索引超出范围?
问题描述:
下面是两个2D对象,Array和Vector。正如你所看到的,两者所描述的信息是一致的。我的游戏完美的作品使用Array对象,但是Vector是引发以下错误:索引超出范围?
[Fault] exception, information=RangeError: Error #1125: The index 10 is out of range 10.
var _platformMap:Array = [
[10, 10, 10, 10, 10, 10, 10, 10, 10, 10],
[00, 00, 10, 10, 10, 10, 10, 10, 10, 10],
[10, 10, 10, 10, 10, 10, 00, 00, 00, 10],
[10, 10, 10, 00, 00, 10, 10, 10, 10, 10],
[10, 10, 10, 10, 10, 10, 10, 10, 10, 10],
[10, 10, 00, 00, 00, 00, 00, 10, 10, 10],
[10, 10, 10, 10, 10, 10, 10, 10, 10, 10],
[00, 00, 00, 00, 00, 00, 00, 00, 00, 00]
];
var _platformMap:Vector.<Vector.<int>> = Vector.<Vector.<int>>(
[
Vector.<int>([10,10,10,10,10,10,10,10,10,10]),
Vector.<int>([00,00,10,10,10,10,10,10,10,10]),
Vector.<int>([10,10,10,10,01,01,01,10,10,10]),
Vector.<int>([10,10,10,00,10,10,10,10,01,10]),
Vector.<int>([10,10,10,00,10,10,01,01,01,00]),
Vector.<int>([10,10,10,10,01,01,01,01,01,10]),
Vector.<int>([00,00,00,00,00,10,10,10,10,10]),
Vector.<int>([00,00,00,00,00,00,00,00,00,00])
]
);
我读到的是矢量对象有运行时范围检查(或固定长度检查)除了阵列。这可能是问题吗?
public class TileCollisionController
{
private var _softPlatformOpen:Boolean = true;
private var _elevatorOpen:Boolean = true;
public function TileCollisionController()
{}
public function platformCollision(gameObject:TileModel, platformMap:Vector.<Vector.<int>>, maxTileSize:uint, platform:uint):void
{
var overlapX:Number;
var overlapY:Number;
//check top-left corner
if (platformMap[gameObject.top][gameObject.left] == platform)
{
overlapX = gameObject.xPos % maxTileSize;
overlapY = gameObject.yPos % maxTileSize;
if (overlapY >= overlapX)
{
if (gameObject.vy < 0 && platformMap[gameObject.bottom][gameObject.left] != platform)
{
//Collision on top side of the object
gameObject.setY = gameObject.mapRow * maxTileSize;
gameObject.vy = 0;
}
}
else
{
//Collision on left side of the object
gameObject.setX = gameObject.mapColumn * maxTileSize;
gameObject.vx = 0;
}
}
//check top-right corner
if (platformMap[gameObject.top][gameObject.right] == platform)
{
overlapX = maxTileSize - ((gameObject.xPos + gameObject.width) % maxTileSize);
overlapY = gameObject.yPos % maxTileSize;
if (overlapY >= overlapX)
{
if (gameObject.vy < 0 && platformMap[gameObject.bottom][gameObject.right] != platform)
{
gameObject.setY = (gameObject.mapRow * maxTileSize);
gameObject.vy = 0;
}
}
else
{
//Collision on right
gameObject.setX = (gameObject.mapColumn * maxTileSize) + ((maxTileSize - gameObject.width) - 1);
gameObject.vx = 0;
}
}
//check bottom-left corner
if (platformMap[gameObject.bottom][gameObject.left] == platform)
{
overlapX = gameObject.xPos % maxTileSize;
overlapY = maxTileSize - ((gameObject.yPos + gameObject.height) % maxTileSize);
if (overlapY >= overlapX)
{
if (gameObject.vy > 0 && platformMap[gameObject.top][gameObject.left] != platform)
{
//trace("Collision on bottom");
//Collision on bottom
gameObject.setY = (gameObject.mapRow * maxTileSize) + (maxTileSize - gameObject.height);
gameObject.vy = 0;
gameObject.jumping = false;
}
}
else
{
//trace("Collision on bottom left");
//Collision on left
gameObject.setX = gameObject.mapColumn * maxTileSize;
gameObject.vx = 0;
}
}
//check bottom-right corner
if (platformMap[gameObject.bottom][gameObject.right] == platform)
{
overlapX = maxTileSize - ((gameObject.xPos + gameObject.width) % maxTileSize);
overlapY = maxTileSize - ((gameObject.yPos + gameObject.height) % maxTileSize);
if (overlapY >= overlapX)
{
if (gameObject.vy > 0 && platformMap[gameObject.top][gameObject.right] != platform)
{
//trace("Collision on bottom right");
//Collision on bottom
gameObject.setY = (gameObject.mapRow * maxTileSize) + (maxTileSize - gameObject.height);
gameObject.vy = 0;
gameObject.jumping = false;
}
}
else
{
//trace("Collision on right");
//Collision on right
gameObject.setX = (gameObject.mapColumn * maxTileSize) + ((maxTileSize - gameObject.width) - 1);
gameObject.vx = 0;
}
}
}
}
public function platformCollision(gameObject:TileModel, platformMap:Vector.<Vector.<int>>, maxTileSize:uint, platform:uint):void
{
var overlapX:Number;
var overlapY:Number;
if(gameObject.bottom < platformMap.length && gameObject.right < platformMap[0].length)
{
//check top-left corner
//...
答
有什么不对您发布的代码,但那些都必须在指数10的对象?也许你应该从0开始看索引9?
你能告诉你如何访问数组/矢量吗?我认为这是错误来自的地方。
答
试试这个代码
var platformMap:Vector.<Vector.<int>> = new Vector.<Vector.<int>>(2);(
[
Vector.<int>([10,10,10,10,10,10,10,10,10,10]),
Vector.<int>([00,00,10,10,10,10,10,10,10,10]),
Vector.<int>([10,10,10,10,01,01,01,10,10,10]),
Vector.<int>([10,10,10,00,10,10,10,10,01,10]),
Vector.<int>([10,10,10,00,10,10,01,01,01,00]),
Vector.<int>([10,10,10,10,01,01,01,01,01,10]),
Vector.<int>([00,00,00,00,00,10,10,10,10,10]),
Vector.<int>([00,00,00,00,00,00,00,00,00,00])
]);
+0
错误#1034:类型强制失败:无法将2转换为__AS3 __。vec.Vector。<__ as3 __ :: vector>>。 – LuciM
答
向量长度为10,这样你就可以从0到9的 载体含有载体,什么也有LEN访问。 尝试
trace("maxnumallowed", platformMap.length-1)
和注释,你只能访问platformMap [N],如果n是0和platformMap.length-1
之间,如果你让我,所以我会尽力帮you.this代码像c代码。许多索引数组是我知道但想知道的。 –
http://www.slideshare.net/michael.labriola/any-which-array-but-loose这里是一个演示,以帮助您理解数组。 – csomakk