当我尝试访问类的公共函数时,为什么会出现错误? (动作脚本 3)

发布于 2024-08-13 01:57:06 字数 6593 浏览 2 评论 0原文

我目前正在为我的游戏构建伤害机制。有两个类处理这个问题,“伤害”类和“碰撞”类。伤害类将其自身的实例传递给碰撞类的“hurtCollision”方法,以便碰撞类可以检测玩家与该伤害实例(这是一个显示对象)之间的碰撞。然而,当我尝试访问该函数时,出现此错误:

1061: Call to a possibly undefined method hurtCollision through a reference with static type Class.

这是两个类:

碰撞类(您可以只按 ctrl f 来伤害碰撞):

package

{

import flash.display.MovieClip;

public class Collision extends MovieClip
{
    private var e:*;
    static public var _playerX:*;
    static public var _playerY:*;
    private var HIT_BOTTOM_1X:Number;
    private var HIT_BOTTOM_2X:Number;
    private var HIT_BOTTOM_3X:Number;
    private var HIT_TOP_1X:Number;
    private var HIT_TOP_2X:Number;
    private var HIT_TOP_3X:Number;
    private var HIT_R_1X:Number;
    private var HIT_R_2X:Number;
    private var HIT_R_3X:Number;
    private var HIT_L_1X:Number;
    private var HIT_L_2X:Number;
    private var HIT_L_3X:Number;
    private var HIT_BOTTOM_1Y:Number;
    private var HIT_BOTTOM_2Y:Number;
    private var HIT_BOTTOM_3Y:Number;
    private var HIT_TOP_1Y:Number;
    private var HIT_TOP_2Y:Number;
    private var HIT_TOP_3Y:Number;
    private var HIT_R_1Y:Number;
    private var HIT_R_2Y:Number;
    private var HIT_R_3Y:Number;
    private var HIT_L_1Y:Number;
    private var HIT_L_2Y:Number;
    private var HIT_L_3Y:Number;

    public function Collision(enginePass:*)
    {       
    e = enginePass;
    }
    public function detectCollisions(object:*):void
    {
        _playerX = e._player.x;
        _playerY = e._player.y;
        HIT_BOTTOM_1X = object.x - object.width/2;
        HIT_BOTTOM_2X = object.x;
        HIT_BOTTOM_3X = object.x + object.width/2;
        HIT_TOP_1X = object.x - object.width/2;
        HIT_TOP_2X = object.x;
        HIT_TOP_3X = object.x + object.width/2;
        HIT_R_1X = object.x + object.width/2;
        HIT_R_2X = object.x + object.width/2;
        HIT_R_3X = object.x + object.width/2;
        HIT_L_1X = object.x - object.width/2;
        HIT_L_2X = object.x - object.width/2;
        HIT_L_3X = object.x - object.width/2;

        HIT_BOTTOM_1Y = object.y + object.height/2;
        HIT_BOTTOM_2Y = object.y + object.height/2;
        HIT_BOTTOM_3Y = object.y + object.height/2;
        HIT_TOP_1Y = object.y - object.height/2;
        HIT_TOP_2Y = object.y - object.height/2;
        HIT_TOP_3Y = object.y - object.height/2;
        HIT_R_1Y = object.y + object.height/2 - object.height/4;
        HIT_R_2Y = object.y;
        HIT_R_3Y = object.y - object.height/2 + object.height/4;
        HIT_L_1Y = object.y + object.height/2 - object.height/4;
        HIT_L_2Y = object.y;
        HIT_L_3Y = object.y - object.height/2 - object.height/4;

        if(e._ground.hitTestPoint(HIT_BOTTOM_1X,HIT_BOTTOM_1Y,true) || e._ground.hitTestPoint(HIT_BOTTOM_2X,HIT_BOTTOM_2Y,true) 
        || e._ground.hitTestPoint(HIT_BOTTOM_3X,HIT_BOTTOM_3Y,true))
        {
            e._touchGround = true;
            if(e._vy < 0)
            {
                e._vy = 0;
            }
        }
        if(e._ground.hitTestPoint(HIT_TOP_1X,HIT_TOP_1Y,true) || e._ground.hitTestPoint(HIT_TOP_2X,HIT_TOP_2Y,true) 
        || e._ground.hitTestPoint(HIT_TOP_3X,HIT_TOP_3Y,true))
        {
            e._jump = false;
            e._vy = -(e._vy) - 5;
        }

         if(e._ground.hitTestPoint(HIT_R_1X,HIT_R_1Y,true) || e._ground.hitTestPoint(HIT_R_2X,HIT_R_2Y,true) 
        || e._ground.hitTestPoint(HIT_R_3X,HIT_R_3Y,true))
        {
            if(e._vx > 0)
            {
                e._vy += e._vx;
            }
            if(e._ground.hitTestPoint(HIT_TOP_3X, HIT_TOP_3Y, true))
            {
                if(e._vx > 0)
                {
                e._vx = -(e._vx) *2;
                }
            }
        }
        if(e._ground.hitTestPoint(HIT_L_1X,HIT_L_1Y,true) || e._ground.hitTestPoint(HIT_L_2X,HIT_L_2Y,true) 
        || e._ground.hitTestPoint(HIT_L_3X,HIT_L_3Y,true))
        {
            if(e._vx < 0)
            {
                e._vy += Math.abs(e._vx);
            }
            if(e._ground.hitTestPoint(HIT_TOP_1X, HIT_TOP_1Y, true))
            {
                if(e._vx < 0)
                {
                e._vx = -(e._vx) *2;
                }
            }
        }
        if(e._ground.hitTestPoint(HIT_TOP_3X, HIT_TOP_3Y, true) && e._ground.hitTestPoint(HIT_BOTTOM_3X, HIT_BOTTOM_3Y, true))
        {
            e._vy += 20;
        }
        if(e._ground.hitTestPoint(HIT_TOP_1X, HIT_TOP_1Y, true) && e._ground.hitTestPoint(HIT_BOTTOM_1X, HIT_BOTTOM_1Y, true))
        {
            e._vy += 20;
        }
        if(e._ground.hitTestPoint(e._player.x,e._player.y, true))
        {
            e._vy = -(e._vy);
            e._vx = -(e._vx);
        }
        else
        {
            if(!(e._ground.hitTestPoint(HIT_BOTTOM_1X,HIT_BOTTOM_1Y,true) || e._ground.hitTestPoint(HIT_BOTTOM_2X,HIT_BOTTOM_2Y,true) 
        || e._ground.hitTestPoint(HIT_BOTTOM_3X,HIT_BOTTOM_3Y,true)))
            {
            e._vy -= 1;
            e._touchGround = false;
            }
        }
    }

    public function hurtCollision(hurtObject:*)
    {
        if(hurtObject.hitTestPoint(HIT_BOTTOM_1X,HIT_BOTTOM_1Y,true) || hurtObject.hitTestPoint(HIT_BOTTOM_2X,HIT_BOTTOM_2Y,true) 
        || hurtObject.hitTestPoint(HIT_BOTTOM_3X,HIT_BOTTOM_3Y,true))
        {
            e.hurtPlayer();
        }
        if(hurtObject.hitTestPoint(HIT_TOP_1X,HIT_TOP_1Y,true) || hurtObject.hitTestPoint(HIT_TOP_2X,HIT_TOP_2Y,true) 
        || hurtObject.hitTestPoint(HIT_TOP_3X,HIT_TOP_3Y,true))
        {
            e.hurtPlayer();
        }

         if(hurtObject.hitTestPoint(HIT_R_1X,HIT_R_1Y,true) || hurtObject.hitTestPoint(HIT_R_2X,HIT_R_2Y,true) 
        || hurtObject.hitTestPoint(HIT_R_3X,HIT_R_3Y,true))
        {
            e.hurtPlayer();
        }
        if(hurtObject.hitTestPoint(HIT_L_1X,HIT_L_1Y,true) || hurtObject.hitTestPoint(HIT_L_2X,HIT_L_2Y,true) 
        || hurtObject.hitTestPoint(HIT_L_3X,HIT_L_3Y,true))
        {
            e.hurtPlayer();
        }
    }
}

}

伤害类:

package

{ 导入 flash.display.MovieClip; 导入 flash.events.Event; 导入碰撞;

public class Hurt extends MovieClip
{
    public function Hurt() 
    {
        addEventListener(Event.ENTER_FRAME, enterFrame);
    }
    private function enterFrame(e:Event)
    {
        Collision.hurtCollision(this);
    }
}

编辑

:只是为了让大家知道,e.hurtPlayer 只是控制玩家生命值的文档类方法。

I'm currently building the damage mechanic for my game. Two classes handle this, the 'hurt' class, and the 'collision' class. The hurt class passes an instance of itself to the 'hurtCollision' method of the collision class, so that the collision class can detect a collision between the player and that instance of hurt (which is a display object). When I try to access that function however, I get this error:

1061: Call to a possibly undefined method hurtCollision through a reference with static type Class.

Here are the two classes:

The collision class (you can just ctrl f to hurtCollision):

package

{

import flash.display.MovieClip;

public class Collision extends MovieClip
{
    private var e:*;
    static public var _playerX:*;
    static public var _playerY:*;
    private var HIT_BOTTOM_1X:Number;
    private var HIT_BOTTOM_2X:Number;
    private var HIT_BOTTOM_3X:Number;
    private var HIT_TOP_1X:Number;
    private var HIT_TOP_2X:Number;
    private var HIT_TOP_3X:Number;
    private var HIT_R_1X:Number;
    private var HIT_R_2X:Number;
    private var HIT_R_3X:Number;
    private var HIT_L_1X:Number;
    private var HIT_L_2X:Number;
    private var HIT_L_3X:Number;
    private var HIT_BOTTOM_1Y:Number;
    private var HIT_BOTTOM_2Y:Number;
    private var HIT_BOTTOM_3Y:Number;
    private var HIT_TOP_1Y:Number;
    private var HIT_TOP_2Y:Number;
    private var HIT_TOP_3Y:Number;
    private var HIT_R_1Y:Number;
    private var HIT_R_2Y:Number;
    private var HIT_R_3Y:Number;
    private var HIT_L_1Y:Number;
    private var HIT_L_2Y:Number;
    private var HIT_L_3Y:Number;

    public function Collision(enginePass:*)
    {       
    e = enginePass;
    }
    public function detectCollisions(object:*):void
    {
        _playerX = e._player.x;
        _playerY = e._player.y;
        HIT_BOTTOM_1X = object.x - object.width/2;
        HIT_BOTTOM_2X = object.x;
        HIT_BOTTOM_3X = object.x + object.width/2;
        HIT_TOP_1X = object.x - object.width/2;
        HIT_TOP_2X = object.x;
        HIT_TOP_3X = object.x + object.width/2;
        HIT_R_1X = object.x + object.width/2;
        HIT_R_2X = object.x + object.width/2;
        HIT_R_3X = object.x + object.width/2;
        HIT_L_1X = object.x - object.width/2;
        HIT_L_2X = object.x - object.width/2;
        HIT_L_3X = object.x - object.width/2;

        HIT_BOTTOM_1Y = object.y + object.height/2;
        HIT_BOTTOM_2Y = object.y + object.height/2;
        HIT_BOTTOM_3Y = object.y + object.height/2;
        HIT_TOP_1Y = object.y - object.height/2;
        HIT_TOP_2Y = object.y - object.height/2;
        HIT_TOP_3Y = object.y - object.height/2;
        HIT_R_1Y = object.y + object.height/2 - object.height/4;
        HIT_R_2Y = object.y;
        HIT_R_3Y = object.y - object.height/2 + object.height/4;
        HIT_L_1Y = object.y + object.height/2 - object.height/4;
        HIT_L_2Y = object.y;
        HIT_L_3Y = object.y - object.height/2 - object.height/4;

        if(e._ground.hitTestPoint(HIT_BOTTOM_1X,HIT_BOTTOM_1Y,true) || e._ground.hitTestPoint(HIT_BOTTOM_2X,HIT_BOTTOM_2Y,true) 
        || e._ground.hitTestPoint(HIT_BOTTOM_3X,HIT_BOTTOM_3Y,true))
        {
            e._touchGround = true;
            if(e._vy < 0)
            {
                e._vy = 0;
            }
        }
        if(e._ground.hitTestPoint(HIT_TOP_1X,HIT_TOP_1Y,true) || e._ground.hitTestPoint(HIT_TOP_2X,HIT_TOP_2Y,true) 
        || e._ground.hitTestPoint(HIT_TOP_3X,HIT_TOP_3Y,true))
        {
            e._jump = false;
            e._vy = -(e._vy) - 5;
        }

         if(e._ground.hitTestPoint(HIT_R_1X,HIT_R_1Y,true) || e._ground.hitTestPoint(HIT_R_2X,HIT_R_2Y,true) 
        || e._ground.hitTestPoint(HIT_R_3X,HIT_R_3Y,true))
        {
            if(e._vx > 0)
            {
                e._vy += e._vx;
            }
            if(e._ground.hitTestPoint(HIT_TOP_3X, HIT_TOP_3Y, true))
            {
                if(e._vx > 0)
                {
                e._vx = -(e._vx) *2;
                }
            }
        }
        if(e._ground.hitTestPoint(HIT_L_1X,HIT_L_1Y,true) || e._ground.hitTestPoint(HIT_L_2X,HIT_L_2Y,true) 
        || e._ground.hitTestPoint(HIT_L_3X,HIT_L_3Y,true))
        {
            if(e._vx < 0)
            {
                e._vy += Math.abs(e._vx);
            }
            if(e._ground.hitTestPoint(HIT_TOP_1X, HIT_TOP_1Y, true))
            {
                if(e._vx < 0)
                {
                e._vx = -(e._vx) *2;
                }
            }
        }
        if(e._ground.hitTestPoint(HIT_TOP_3X, HIT_TOP_3Y, true) && e._ground.hitTestPoint(HIT_BOTTOM_3X, HIT_BOTTOM_3Y, true))
        {
            e._vy += 20;
        }
        if(e._ground.hitTestPoint(HIT_TOP_1X, HIT_TOP_1Y, true) && e._ground.hitTestPoint(HIT_BOTTOM_1X, HIT_BOTTOM_1Y, true))
        {
            e._vy += 20;
        }
        if(e._ground.hitTestPoint(e._player.x,e._player.y, true))
        {
            e._vy = -(e._vy);
            e._vx = -(e._vx);
        }
        else
        {
            if(!(e._ground.hitTestPoint(HIT_BOTTOM_1X,HIT_BOTTOM_1Y,true) || e._ground.hitTestPoint(HIT_BOTTOM_2X,HIT_BOTTOM_2Y,true) 
        || e._ground.hitTestPoint(HIT_BOTTOM_3X,HIT_BOTTOM_3Y,true)))
            {
            e._vy -= 1;
            e._touchGround = false;
            }
        }
    }

    public function hurtCollision(hurtObject:*)
    {
        if(hurtObject.hitTestPoint(HIT_BOTTOM_1X,HIT_BOTTOM_1Y,true) || hurtObject.hitTestPoint(HIT_BOTTOM_2X,HIT_BOTTOM_2Y,true) 
        || hurtObject.hitTestPoint(HIT_BOTTOM_3X,HIT_BOTTOM_3Y,true))
        {
            e.hurtPlayer();
        }
        if(hurtObject.hitTestPoint(HIT_TOP_1X,HIT_TOP_1Y,true) || hurtObject.hitTestPoint(HIT_TOP_2X,HIT_TOP_2Y,true) 
        || hurtObject.hitTestPoint(HIT_TOP_3X,HIT_TOP_3Y,true))
        {
            e.hurtPlayer();
        }

         if(hurtObject.hitTestPoint(HIT_R_1X,HIT_R_1Y,true) || hurtObject.hitTestPoint(HIT_R_2X,HIT_R_2Y,true) 
        || hurtObject.hitTestPoint(HIT_R_3X,HIT_R_3Y,true))
        {
            e.hurtPlayer();
        }
        if(hurtObject.hitTestPoint(HIT_L_1X,HIT_L_1Y,true) || hurtObject.hitTestPoint(HIT_L_2X,HIT_L_2Y,true) 
        || hurtObject.hitTestPoint(HIT_L_3X,HIT_L_3Y,true))
        {
            e.hurtPlayer();
        }
    }
}

}

The hurt class:

package

{
import flash.display.MovieClip;
import flash.events.Event;
import Collision;

public class Hurt extends MovieClip
{
    public function Hurt() 
    {
        addEventListener(Event.ENTER_FRAME, enterFrame);
    }
    private function enterFrame(e:Event)
    {
        Collision.hurtCollision(this);
    }
}

}

EDIT: Just to let you all know, e.hurtPlayer is just the document class method that controls the player's health.

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评论(1

梦冥 2024-08-20 01:57:06

您的问题在于:

Collision.hurtCollision(this);

hurtCollision 不是一个类方法,它是一个实例方法。如果您希望 Collision 更像一个实用程序类(而不是必须创建实例才能使用这些方法),那么您可能需要执行 public static function ...而不仅仅是公共函数

阅读类方法以了解更多信息。

更仔细地阅读您的代码,您已将其设计为构造函数采用您在方法中使用的参数。这要么需要重新考虑(也许将其传递到方法本身中?),要么您可以直接使用实例路线:

new Collision( e ).hurtCollision( this );

...如果您使用实例,您可能希望将实例保留的时间比仅用于一次调用的时间长当然,很多。

Your problem lies here:

Collision.hurtCollision(this);

hurtCollision isn't a class method, it's an instance method. If you want Collision to be more like a utility class (as opposed to having to create instances to use the methods) then you probably want to do public static function ... instead of just public function.

Read up on class methods for more.

Reading your code more closely you've designed it in such a way that the constructor takes a parameter that you use in the methods. This will either need to be rethought (pass that thing into the methods themselves, maybe?) or you can just go the instance route:

new Collision( e ).hurtCollision( this );

... You might want to keep the instance around longer than just for the one call if you use it a lot, of course.

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