如何循环遍历帧号,如果为真则忽略该帧号?
How to loop through frame number and if true then ignore that frame number?
大家好,我正在努力寻找解决这种情况的最佳方法。
所以我的 ovenScreen.mcChar
影片剪辑中有 5 帧。每个都是玩家可以解锁的角色。如果玩家有足够的硬币,那么他们可以前往奖品屏幕获得一个随机的可解锁角色。
目前的设置如下:
private function getPrizeHandler(e:MouseEvent):void
{
//Check if prize is locked or unlocked then unlock item/ loop through random number frames
frameLoop = randomNumber(1, 5);
ovenScreen.mcChar.gotoAndStop(frameLoop);
if (frameLoop == 1 && !sharedObjectCharacters.data.sharedHotDog)
{
sharedHotDog = true;
sharedObjectCharacters.data.sharedHotDog = sharedHotDog;
sharedObjectCharacters.flush ();
}else
if (frameLoop == 2 && !sharedObjectCharacters.data.sharedTaco)
{
sharedTaco = true;
sharedObjectCharacters.data.sharedTaco = sharedTaco;
sharedObjectCharacters.flush ();
}else
if (frameLoop == 3 && !sharedObjectCharacters.data.sharedDonut)
{
sharedDonut = true;
sharedObjectCharacters.data.sharedDonut = sharedDonut;
sharedObjectCharacters.flush ();
}else
if (frameLoop == 4 && !sharedObjectCharacters.data.sharedCoffee)
{
sharedCoffee = true;
sharedObjectCharacters.data.sharedCoffee = sharedCoffee;
sharedObjectCharacters.flush ();
}else
if (frameLoop == 5 && !sharedObjectCharacters.data.sharedPancakes)
{
sharedPancakes = true;
sharedObjectCharacters.data.sharedPancakes = sharedPancakes;
sharedObjectCharacters.flush ();
}
////////////////////////////////////////
ovenScreen.gotoAndPlay(2); //play animations
TweenLite.delayedCall(3.5, prizeConfettie);
ovenScreen.removeEventListener(MouseEvent.CLICK, getPrizeHandler);
}
如您所见,我有 var frameLoop
,它是 1 - 5 之间的随机数。因此解锁的角色将是随机的,并显示随机解锁的角色。我使用 if 语句来检查随机数是否落在该特定帧上并且它不是解锁的情况然后解锁它并保存数据。
现在一切正常,但是如果项目已经解锁以通过不同的帧编号进行排序,我该如何将其修复到哪里。因此,如果 frameLoop 落在 2 上并且该角色已经解锁,则重复随机帧号,直到它落在锁定的角色上。我正在考虑设置一组数字,也许这种方法可能是一种合乎逻辑的方法,但不确定如何去做。
如有任何帮助,我们将不胜感激。
有关共享对象布尔值的其他信息:
private function allSharedObjectBooleans():void
{
sharedObjectCharacters = SharedObject.getLocal("Characters");
sharedHotDog = sharedObjectCharacters.data.sharedHotDog != null ? sharedObjectCharacters.data.sharedHotDog : false;
sharedTaco = sharedObjectCharacters.data.sharedTaco != null ? sharedObjectCharacters.data.sharedTaco : false;
sharedDonut = sharedObjectCharacters.data.sharedDonut != null ? sharedObjectCharacters.data.sharedDonut : false;
sharedCoffee = sharedObjectCharacters.data.sharedCoffee != null ? sharedObjectCharacters.data.sharedCoffee : false;
sharedPancakes = sharedObjectCharacters.data.sharedPancakes != null ? sharedObjectCharacters.data.sharedPancakes : false;
}
我是这样创建它们的:
//shared Booleans
private var sharedHotDog:Boolean;
private var sharedTaco:Boolean;
private var sharedDonut:Boolean;
private var sharedCoffee:Boolean;
private var sharedPancakes:Boolean;
如果角色已经解锁,则递增变量。如果它超出范围(大于可解锁实体的数量),则将其设置为 1。如果它遍历所有字符并且它们都已解锁,请执行其他操作。你已经有了一个数组,它只是位于 sharedObjectCharacters.data
中,它的索引是字符串,而不是 int。但这可以通过提供从 int 到 string 的映射并使用 this[string]
语法检查属性来解决。一个例子:
const strUnlockables:Array=["Noone","sharedHotDog","sharedTaco","sharedDonut","sharedCoffee","sharedPancakes"];
const unlockables:int=5;
private function getPrizeHandler(e:MouseEvent):void {
var f:int=randomNumber(1,5); //frameLoop
for (var i:int=0;i<unlockables;i++) { // check all unlockables, starting with f'th
if (sharedObjectCharacters.data[strUnlockables[f]]===false) {
// this "f" is the one to unlock
sharedObjectCharacters.data[strUnlockables[f]]=true;
sharedObjectCharacters.flush();
ovenScreen.mcChar.gotoAndStop(f);
ovenScreen.gotoAndPlay(2); //play animations
TweenLite.delayedCall(3.5, prizeConfettie);
break;
}
f++;
if (f>unlockables) f=1; // loop around
}
// if we're here, we either did a break, or have all characters unlocked
ovenScreen.removeEventListener(MouseEvent.CLICK, getPrizeHandler); // clean up
}
大家好,我正在努力寻找解决这种情况的最佳方法。
所以我的 ovenScreen.mcChar
影片剪辑中有 5 帧。每个都是玩家可以解锁的角色。如果玩家有足够的硬币,那么他们可以前往奖品屏幕获得一个随机的可解锁角色。
目前的设置如下:
private function getPrizeHandler(e:MouseEvent):void
{
//Check if prize is locked or unlocked then unlock item/ loop through random number frames
frameLoop = randomNumber(1, 5);
ovenScreen.mcChar.gotoAndStop(frameLoop);
if (frameLoop == 1 && !sharedObjectCharacters.data.sharedHotDog)
{
sharedHotDog = true;
sharedObjectCharacters.data.sharedHotDog = sharedHotDog;
sharedObjectCharacters.flush ();
}else
if (frameLoop == 2 && !sharedObjectCharacters.data.sharedTaco)
{
sharedTaco = true;
sharedObjectCharacters.data.sharedTaco = sharedTaco;
sharedObjectCharacters.flush ();
}else
if (frameLoop == 3 && !sharedObjectCharacters.data.sharedDonut)
{
sharedDonut = true;
sharedObjectCharacters.data.sharedDonut = sharedDonut;
sharedObjectCharacters.flush ();
}else
if (frameLoop == 4 && !sharedObjectCharacters.data.sharedCoffee)
{
sharedCoffee = true;
sharedObjectCharacters.data.sharedCoffee = sharedCoffee;
sharedObjectCharacters.flush ();
}else
if (frameLoop == 5 && !sharedObjectCharacters.data.sharedPancakes)
{
sharedPancakes = true;
sharedObjectCharacters.data.sharedPancakes = sharedPancakes;
sharedObjectCharacters.flush ();
}
////////////////////////////////////////
ovenScreen.gotoAndPlay(2); //play animations
TweenLite.delayedCall(3.5, prizeConfettie);
ovenScreen.removeEventListener(MouseEvent.CLICK, getPrizeHandler);
}
如您所见,我有 var frameLoop
,它是 1 - 5 之间的随机数。因此解锁的角色将是随机的,并显示随机解锁的角色。我使用 if 语句来检查随机数是否落在该特定帧上并且它不是解锁的情况然后解锁它并保存数据。
现在一切正常,但是如果项目已经解锁以通过不同的帧编号进行排序,我该如何将其修复到哪里。因此,如果 frameLoop 落在 2 上并且该角色已经解锁,则重复随机帧号,直到它落在锁定的角色上。我正在考虑设置一组数字,也许这种方法可能是一种合乎逻辑的方法,但不确定如何去做。
如有任何帮助,我们将不胜感激。
有关共享对象布尔值的其他信息:
private function allSharedObjectBooleans():void
{
sharedObjectCharacters = SharedObject.getLocal("Characters");
sharedHotDog = sharedObjectCharacters.data.sharedHotDog != null ? sharedObjectCharacters.data.sharedHotDog : false;
sharedTaco = sharedObjectCharacters.data.sharedTaco != null ? sharedObjectCharacters.data.sharedTaco : false;
sharedDonut = sharedObjectCharacters.data.sharedDonut != null ? sharedObjectCharacters.data.sharedDonut : false;
sharedCoffee = sharedObjectCharacters.data.sharedCoffee != null ? sharedObjectCharacters.data.sharedCoffee : false;
sharedPancakes = sharedObjectCharacters.data.sharedPancakes != null ? sharedObjectCharacters.data.sharedPancakes : false;
}
我是这样创建它们的:
//shared Booleans
private var sharedHotDog:Boolean;
private var sharedTaco:Boolean;
private var sharedDonut:Boolean;
private var sharedCoffee:Boolean;
private var sharedPancakes:Boolean;
如果角色已经解锁,则递增变量。如果它超出范围(大于可解锁实体的数量),则将其设置为 1。如果它遍历所有字符并且它们都已解锁,请执行其他操作。你已经有了一个数组,它只是位于 sharedObjectCharacters.data
中,它的索引是字符串,而不是 int。但这可以通过提供从 int 到 string 的映射并使用 this[string]
语法检查属性来解决。一个例子:
const strUnlockables:Array=["Noone","sharedHotDog","sharedTaco","sharedDonut","sharedCoffee","sharedPancakes"];
const unlockables:int=5;
private function getPrizeHandler(e:MouseEvent):void {
var f:int=randomNumber(1,5); //frameLoop
for (var i:int=0;i<unlockables;i++) { // check all unlockables, starting with f'th
if (sharedObjectCharacters.data[strUnlockables[f]]===false) {
// this "f" is the one to unlock
sharedObjectCharacters.data[strUnlockables[f]]=true;
sharedObjectCharacters.flush();
ovenScreen.mcChar.gotoAndStop(f);
ovenScreen.gotoAndPlay(2); //play animations
TweenLite.delayedCall(3.5, prizeConfettie);
break;
}
f++;
if (f>unlockables) f=1; // loop around
}
// if we're here, we either did a break, or have all characters unlocked
ovenScreen.removeEventListener(MouseEvent.CLICK, getPrizeHandler); // clean up
}