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我有一個movieClip對象(Creature),並且在它內部,我有要添加到Creatures Array HitPoints中的生命值。我想這樣做的方式是讓每個可能有hitPoints的Parent都有一個名爲HitPoints的數組,以便我可以讓每個點將它自己添加到Array,而不管父級。 IE,骨骼生物和地精生物可以在其基礎movieClip中使用相同類型的hitPoint對象,並且仍然可以訪問。從AS3中的movieClip中添加子項訪問父數組
我在子類(生命值),省略了一些這類
package Assets.Creatures
{
import Assets.Points.HitPoint;
import Assets.GameStates.Main;
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.geom.Point;
import flash.utils.Timer;
import flash.events.TimerEvent;
public class BaseAI_ extends MovieClip
{
//Characteristics
protected var Health : int = 10;
protected var SPEED : int = 3;
protected var Intellect : int = 3;
protected var Strength : int = 3;
protected var Dexterity : int = 3;
protected var AttackRange : int = 70;
protected var Temperment : String = "Agressive";
//public var Temperment : String = "Passive";
//public var Temperment : String = "Defensive";
//ARRAYS
public var HitPoints : Array = new Array;
// AttackTimers
protected var canAttack : Boolean = false;
protected var AttackSpeed : int;
protected var AttackTimer : Timer;
protected var AbilityCooldownsUP : Boolean = false;
//protected var ABILITY : Timer;
//AI STATES
protected var CURRENT_STATE : int = 0;
protected static var STATE_IDLE : int = 0;
protected static var STATE_ENGAGE : int = 1;
protected static var STATE_ATTACK : int = 2;
protected static var STATE_FLEE : int = 3;
//Reference
protected var Target : MovieClip;
//Directions
protected var SlopeY : Number;
protected var SlopeX : Number;
protected var EngagePosition : Point;
protected var RunDirection : Number;
public function BaseAI_()
{
addEventListener(Event.ADDED_TO_STAGE, Awake);
} // constructor code
private function Awake (e : Event) : void
{
AttackSpeed = (5000/Dexterity);
AttackTimer = new Timer (AttackSpeed, 0);
AttackTimer.addEventListener(TimerEvent.TIMER, AttackSpeedTimer);
AttackTimer.start();
Main.main.EnemyArray_2.push(this);
stage.addEventListener(Event.ENTER_FRAME, update);
}
public function AddHitPoints (hitPoint : MovieClip) : void
{
HitPoints.push(hitPoint);
}
}
和Hitpoint的類的不需要的部分被
package Assets.Points
{
import Assets.Creatures.BaseAI_;
import Assets.Creatures.Player_;
import Assets.Creatures.Player_Human;
import flash.display.MovieClip;
import flash.events.Event;
public class HitPoint extends MovieClip
{
public function HitPoint()
{ // constructor code
addEventListener(Event.ADDED_TO_STAGE, Awake);
} // constructor code
private function Awake (e : Event) : void
{
trace("HitPoints parent is " + parent);
parent.AddHitPoints(this);
//parent.HitPoints.push(this)
//trace("my parent has " + parent.HitPoints.length);
}
}
}
所以我直接添加生命值的在舞臺上的ParentClass BaseAI_中,我嘗試了幾種不同的方法來直接用parent.AddHitPoints(this)添加HitPoint。和parent.HitPoints.push(this)
不幸的是,此外,this.parent將是多餘的。感謝您盡力幫助 – KingWrex 2015-01-21 17:56:29