip.y = mouseY;
///*
//And this SHOULD be the shooting controls, if the mouse function would WORK...
if ( mouseClick = true )
{
var goodShot = new goodLaser( playerShip.x, playerShip.y); //This will create new lasers. There's new variable in the statement, hence we call THIS a variable.
playerShot.push ( goodShot ); //the new laser is added to the army.
addChild( goodShot ); //the new laser is added to the game.
}
for each (var goodlaser: goodLaser in goodShot)
{
goodlaser.beamGood();
}
//*/
}
}
}
- == -
很抱歉,如果括号不均匀,我只是想完整地概述代码,并显示我在事情开始出错的地方添加的部分,这样有人可以告诉我需要做些什么来使这项工作。
基本上,其他一切都有效...但是当我处理与鼠标点击相关的东西和带有激光的阵列时,程序停止工作。该错误似乎与函数“mouseGoUp”和“mouseGoDown”有关,但我不知道如何解决这个问题。
这项任务将于3月8日到期。请有人帮帮我吗?
答案 0 :(得分:0)
添加此import flash.events.MouseEvent
;在你的班级的顶部,它应该工作。您需要导入您使用的所有内容。这就是你得到这个错误的原因。
答案 1 :(得分:0)
除了导入MouseEvent之外,在游戏初始化时,您应该将事件监听器添加到监听MOUSE_DOWN和MOUSE_UP事件的阶段:
stage.addEventListener(MouseEvent.MOUSE_DOWN, mouseGoDown);
stage.addEventListener(MouseEvent.MOUSE_UP, mouseGoUp);
更简单的方法是取消'mouseClick'变量并只有一个MouseEvent监听器,它监听MOUSE_DOWN事件并从处理程序触发你的missle启动。
答案 2 :(得分:0)
我有一个这样的游戏,如果你想要整个来源,我可以给你,但主要部分是
var delayCounter:int = 0;
var mousePressed:Boolean = false;
var delayMax:int = 5;//How rapid the fire is
var playerSpeed:int = 5;
var bulletList:Array = [];
var bullet:Bullet;
var upPressed:Boolean = false;
var downPressed:Boolean = false;
var leftPressed:Boolean = false;
var rightPressed:Boolean = false;
stage.addEventListener(MouseEvent.MOUSE_DOWN,mouseDownHandler,false,0,true);
stage.addEventListener(MouseEvent.MOUSE_UP,mouseUpHandler,false,0,true);
stage.addEventListener(Event.ENTER_FRAME,loop,false,0,true);
stage.addEventListener(KeyboardEvent.KEY_DOWN, fl_SetKeyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, fl_UnsetKeyPressed);
function loop(e:Event):void
{
player.rotation = Math.atan2(mouseY - player.y,mouseX - player.x) * 180 / Math.PI + 90;
if (bulletList.length > 0)
{
for each (bullet in bulletList)
{
bullet.bulletLoop();
}
}
if (mousePressed)
{
delayCounter++;
if ((delayCounter == delayMax))
{
shootBullet();
delayCounter = 0;
}
}
if (upPressed)
{
player.y -= playerSpeed;
}
if (downPressed)
{
player.y += playerSpeed;
}
if (leftPressed)
{
player.x -= playerSpeed;
}
if (rightPressed)
{
player.x += playerSpeed;
}
}
function mouseDownHandler(e:MouseEvent):void
{
mousePressed = true;
}
function mouseUpHandler(e:MouseEvent):void
{
mousePressed = false;
}
function shootBullet():void
{
var bullet:Bullet = new Bullet(stage,player.x,player.y,player.rotation - 90);
bulletList.push(bullet);
stage.addChildAt(bullet,1);
}
function fl_SetKeyPressed(event:KeyboardEvent):void
{
if (event.keyCode == 87)
{
upPressed = true;
}
if (event.keyCode == 83)
{
downPressed = true;
}
if (event.keyCode == 65)
{
leftPressed = true;
}
if (event.keyCode == 68)
{
rightPressed = true;
}
}
function fl_UnsetKeyPressed(event:KeyboardEvent):void
{
if (event.keyCode == 87)
{
upPressed = false;
}
if (event.keyCode == 83)
{
downPressed = false;
}
if (event.keyCode == 65)
{
leftPressed = false;
}
if (event.keyCode == 68)
{
rightPressed = false;
}
}
BULLET CLASS
package
{
import flash.display.Stage;
import flash.display.MovieClip;
import flash.events.Event;
public class Bullet extends MovieClip
{
private var stageRef:Stage;
private var speed:Number = 10;//speed that the bullet will travel at
private var xVel:Number = 5;
private var yVel:Number = 5;
private var rotationInRadians = 0;
public function Bullet(stageRef:Stage, X:int, Y:int, rotationInDegrees:Number):void
{
this.stageRef = stageRef;
this.x = X;
this.y = Y;
this.rotation = rotationInDegrees;
this.rotationInRadians = rotationInDegrees * Math.PI / 180;
}
public function bulletLoop():void
{
xVel = Math.cos(rotationInRadians) * speed;
yVel = Math.sin(rotationInRadians) * speed;
x += xVel;
y += yVel;
if (x > stageRef.stageWidth || x < 0 || y > stageRef.stageHeight || y < 0)
{
deleteBullet();
}
}
public function deleteBullet()
{
this.visible=false
this.x=9999
this.y=9999
}
}
}