Playing sounds on Actionscript

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伪装坚强ぢ
伪装坚强ぢ 2021-01-26 00:38

I have a simple drag and drop game started in flash and mostly working.

I have added my animals and you can drag and drop them in the right place.I have also added sound

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  • 2021-01-26 01:00

    @Neal Davis is right about what is causing the problem, however I suggest to remove event listener once the animal is its destination position instead of listening MOUSE_UP event on the animal itself in release function:

    function fl_ReleaseToDrop_3(event:MouseEvent):void {
        stage.removeEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop_3);
        Pig.stopDrag();
        //...
    }
    

    Aditional suggestion.

    Also as @Organis pointed out. It's much simpler to have more generic code. Consider having something like this:

    Document class:

    package
    {
        import flash.display.Sprite;
        import flash.geom.Point;
    
        public class Main extends Sprite
        {
            private var animals:Vector.<Animal> = Vector.<Animal>([]);
    
            public function Main() {
                animals.push(new Animal("pig", pigMc, 578, 208, "oink.mp3"));
                animals.push(new Animal("cow", cowMc, 411, 140, "moo.mp3"));
                animals.push(new Animal("duck", duckMc, 56, 225, "quack.mp3"));
            }
    
        }
    
    }
    

    And simple Animal class:

    package
    {
        import flash.display.Sprite;
        import flash.events.MouseEvent;
        import flash.geom.Point;
        import flash.media.Sound;
        import flash.net.URLRequest;
    
        public class Animal
        {
            private var _name:String;
            private var _dropMargin:Number = 10;
            private var _startPos:Point = new Point();
            private var _endPos:Point = new Point();
            private var _sound:Sound;
            private var _view:Sprite;
    
            public function Animal(name:String, view:Sprite, endX:Number = 0, endY:Number = 0, sound:String = null) {
                _name = name;
                _view = view;
                _startPos.x = _view.x; _startPos.y = _view.y;
                _endPos.x = endX; _endPos.y = endY;
                _sound = new Sound(new URLRequest(sound));
                view.addEventListener(MouseEvent.MOUSE_DOWN, onMDown);
            }
    
            private function onMDown(e:MouseEvent):void{
                _view.stage.addEventListener(MouseEvent.MOUSE_UP, onMUp);
                _view.startDrag();
            }
    
            private function onMUp(e:MouseEvent):void {
                _view.stage.removeEventListener(MouseEvent.MOUSE_UP, onMUp);
                _view.stopDrag();
                //Distance to destination point
                var dd:Number = Point.distance(pos, _endPos);
    
                if (dd > dropMargin) pos = _startPos;
                else {
                    pos = _endPos;
                    _sound.play();
                }
            }
    
            public function get view():Sprite{return _view;}
    
            public function get dropMargin():Number{return _dropMargin;}
            public function set dropMargin(value:Number):void{_dropMargin = value;}
    
            public function get pos():Point{return new Point(_view.x, _view.y);}
            public function set pos(value:Point):void{
                _view.x = value.x;
                _view.y = value.y;
            }
    
        }
    
    }
    
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  • 2021-01-26 01:25

    Look at your MouseUp event handlers.

    You are adding the event listener to the stage. So they are all getting called whenever the stage hears a mouse up event.

    Add those listeners to the cow, pig etc just as you did for the mouse down listeners.

    That should solve it.

    Pig.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    
      function fl_ClickToDrag(event:MouseEvent):void
      {
      Pig.startDrag();
       }
    
     //stage.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
      // change to this
     Pig.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    
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