[英]AS3 Display list and box2d
我從子類擴展了一個名為createBrick的子類中的一個名為“ brick”的函數,並且在導出用於運行時共享的庫中創建了一個名為“ Brick”的影片剪輯。 出於某些奇怪的原因,即使我在調試代碼時就創建了磚,也無法在舞台上顯示該磚。
這是功能
public class createBrick extends Sprite {
public function createBrick(_main:Main) {
main = _main;
var go:Brick = new Brick();
addChild(go);
trace(go.x);
brick(475, 235, 30, 30);
}
private function brick(pX: int, pY: int, w: Number, h: Number): void {
var bric:Brick = new Brick();
addChild(bric);
bric.x = pX;
bric.y = pY;
bric.width = w;
bric.height = h;
var polygonShape: b2PolygonShape = new b2PolygonShape();
var polygonFixture: b2FixtureDef = new b2FixtureDef();
polygonShape.SetAsBox(w / 2 / worldScale, h / 2 / worldScale);
polygonFixture.shape = polygonShape;
polygonFixture.density = .2;
polygonFixture.restitution = 0.9;
polygonFixture.friction = 0.9;
var brickbodyDef: b2BodyDef = new b2BodyDef();
brickbodyDef.type=b2Body.b2_dynamicBody;
brickbodyDef.userData = bric;
brickbodyDef.position.Set(bric.x / worldScale, bric.y / worldScale);
var theBrick: b2Body = world.CreateBody(brickbodyDef);
theBrick.CreateFixture(polygonFixture);
}
}
如果我在主文檔類中擁有所有代碼,並且在舞台上確實看到了一塊磚,則該功能可以完美地工作。 有什么提示我引用不正確嗎?
我想通了,只需要通過主文檔類的階段引用就可以顯示精靈。
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