AS3的hitTestObject不会注册



嘿,伙计们,基本上我想创建多个关卡,我设置了如下所示的关卡,但由于某种原因,level_2的HittestObject没有启动。我不能精确地指出我做错了什么。第二级是启动的,但当我试图击中三个物体时,它只是直接穿过。

我有一个Goal_1和一个goal_2,我想与球员打。

我想为goal_1设置多个级别,为goal_2设置多个级别,等等

代码如下:

public class keepFocusEngine extends MovieClip 
{

    //MultiTouch added for touch gestures
    Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;

    public var btnPressedUp:Boolean;
    public var btnPressedDown:Boolean;
    public var btnShootPlayer:Boolean;
    public var btnUp:MovieClip;
    public var btnDown:MovieClip;
    public var shootPlayer:MovieClip;
    private var speed:Number = 6.0;
    public var vx:Number = 0;
    public var vy:Number = 0;
    private var friction:Number = 0.93;
    private var maxspeed:Number = 12;

    public var player:mPlayer;
    public var mGoal_1:goal_1;
    public var mGoal_2:goal_2;
    public var playerLives:Number;
    public var livesText:TextField;
    public var highScoreText:TextField;
    public var nScore:Number;
    public var levelText:TextField;
    public var nLevel:Number;
    public var menuEnd:mcEndGameScreen;
    public var menuStart:mcStartGameScreen;



    public function keepFocusEngine() 
    {
        //Initialize variable to false
        btnDown.visible = false;
        btnUp.visible = false;
        shootPlayer.visible = false;
        livesText.visible = false;
        highScoreText.visible = false;
        levelText.visible = false;

        //Create loader object
        var startGameLoader:Loader = new Loader();
        //Add event listener for complete event
        startGameLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, startGameLoaded);
        //Load loader object
        startGameLoader.load(new URLRequest("StartGameScreen.swf"));
        //Create End game loader object
        var endGameLoader:Loader = new Loader();
        //Add event listener
        endGameLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, endGameLoaded);
        //Load end game object
        endGameLoader.load(new URLRequest("EndGameScreen.swf"));

    }
    private function startGameLoaded(e:Event):void 
    {
        //Get a refrece to the loaded movieclip
        menuStart = e.target.content as mcStartGameScreen;
        //Listen for start game event
        menuStart.addEventListener("START_GAME", playGameAgain);
        //Add start screen to the stage
        addChild(menuStart);
    }
    private function endGameLoaded(e:Event):void 
    {
        menuEnd = e.target.content as mcEndGameScreen;
        menuEnd.addEventListener("END_GAME", playGameAgain);
        addChild(menuEnd);
        menuEnd.hideEndScreen();
    }
    private function playGameAgain(e:Event):void 
    {

        //Add Hi Res Stats
        addChild(new Stats());
        //mainPlayerObject added to stage
        player = new mPlayer();
        stage.addChild(player);
        player.x = (stage.stageWidth / 2) - 280;
        player.y = (stage.stageHeight / 2);
        mGoal_1 = new goal_1();
        stage.addChild(mGoal_1);



        //Update Player lives and add 3 lives
        playerLives = 3;
        updatePlayerLives();

        //Update Level progression
        nLevel = 1;
        updatePlayerLevel();

        //Add score to texxt field
        nScore = 0;
        updateHighScore();
        //Initialize stage objects to true 
        btnDown.visible = true;
        btnUp.visible = true;
        shootPlayer.visible = true;
        livesText.visible = true;
        highScoreText.visible = true;
        levelText.visible = true;
        //Hide external screens
        menuEnd.hideEndScreen();
        menuStart.hideStartScreen();

        //setup Listeners when btn's are rolled over and out
        btnUp.addEventListener(TouchEvent.TOUCH_OVER, btnUpMouseOver, false, 0, true); 
        btnUp.addEventListener(TouchEvent.TOUCH_OUT, btnUpMouseOver, false, 0, true);
        btnDown.addEventListener(TouchEvent.TOUCH_OVER, btnDownMouseOver, false, 0, true); 
        btnDown.addEventListener(TouchEvent.TOUCH_OUT, btnDownMouseOver, false, 0, true);
        shootPlayer.addEventListener(TouchEvent.TOUCH_TAP, shootPlayerObject, false, 0, true);
        //setup game loop event listeners
        stage.addEventListener(Event.ENTER_FRAME, gameLoop);

        //To completely end game when back button pushed on android
        NativeApplication.nativeApplication.addEventListener( KeyboardEvent.KEY_DOWN, handleKeyDown );

    }
    private function gameLoop(e:Event):void 
    {
        playerShoot();
        playerControl();
        playerStageBoundaries();
        checkEndGameCondition();
        checkPlayerOffScreen();
        level_1();
    }

    private function level_1():void 
    {

        if(player.hitTestObject(mGoal_1))
           {
            trace("Goal_1 Collision");
            //Remove button for constant movement
            btnShootPlayer = false;
            mGoal_1.destroyGoal_1();
            player.destroyPlayer();
            //Update High Score text
            nScore += 10;
            updateHighScore();
            //Update level
            nLevel++;
            updatePlayerLevel();
            stage.removeEventListener(Event.ENTER_FRAME, gameLoop);
            level_2();


           }else
           {
               checkEndGameCondition();
           }
    }

    public function level_2():void 
    {
       stage.addEventListener(Event.ENTER_FRAME, gameLoop);
        trace("Level_2 Initiated");
        //Keep Text Scores initiated
        updateHighScore();
        updatePlayerLives();
        player = new mPlayer();
        stage.addChild(player);
        player.x = (stage.stageWidth / 2) - 280;
        player.y = (stage.stageHeight / 2);
        mGoal_1 = new goal_1();
        stage.addChild(mGoal_1);



        if (player.hitTestObject(mGoal_1))
        {
            trace("Level 2 Hit test works!");

            nScore += 10;
            updateHighScore();
        }

    }

很抱歉这么久才给你回复。

这是一个如何设置关卡的例子…

gameLoop ()

我将在这里添加一个switch语句,让gamelloop知道每帧更新哪个关卡函数。switch语句类似于if…If else有条件,输入更少。开关语句的输出由nLevel与可能情况的比较决定。因此,当nLevel等于1时,level_1()函数被执行。通过添加nLevel,我们可以更新level_2(),等等。

    private function gameLoop(e:Event):void
    {
        playerShoot();
        playerControl();
        playerStageBoundaries();
        checkEndGameCondition();
        checkPlayerOffScreen();
        switch(nLevel) {
            case 1:
                level_1();
                break;
            case 2:
                level_2();
                break;
        }
    }


startNextLevel ()

此函数用于删除关卡函数中的重复代码,只需调用此函数,它将重置玩家位置并更新分数和关卡。

    private function startNextLevel():void
    {
        nScore += 10;
        updateHighScore();
        nLevel++;
        updatePlayerLevel();
        updatePlayerLives();
        player.x = (stage.stageWidth / 2) - 280;
        player.y = (stage.stageHeight / 2);
    }


<

水平功能/h3>

这些是你的关卡功能,而不是在每个关卡中添加玩家,只是重新使用玩家并重置它的位置。

    private function level_1():void
    {
        if (player.hitTestObject(mGoal_1))
        {
            trace("Goal_1 Collision");
            //Remove button for constant movement
            btnShootPlayer = false;
            mGoal_1.destroyGoal_1();
            player.destroyPlayer();
            startNextLevel();
        }
        else
        {
            checkEndGameCondition();
        }
    }
    private function level_2():void
    {
        //Keep Text Scores initiated

        if (player.hitTestObject(mGoal_2))
        {   
            mGoal_2.destroyGoal_2();
            player.destroyPlayer();
            btnShootPlayer = false;
            startNextLevel();
        } else {
            checkEndGameCondition();
        }
    }

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