在数组中访问MovieClip的函数- AS3



我正在制作一款2d射击游戏,并试图让不同的攻击对特定的敌人类型产生不同的效果。我将子弹和敌人放入两个数组中,然后使用for循环对子弹和敌人执行hitTestObject。这一切都有效,但随后我在Bullet类中设置了一个公共静态函数,该函数返回String类型,并在Enemy类中设置了一个公共静态函数,该函数接受String类型,然后使用开关来决定敌人所受到的伤害。当我运行我的程序时,我一直得到错误#1069:在对象上找不到属性getType。快捷子弹,没有默认值

敌人的代码。

package char {
import flash.display.MovieClip;
import flash.events.Event;
import flash.display.Stage;
public class Enemy1 extends MovieClip {
    private var _type:String;
    private static var _health:Number;
    private var _vx:Number;
    private var _vy:Number;
    private var _stage:Stage;
    private static var _instance:Enemy1;
    public function Enemy1() {
        init();
    }
    private function init():void {
        //Vars
        _vx = -10;
        _vy = Math.random()*10;
        _health = 1;
        _stage = Main.getStage();
        _instance = this;
        //Listeners
        addEventListener(Event.ADDED_TO_STAGE, onAdded);
        addEventListener(Event.ENTER_FRAME, enemyLoop);
        addEventListener(Event.REMOVED_FROM_STAGE, onRemoved);
        //Add Enemy
        Main.getInstance().addChild(this);
    }
    //When Added
    private function onAdded(event:Event):void{
        //Set position
        this.x = _stage.stageWidth;
        this.y = Math.random() * _stage.stageHeight;
        //trace("Enemy created");
        dispatchEvent(new Event("enemyCreated", true));
    }
    //Loop
    private function enemyLoop(event:Event):void {
        //Move
        x += _vx;
        y += _vy;
        //Boundaries
        if ( this.y <= 0 + this.height/2){
            this.y = this.height/2;
            _vy *= -1;
        }
        if ( this.y >= _stage.stageHeight - this.width/2){
            this.y = _stage.stageHeight - this.width/2;
            _vy *= -1;
        }
        //Health cheack
        if ( _health <= 0){
            if (this.parent) {
                this.parent.removeChild(this);
            }
            trace(this + " is dead.");
        }
        //Leaves screen
        if (this.x <= -this.width){
            Main.getInstance().removeChild(this);
        }
    }
    public static function isHit(type:String):void{
        switch(type){
            case "power" :
                _health -= 1;
                break;
            case "quick" :
                _health -= 1;
                break;
            case "strong" :
                _health -= 1;
                break;
            default:
                    _health -= 1;
            }
        }
        public static function getEnemy1():Enemy1{
            return _instance;
        }
        //When Removed
        private function onRemoved(event:Event):void {
            removeEventListener(Event.ADDED_TO_STAGE, onAdded);
            removeEventListener(Event.ENTER_FRAME, enemyLoop);
            removeEventListener(Event.REMOVED_FROM_STAGE, onRemoved);
            //trace("enemy removed");
        }
    }
}

子弹的代码。

package obj {
import flash.display.MovieClip;
import flash.events.Event;
import flash.display.Stage;

public class PowerBullet extends MovieClip {
    //const
    private static const TYPE:String = "power";
    //Varibles
    private var _vx:Number;
    private var _vy:Number;
    private var _startX:Number;
    private var _startY:Number;
    private var _stage:Stage;
    public function PowerBullet(startX:Number, startY:Number) {
        _startX = startX;
        _startY = startY;
        addEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
        Main.getInstance().addChild(this);
    }
    //When created
    private function onAddedToStage(event:Event):void{
        //Initialize vars
        this.x = _startX;
        this.y = _startY;
        _vx = 20;
        _vy = 0;
        _stage = Main.getStage();
        dispatchEvent(new Event("bulletCreated", true));
        //Event Handlers
        addEventListener(Event.ENTER_FRAME, bulletLoop);
        addEventListener(Event.REMOVED_FROM_STAGE, onRemoved);
    }
    //Bullet loop
    private function bulletLoop(event:Event):void {
        //Move bullet
        x += _vx;
        y += _vy;
        if (this.x - this.width > _stage.stageWidth)
        {
            parent.removeChild(this);
        }
    }
    public static function getType():String{
        return TYPE;
    }
    //When Removed
    private function onRemoved(event:Event):void {
        removeEventListener(Event.ENTER_FRAME, bulletLoop);
        removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
        removeEventListener(Event.REMOVED_FROM_STAGE, onRemoved);
    }
}
}

我正在使用的for循环。

for (var i:int = 0; i < _enemies.length; i++){
for(var j:int = 0; j < _bullets.length; j++){
    if(_bullets[j].hitTestObject(_enemies[i])){
        if (_bullets[j].parent) {
                            _bullets[j].parent.removeChild(_bullets[j]);
                    }
                    _enemies[i].isHit(_bullets[j].getType());
                    _enemies.splice(i, 1);
                    _bullets.splice(j, 1);
                    i--;
                    j--;
                    Main.setScore(10);
                }
            }
        }

注意:您的错误是说QuickBullet上没有属性getType(),但您只提供了PowerBullet的代码。

已将static命名空间应用于getType()。这意味着你只能通过类本身而不是类的实例来调用这个方法:

PowerBullet.getType();

如果你删除static,你将能够像预期的那样在每个实例上访问该方法。

额外注意:看起来你正在使用static的几个类成员,它似乎不像healthisHit()的逻辑。我建议您仔细阅读静态名称空间,以便更好地理解它的用途。

static从此代码中删除

public static function getType():String{
    return TYPE;
}

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