AS3:防止事件发生两次?
问题描述:
在我的游戏中,如果球击中了winBox,你会得到一个Win消息。问题在于球弹跳,它可能会重复打击球。我怎样才能防止邮件每次会话发生两次?AS3:防止事件发生两次?
if (simContacts.isCurrentContact(winBox,gameBall))
{
// Won.
trace ('You won!');
isFiring=false;
//Win Message
winMsg=new win_mc();
addChild(winMsg);
winMsg.y=250;
winMsg.x=40;
winMsg.gotoAndPlay(2);
}
完整代码:
package {
import flash.display.MovieClip;
import com.actionsnippet.qbox.*;
import flash.events.MouseEvent;
import flash.events.Event;
[SWF(width = 300, height = 600, frameRate = 60)]
public class LuckyHitBeta extends MovieClip {
public var sim:QuickBox2D;
var winBox:QuickObject;
var looseBox:QuickObject;
var looseBox2:QuickObject;
var gameBall:QuickObject;
var simContacts:QuickContacts;
var isFiring:Boolean=false;
var ballIcon:ballIcon_mc;
var winMsg:win_mc;
/**
* Constructor
*/
public function LuckyHitBeta()
{
liveIcon();
sim = new QuickBox2D(this);
simContacts = sim.addContactListener();
simContacts.addEventListener(QuickContacts.ADD, contactListener);
//Important Collisions;
winBox = sim.addBox({x:2,y:597/30, width:98/30, height:10/30, density:0, skin:stick, skinScale:false});
looseBox = sim.addBox({x:5,y:597/30, width:98/30, height:10/30, density:0, skin:stick, skinScale:false});
looseBox2 = sim.addBox({x:8,y:597/30, width:98/30, height:10/30, density:0, skin:stick, skinScale:false});
//Collisions
sim.addBox({x:3.5,y:560/30, width:72/30, height:13/30, density:0, skin:stick, skinScale:false, angle:1.57});
sim.addBox({x:6.5,y:560/30, width:72/30, height:13/30, density:0, skin:stick, skinScale:false, angle:1.57});
sim.addBox({x:0/30,y:300/30, width:600/30, height:28/30, density:0, skin:stick, skinScale:false, angle:1.57});
sim.addBox({x:300/30,y:300/30, width:600/30, height:28/30, density:0, skin:stick, skinScale:false, angle:1.57});
// make obstacles
for (var i:int = 0; i<(stage.stageWidth/28); i++){
//End
sim.addCircle({x:1.2 + i * 0.8, y:16, radius:0.15, density:0, skin:ping, scaleSkin:false});
sim.addCircle({x:0.6 + i * 0.8, y:15, radius:0.15, density:0, skin:ping, scaleSkin:false});
}
for (var o:int = 0; o<(stage.stageWidth/55); o++){
//Middle
sim.addCircle({x:1.3 + o * 1.5, y:14, radius:0.15, density:0, skin:ping, scaleSkin:false});
sim.addCircle({x:1.3 + o * 1.5, y:13, radius:0.15, density:0, skin:ping, scaleSkin:false});
sim.addCircle({x:1.3 + o * 1.5, y:12, radius:0.15, density:0, skin:ping, scaleSkin:false});
sim.addCircle({x:1.3 + o * 1.5, y:11, radius:0.15, density:0, skin:ping, scaleSkin:false});
sim.addCircle({x:1.3 + o * 1.5, y:10, radius:0.15, density:0, skin:ping, scaleSkin:false});
}
for (var u:int = 0; u<(stage.stageWidth/45); u++){
//Start
sim.addCircle({x:0.8 + u * 1.3, y:09, radius:0.15, density:0, skin:ping, scaleSkin:false});
sim.addCircle({x:1.55 + u * 1.3, y:08, radius:0.15, density:0, skin:ping, scaleSkin:false});
sim.addCircle({x:0.8 + u * 1.3, y:07, radius:0.15, density:0, skin:ping, scaleSkin:false});
sim.addCircle({x:1.55 + u * 1.3, y:06, radius:0.15, density:0, skin:ping, scaleSkin:false});
}
addEventListener(Event.ENTER_FRAME,onEnterFrm);
stage.addEventListener(MouseEvent.CLICK, _clicked);
sim.start();
}
/**
* ..
* @param e MouseEvent.CLICK
*/
private function _clicked(e:MouseEvent)
{
if (! isFiring){
gameBall = sim.addCircle({x:(mouseX/30), y:(2), radius:0.15, density:1, restitution:0.7, friction:0, skin:ball, scaleSkin:false, angularDamping:20});
isFiring=true;
ballIcon.gotoAndStop(2);
}
}
private function liveIcon():void {
ballIcon=new ballIcon_mc();
addChild(ballIcon);
ballIcon.y=30;
}
private function onEnterFrm(e:Event):void
{
ballIcon.x=mouseX;
if (gameBall && gameBall.body.IsSleeping())
{
gameBall.destroy();
gameBall = null;
isFiring=false;
ballIcon.gotoAndStop(1);
}
}
private function contactListener(e:Event)
{
if (simContacts.isCurrentContact(winBox,gameBall))
{
// Won.
trace ('You won!');
isFiring=false;
ballIcon.gotoAndStop(1);
winMsg=new win_mc();
addChild(winMsg);
winMsg.y=250;
winMsg.x=40;
winMsg.gotoAndPlay(2);
}
if (simContacts.isCurrentContact(looseBox,gameBall))
{
// Loose.
trace ('You loose!');
//gameBall({friction:1,restitution:0});
isFiring=false;
ballIcon.gotoAndStop(1);
}
}
}
}
答
使 “你赢了!”消息每球触发一次,当玩家获胜时移除事件监听器,并且每次用户创建球时添加它。将事件监听器多次添加到同一个对象是可以的;事件监听器函数仍然只会被调用一次。
private function clicked(e:MouseEvent)
{
if (!isFiring)
{
// Add the ball.
simContacts.addEventListener(QuickContacts.ADD, contactListener);
}
}
...
private function contactListener(e:Event):void
{
if (simContacts.isCurrentContact(winBox, gameBall))
{
// You win.
simContacts.removeEventListener(QuickContacts.ADD, contactListener);
}
else if (simContacts.isCurrentContact(winBox, gameBall))
{
// You lose.
}
}
答
或者您可以检查是否已添加winMsg。 (无论你将它添加到这个例子中的舞台)。
if (stage.contains(winMsg))
{
winMsg=new win_mc();
addChild(winMsg);
winMsg.y=250;
winMsg.x=40;
winMsg.gotoAndPlay(2);
}
所以winMsg只会添加一次。
然后删除winMsg并在完成后将其设置为null。
removeChild(winMsg);
winMsg = null;
PS。当设置事件监听器时,最好的做法是(IMO)始终使用弱引用,否则可能会遇到从内存中清除对象的问题。要做到这一点只需添加
,假,0,真正
您addEventListeners结束。例如
simContacts.addEventListener(QuickContacts.ADD,contactListener,false,0,true);
谢谢,问题是如果我再次击中目标,将不会有任何消息! – 2011-12-20 06:09:21
这不就是目标吗?你说过,“防止邮件每次会话发生两次。”什么是会话,何时/如何重置? – 2011-12-20 06:14:38
对不起,我没有解释清楚,我使用isFiring = true或false,如果没有触发,那么它不应该允许消息出现。 – 2011-12-20 06:23:42