访问未定义属性和其他错误(AS3)
Access of undefined propety and other errors (AS3)
好的,所以我正在努力使我的脚本成为外部 .as 文件。
我把它们放在时间轴上并且它们工作正常但是当我将它们放入 as 文件时它们根本不起作用。
这是我现在的代码
所以我让脚本在外部工作,非常感谢你:)
我只需要在舞台上添加child。我用
import Scripts.resources.main;
var Main:main = new main;
addChild(Main);
在我的外部脚本中,我现在在主函数中添加child。
package Scripts.resources
{
import flash.events.Event;
import flash.events.MouseEvent;
import flash.net.URLRequest;
import flash.net.URLVariables;
import flash.net.URLLoader;
import flash.net.URLRequestMethod;
import flash.events.OutputProgressEvent;
import flash.display.Sprite;
import flash.display.MovieClip;
import flash.display.Stage;
import flash.events.EventDispatcher;
public class main extends EventDispatcher{
private var _stage:Stage;
var url:String = "php/data_user.php";
//declare our graphic vars
var stmBar:resourceBar;
var tenBar:resourceBar;
var potBar:resourceBar;
var spdBar:resourceBar;
var crtBar:resourceBar;
var awrBar:resourceBar;
var resBar:resourceBar;
var statUp:Sprite;
//This Returns the number of milliseconds since midnight January 1, 1970
//Tacking the time variable at the end of your php file locations will ensure their is no caching
var now:Date = new Date();
var time:Number = now.getTime();
/*
* These should point to your PHP files. I recommend NOT using an http path because accessing
* the site via 'www.yoursite.com' versus 'yoursite.com' makes a difference and will cause undefined
* issues. Instead use a relative path like: var registerLocation:String = "membership/php/register.php";
*/
var registerLocation:String = "php/register.php" + "?" + time;
var loginLocation:String = "php/login.php" + "?" + time;
var editProfileLocation:String = "php/editprofile.php" + "?" + time;
var forgotPWLocation:String = "php/forgotpw.php" + "?" + time;
var statsLocation:String = "php/user_stats.php" + "?" + time;
var statsGylph:String = "php/data_user.php" + "?" + time;
//userInfo is the Object that gets populated that stores all of the users information.
var userInfo:Object = new Object();
//The minimum length of a password.
var passwordLength:Number = 4;
/*
* var cookie refers to swfObjects addVariable. If you look at membership.php, where swf
* object is defined, addVariable shows a var called usercookie.
* This help decide if the program should remember the users username or not.
*/
//cookieUserName would be the username that gets put into the user field if the cookie has been set
public function main(stage:Stage)
{
_stage = stage;
var _loader:URLLoader = new URLLoader();
var _request:URLRequest = new URLRequest(url + "?id=" + userInfo.id);
_request.method = URLRequestMethod.GET;
_loader.addEventListener(Event.COMPLETE, onLoadData);
_loader.load(_request);
_stage.addChild(stmBar);
stmBar.x = -50;
stmBar.y = 200;
}
public function MyClass(){
this.addEventListener(Event.ADDED_TO_STAGE, addedToStage);
}
private function addedToStage(e:Event):void {
this.removeEventListener(Event.ADDED_TO_STAGE, addedToStage);
//this code will run after you've added this object to the stage
//it is the equivalent of when timeline code runs
}
function onLoadData(e:Event):void {
var str:String = e.target.data;
var array:Array =str.split("-");
for(var i:int;i < array.length; i++)
output(i+1,array[i]);
}
public function output(field:Number,i:int):void
{
if (field == 5)
{
stmBar = new resourceBar(0, 0, i, "Stamina", 0x990000);
stmBar.x = -200;
stmBar.y = 50;
}
else if (field == 6)
{
tenBar = new resourceBar(0, 0, i, "Tenacity", 0xFF9900);
tenBar.x = 200;
tenBar.y = 50;
}
else if (field == 7)
{
potBar = new resourceBar(0, 0, i, "Potency", 0xCC3399);
potBar.x = -200;
potBar.y = 100;
}
else if (field == 8)
{
spdBar = new resourceBar(0, 0, i, "Speed", 0x00CC00);
spdBar.x = 200;
spdBar.y = 100;
}
else if (field == 9)
{
crtBar = new resourceBar(0, 0, i, "Crit", 0x009999);
crtBar.x = -200;
crtBar.y = 150;
}
else if (field == 10)
{
awrBar = new resourceBar(0, 0, i, "Awareness", 0x3399CC);
awrBar.x = 200;
awrBar.y = 150;
}
else if (field == 11)
{
resBar = new resourceBar(0, 0, i, "Resistance", 0x999999);
resBar.x = -200;
resBar.y = 200;
addEventListener(Event.ENTER_FRAME, onLoop);
}
function onLoop(e:Event):void
{
stmBar.change(1);
tenBar.change(1);
potBar.change(1);
spdBar.change(1);
crtBar.change(1);
awrBar.change(1);
resBar.change(1);
}
}
}
}
我的问题是当我添加child of main时,它不会在main函数中添加children。我可以添加一个 child 里面有 children 吗?
在class个文件中,所有代码都需要封装在一个函数中。那么你在哪里:
_loader = new URLLoader();
_request = new URLRequest(url + "?id=" + (STAGE.parent as MovieClip).userInfo.id);
_request.method = URLRequestMethod.GET;
_loader.addEventListener(Event.COMPLETE, onLoadData);
_loader.load(_request);
您需要将其放在一个函数中才能使代码有效。如果您希望那段代码立即 运行 ,那么您可以将其放在构造函数中(即 class 中的函数,当您使用 [=13 实例化时 运行s =] 关键字,例如 new main()
。如果 main
是您的文档 class,那么构造函数是应用程序中 运行 的第一个代码。
构造函数是 public
函数,它们具有您 Class
的确切名称。
public function main(){
_loader = new URLLoader();
_request = new URLRequest(url + "?id=" + (STAGE.parent as MovieClip).userInfo.id);
_request.method = URLRequestMethod.GET;
_loader.addEventListener(Event.COMPLETE, onLoadData);
_loader.load(_request);
}
需要记住的一点是,在显示对象的构造函数中,stage/parent/root
关键字将没有任何值,因为一旦将显示对象添加到显示中,这些关键字就会被填充。因此,通常使用这种方法:
package MyClass extends Sprite {
public function MyClass(){
this.addEventListener(Event.ADDED_TO_STAGE, addedToStage);
}
private function addedToStage(e:Event):void {
this.removeEventListener(Event.ADDED_TO_STAGE, addedToStage);
//this code will run after you've added this object to the stage
//it is the equivalent of when timeline code runs
}
}
此外,现在您正在编写 class 文件的提示 - 遵循使 class 名称以大写字母开头,并且 classes 的实例以小写字母开头的约定字母。
好的,所以我正在努力使我的脚本成为外部 .as 文件。 我把它们放在时间轴上并且它们工作正常但是当我将它们放入 as 文件时它们根本不起作用。 这是我现在的代码
所以我让脚本在外部工作,非常感谢你:) 我只需要在舞台上添加child。我用
import Scripts.resources.main;
var Main:main = new main;
addChild(Main);
在我的外部脚本中,我现在在主函数中添加child。
package Scripts.resources
{
import flash.events.Event;
import flash.events.MouseEvent;
import flash.net.URLRequest;
import flash.net.URLVariables;
import flash.net.URLLoader;
import flash.net.URLRequestMethod;
import flash.events.OutputProgressEvent;
import flash.display.Sprite;
import flash.display.MovieClip;
import flash.display.Stage;
import flash.events.EventDispatcher;
public class main extends EventDispatcher{
private var _stage:Stage;
var url:String = "php/data_user.php";
//declare our graphic vars
var stmBar:resourceBar;
var tenBar:resourceBar;
var potBar:resourceBar;
var spdBar:resourceBar;
var crtBar:resourceBar;
var awrBar:resourceBar;
var resBar:resourceBar;
var statUp:Sprite;
//This Returns the number of milliseconds since midnight January 1, 1970
//Tacking the time variable at the end of your php file locations will ensure their is no caching
var now:Date = new Date();
var time:Number = now.getTime();
/*
* These should point to your PHP files. I recommend NOT using an http path because accessing
* the site via 'www.yoursite.com' versus 'yoursite.com' makes a difference and will cause undefined
* issues. Instead use a relative path like: var registerLocation:String = "membership/php/register.php";
*/
var registerLocation:String = "php/register.php" + "?" + time;
var loginLocation:String = "php/login.php" + "?" + time;
var editProfileLocation:String = "php/editprofile.php" + "?" + time;
var forgotPWLocation:String = "php/forgotpw.php" + "?" + time;
var statsLocation:String = "php/user_stats.php" + "?" + time;
var statsGylph:String = "php/data_user.php" + "?" + time;
//userInfo is the Object that gets populated that stores all of the users information.
var userInfo:Object = new Object();
//The minimum length of a password.
var passwordLength:Number = 4;
/*
* var cookie refers to swfObjects addVariable. If you look at membership.php, where swf
* object is defined, addVariable shows a var called usercookie.
* This help decide if the program should remember the users username or not.
*/
//cookieUserName would be the username that gets put into the user field if the cookie has been set
public function main(stage:Stage)
{
_stage = stage;
var _loader:URLLoader = new URLLoader();
var _request:URLRequest = new URLRequest(url + "?id=" + userInfo.id);
_request.method = URLRequestMethod.GET;
_loader.addEventListener(Event.COMPLETE, onLoadData);
_loader.load(_request);
_stage.addChild(stmBar);
stmBar.x = -50;
stmBar.y = 200;
}
public function MyClass(){
this.addEventListener(Event.ADDED_TO_STAGE, addedToStage);
}
private function addedToStage(e:Event):void {
this.removeEventListener(Event.ADDED_TO_STAGE, addedToStage);
//this code will run after you've added this object to the stage
//it is the equivalent of when timeline code runs
}
function onLoadData(e:Event):void {
var str:String = e.target.data;
var array:Array =str.split("-");
for(var i:int;i < array.length; i++)
output(i+1,array[i]);
}
public function output(field:Number,i:int):void
{
if (field == 5)
{
stmBar = new resourceBar(0, 0, i, "Stamina", 0x990000);
stmBar.x = -200;
stmBar.y = 50;
}
else if (field == 6)
{
tenBar = new resourceBar(0, 0, i, "Tenacity", 0xFF9900);
tenBar.x = 200;
tenBar.y = 50;
}
else if (field == 7)
{
potBar = new resourceBar(0, 0, i, "Potency", 0xCC3399);
potBar.x = -200;
potBar.y = 100;
}
else if (field == 8)
{
spdBar = new resourceBar(0, 0, i, "Speed", 0x00CC00);
spdBar.x = 200;
spdBar.y = 100;
}
else if (field == 9)
{
crtBar = new resourceBar(0, 0, i, "Crit", 0x009999);
crtBar.x = -200;
crtBar.y = 150;
}
else if (field == 10)
{
awrBar = new resourceBar(0, 0, i, "Awareness", 0x3399CC);
awrBar.x = 200;
awrBar.y = 150;
}
else if (field == 11)
{
resBar = new resourceBar(0, 0, i, "Resistance", 0x999999);
resBar.x = -200;
resBar.y = 200;
addEventListener(Event.ENTER_FRAME, onLoop);
}
function onLoop(e:Event):void
{
stmBar.change(1);
tenBar.change(1);
potBar.change(1);
spdBar.change(1);
crtBar.change(1);
awrBar.change(1);
resBar.change(1);
}
}
}
}
我的问题是当我添加child of main时,它不会在main函数中添加children。我可以添加一个 child 里面有 children 吗?
在class个文件中,所有代码都需要封装在一个函数中。那么你在哪里:
_loader = new URLLoader();
_request = new URLRequest(url + "?id=" + (STAGE.parent as MovieClip).userInfo.id);
_request.method = URLRequestMethod.GET;
_loader.addEventListener(Event.COMPLETE, onLoadData);
_loader.load(_request);
您需要将其放在一个函数中才能使代码有效。如果您希望那段代码立即 运行 ,那么您可以将其放在构造函数中(即 class 中的函数,当您使用 [=13 实例化时 运行s =] 关键字,例如 new main()
。如果 main
是您的文档 class,那么构造函数是应用程序中 运行 的第一个代码。
构造函数是 public
函数,它们具有您 Class
的确切名称。
public function main(){
_loader = new URLLoader();
_request = new URLRequest(url + "?id=" + (STAGE.parent as MovieClip).userInfo.id);
_request.method = URLRequestMethod.GET;
_loader.addEventListener(Event.COMPLETE, onLoadData);
_loader.load(_request);
}
需要记住的一点是,在显示对象的构造函数中,stage/parent/root
关键字将没有任何值,因为一旦将显示对象添加到显示中,这些关键字就会被填充。因此,通常使用这种方法:
package MyClass extends Sprite {
public function MyClass(){
this.addEventListener(Event.ADDED_TO_STAGE, addedToStage);
}
private function addedToStage(e:Event):void {
this.removeEventListener(Event.ADDED_TO_STAGE, addedToStage);
//this code will run after you've added this object to the stage
//it is the equivalent of when timeline code runs
}
}
此外,现在您正在编写 class 文件的提示 - 遵循使 class 名称以大写字母开头,并且 classes 的实例以小写字母开头的约定字母。