下面是简单匹配字母与它们的影子游戏的代码。 屏幕上会显示从全部24个字母中随机选择的4个字母及其阴影。
字母是可拖动的,如果它们碰到了阴影,它们会粘在上面。相应的对象分别命名为:alfa,bita,gama,delta及其阴影:alfa_shadow等。
每个字母对应一个分数:score1,score2,score 3,score4。 当字母击中阴影目标时,其分数从0变为1。 在得分调整线下有一个得分跟踪线,仅用于检查发生了什么。
还有一个得分检查功能“ score_check”,它检查所有四个得分是否均为1,然后移至下一个场景。
我有两个问题:
1。
第一次匹配字母,一切正常。
第二次匹配字母时,跟踪线会起作用两次
第三次匹配字母时,跟踪线将运行三遍
第四次匹配字母时,跟踪线工作四次。
无论我匹配字母和阴影的顺序如何,都会发生这种情况。我不明白为什么会这样,每个字母的代码完全相同,仅更改变量和函数的名称。
有什么想法吗?
感谢
import flash.text.engine.EastAsianJustifier;
import flash.events.Event;
var gramata:Array = new Array(cpencil_1, cpencil_2, cpencil_3, cpencil_4, cpencil_5, cpencil_6, cpencil_7, cpencil_8, cpencil_9, cpencil_10, cpencil_11, cpencil_12, cpencil_13, cpencil_14, cpencil_15, cpencil_16, cpencil_17, cpencil_18, cpencil_19, cpencil_20, cpencil_21, cpencil_22, cpencil_23, cpencil_24);
var shadows:Array = new Array(shadow_01, shadow_02, shadow_03, shadow_04, shadow_05, shadow_06, shadow_07, shadow_08, shadow_09, shadow_10, shadow_11, shadow_12, shadow_13, shadow_14, shadow_15, shadow_16, shadow_17, shadow_18, shadow_19, shadow_20, shadow_21, shadow_22, shadow_23, shadow_24);
var gramata_choice:Array = [];
var shadow_choice:Array = [];
var choice:Array = [];
var score:Number = 0;
var score1:Number = 0;
var score2:Number = 0;
var score3:Number = 0;
var score4:Number = 0;
function score_check():void
{
if(score1==1 && score2==1 && score3==1 && score4==1)
{
gotoAndStop(1, "Scene2");
}
}
function dialekse_auto():void
{
for (var i:uint=0; i<4; i++)
{
choice[i] = uint(Math.random()*gramata.length);
gramata_choice[i] = gramata[choice[i]];
shadow_choice[i] = shadows[choice[i]];
trace(gramata_choice[i])
}
}
function emfanise_auto():void
{
var alfa_shadow = new shadow_choice[0];
alfa_shadow.x = 300;
alfa_shadow.y = 200;
addChild(alfa_shadow);
var alfa = new gramata_choice[0];
alfa.x = 100;
alfa.y = 400;
addChild(alfa);
alfa.mouseEnabled = enabled;
alfa.addEventListener(MouseEvent.MOUSE_DOWN, traba);
stage.addEventListener(MouseEvent.MOUSE_UP, stamata);
function traba(e:Event):void
{
alfa.startDrag();
}
function stamata(e:MouseEvent):void
{
if(alfa.hitTestObject(alfa_shadow))
{
alfa.stopDrag();
alfa.x = 300;
alfa.y = 200;
score1 = 1;
trace(score1);
}
else
{
alfa.x = 100;
alfa.y = 400;
alfa.stopDrag();
}
}
var bita_shadow = new shadow_choice[1];
bita_shadow.x = 100;
bita_shadow.y = 200;
addChild(bita_shadow);
var bita = new gramata_choice[1];
bita.x = 200;
bita.y = 400;
addChild(bita);
bita.mouseEnabled = enabled;
bita.addEventListener(MouseEvent.MOUSE_DOWN, traba2);
stage.addEventListener(MouseEvent.MOUSE_UP, stamata2);
function traba2(e:Event):void
{
bita.startDrag();
}
function stamata2(e:MouseEvent):void
{
if(bita.hitTestObject(bita_shadow))
{
bita.x = 100;
bita.y = 200;
bita.stopDrag();
score2 = 1;
trace(score2);
}
else
{
bita.x = 200;
bita.y = 400;
bita.stopDrag();
}
}
var gama_shadow = new shadow_choice[2];
gama_shadow.x = 400;
gama_shadow.y = 200;
addChild(gama_shadow);
var gama = new gramata_choice[2];
gama.x = 300;
gama.y = 400;
addChild(gama);
gama.mouseEnabled = enabled;
gama.addEventListener(MouseEvent.MOUSE_DOWN, traba3);
stage.addEventListener(MouseEvent.MOUSE_UP, stamata3);
function traba3(e:Event):void
{
gama.startDrag();
}
function stamata3(e:MouseEvent):void
{
if(gama.hitTestObject(gama_shadow))
{
gama.stopDrag();
gama.x = 400;
gama.y = 200;
score3 = 1;
trace(score3);
}
else
{
gama.x = 300;
gama.y = 400;
gama.stopDrag();
}
}
var delta_shadow = new shadow_choice[3];
delta_shadow.x = 200;
delta_shadow.y = 200;
addChild(delta_shadow);
var delta = new gramata_choice[3];
delta.x = 400;
delta.y = 400;
addChild(delta);
delta.mouseEnabled = enabled;
delta.addEventListener(MouseEvent.MOUSE_DOWN, traba4);
stage.addEventListener(MouseEvent.MOUSE_UP, stamata4);
function traba4(e:Event):void
{
delta.startDrag();
}
function stamata4(e:MouseEvent):void
{
if(delta.hitTestObject(delta_shadow))
{
delta.stopDrag();
delta.x = 200;
delta.y = 200;
score4 = 1;
trace(score4);
}
else
{
delta.x = 400;
delta.y = 400;
delta.stopDrag();
}
}
}
score_check();
dialekse_auto();
emfanise_auto();
stop();