gotoAndPlay is "sticking" on target frame for two frames
This makes absolutely no sense to me.
I'm calling gotoAndPlay(1)
every 8 frames:
public function advance():void {
walkDistance += 2;
if(walkDistance >= 16) {
walkDistance -= 16;
// update tile
gotoAndPlay(1);
}
trace(currentFrame);
}
This is inside my Player class. advance() is being called from my ENTER_FRAME handler.
However the result of this is the player animation is looping the frames 1,1,2,3,4,5,6,7. I checked this by adding the numbers 1 to 8 as TextFields in the animation. trace(currentFrame) concurs, I am getting frame 1 twice.
I am certain I am not calling gotoAndPlay anywhere else. I checked this by overloading it:
override public function gotoAndPlay(frame:Object, scene:String = null):void {
super.gotoAndPlay(frame, scene);
trace开发者_运维问答("GOTOANDPLAY " + frame);
trace((new Error).getStackTrace());
}
The result of both sets of traces are the following:
GOTOANDPLAY 1
Error
at com.nitrome.blank::Player/gotoAndPlay()
at com.nitrome.blank::Player/advance()
at com.nitrome.blank::Level/advance()
at com.nitrome.blank::Controller$/enterFrame()
1
1
2
3
4
5
6
7
GOTOANDPLAY 1
Error
at com.nitrome.blank::Player/gotoAndPlay()
at com.nitrome.blank::Player/advance()
at com.nitrome.blank::Level/advance()
at com.nitrome.blank::Controller$/enterFrame()
1
1
2...
So as you can see I'm calling gotoAndPlay(1) once, but I'm getting frame 1 twice.
What can cause this? I can't reproduce this in any simple test. It must be a clash with something else I've written but I can't see what would cause it. When exactly does currentFrame
advance one in relation to the stage ENTER_FRAME
event? Is it possible that something might cause this to be skipped once?
Longshot (a very long one, but i'd like to help); i can't figure anything out in the code you show. Why do you call walkDistance -= 16;
and not walkDistance = 0;
? Maybe you could trace walkDistance? If something with walkDistance goes wrong, it could be calling the gotoAndPlay twice.
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