用 var sky64:egret.Bitmap = new egret.Bitmap();
this.skyyy=sky64;
在主类中 调用var sky=new biankuang();
需要获取sky的x时
用sky.skyyy.x获取
class biankuang extends egret.Sprite{
// public skyx=null;
// public skyy=null;
// public skyh=null;
// public skyw=null;
// public sky6x=null;
// public sky6y=null;
public skyyy=null;
public constructor(){ //构造函数。
super(); //继承
var timer2:egret.Timer=new egret.Timer(1,0);
timer2.addEventListener(egret.TimerEvent.TIMER,this.cont62,this);
timer2.start();
var sky64:egret.Bitmap = new egret.Bitmap();
sky64.texture = RES.getRes("bg_jpg");
this.addChild(sky64);
let stageW = 160;
let stageH = 160;
sky64.width = stageW;
sky64.height = stageH;
sky64.x=60;
sky64.y=60;
// this.skyx=sky64.x;
// this.skyy=sky64.y;
// this.skyh=sky64.width;
//this.skyw=sky64.height;
this.skyyy=sky64;
}
public cont62(e:egret.TouchEvent){
// var ccc=new peng2();
// ccc.run(z,sky);
var rect1= new egret.Rectangle(this.skyyy.x,this.skyyy.y,this.skyyy.width,this.skyyy.height);//被碰撞的角色
// var rect2= new egret.Rectangle(this.sky6x,this.sky6y,this.sky6w,this.sky6h);//被碰撞的角色
var zuo= new egret.Rectangle(0, 6, 0.5,1132);//上下左右边界
var you= new egret.Rectangle(600, 6, 0.5,1132);
var xia= new egret.Rectangle(0, 1100, 630,0.5);
var shang= new egret.Rectangle(0, 6, 630,0.5);
var a=new peng2();
var ishit =rect1.intersects (zuo);
if(ishit==true){
this.skyyy.x=this.skyyy.x-this.skyyy.x+1;
// sky6.x=sky6.x-sky6.x+1;
// tingbeijing.tingbeijing=true;//到边界停止移动背景
// console.log(tingbeijing.tingbeijing);
}
var ishityou =rect1.intersects (you);
if(ishityou==true){
this.skyyy.x=430;
}
var ishitxia =rect1.intersects (xia);
if(ishitxia==true){
this.skyyy.y=940;
}
var ishitshang =rect1.intersects (shang);
if(ishitshang==true){
this.skyyy.y=1;
}
}}