1084: error: rightbrace before end of program needed - actionscript-3

I'm getting a syntax error but I don't know what is causing the error. I checked all the code, and even re-wrote as new, but I still can't avoid the error.
This is my code :
Code for Avoider.as
package
{
import flash.display.MovieClip;
import flash.utils.Timer;
import flash.events.TimerEvent;
public class AvoiderGame extends MovieClip
{
public var enemy:Enemy;
public var avatar:Avvatar;
public var gameTimer:Timer;
public function AvoiderGame()
{
enemy = new Enemy();
addChild( enemy );
avatar = new Avatar();
addChild( avatar );
avatar.x = mouseX;
avatar.Y = mouseY;
gameTimer = new Timer( 25 );
gameTimer.addEventListener( TimerEvent.TIMER, moveEnemyAndAvatar );
gameTimer.start();
}
public function onTick(timerEvent:TimerEvent):void
{
enemy.moveDownABit();
avatar.x = mouseX;
avatar.y = mouseY;
if ( avatar.hitTestObject(enemy) ) { gameTimer.stop(); }
}
}
}
Code for Enemy.as
package
{
import flash.display.MovieClip;
public class Enemy extends MovieClip
{
public function Enemy( startX:Number, startY:Number )
{ x = startX; y = startY;}
public function moveDownABit():void
{ y = y + 3; }
}
}
Code for Avator.as
package
{
import flash.display.MovieClip;
public class Avatar extends MovieClip
{
public function Avatar()
{ /* is an empty function */ }
}
}

Related

Movement not working AS3

I'm currently working on a game, and am fairly new to AS3.
I'm stuck on the character movement: I was following a guide and ended up with the following as my code. When I test the game it just plays the character animation and I can't control it.
package {
import flash.display.Stage;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.utils.Proxy;
import flash.utils.flash_proxy;
dynamic public class KeyObject extends Proxy {
private static var stage:Stage;
private static var keysDown:Object;
public function KeyObject(stage:Stage) {
construct(stage);
}
public function construct(stage:Stage):void {
KeyObject.stage = stage;
keysDown = new Object();
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);
}
flash_proxy override function getProperty(name:*):* {
return (name in Keyboard) ? Keyboard[name] : -1;
}
public function isDown(keyCode:uint):Boolean {
return Boolean(keyCode in keysDown);
}
public function deconstruct():void {
stage.removeEventListener(KeyboardEvent.KEY_DOWN,keyPressed);
stage.removeEventListener(KeyboardEvent.KEY_UP, keyReleased);
keysDown = new Object();
KeyObject.stage = null;
}
private function keyPressed(evt:KeyboardEvent):void {
keysDown[evt.keyCode] = true;
}
private function keyReleased(evt:KeyboardEvent):void {
delete keysDown[evt.keyCode];
}
}
}
package {
import flash.display.Sprite
import flash.events.Event;
import KeyObject;
public class Main extends Sprite{
private var key:KeyObject;
public function Main() {
addEventListener(Event.ADDED_TO_STAGE,setupKeyObject);
}
function setupKeyObject(e:Event){
key = new KeyObject(stage);
stage.addEventListener(Event.ENTER_FRAME,movePlayer);
}
function movePlayer(e:Event){
if(key.isDown(key.LEFT)){
roy.x -= 5;
}
if(key.isDown(key.RIGHT)){
roy.x +=5;
}
if(roy.x<0){
roy.x = 0;
}
if(roy.x > (stage.stageWidth - player.width)){
roy.x = stage.stageWidth - player.width;
}
}
}
}

Make a child call a function from its parent AS3

So I've been reading a lot about inheritance and circular dependency and I see no way around this. Still a little new to multiple classes. My document class creates Field. My Field class creates player and pushes bitmapData from the Tile MovieClip. I want player to be able to draw that bitmapData to the field. Engine.as(document class):
package {
import flash.display.MovieClip;
public class Engine extends MovieClip {
private var field:Field;
public static var _tilesData:Array = [];
public function Engine()
{
field = new Field();
field.x = 0;
field.y = 0;
addChild(field);
}
}
Field.as:
package {
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.display.BitmapData;
import flash.display.Bitmap;
public class Field extends MovieClip{
private var player:Player;
private var sampleTile:Tile = new Tile();
public function Field()
{
player = new Player();
player.x = 0;
player.y = 0;
addChild(player);
GetSampleTiles();
}
public function GetSampleTiles()
{
for (var i:int = 0;i < 3; i++)
{
sampleTile.gotoAndStop(i);
var graphicData:BitmapData = new BitmapData(32,32);
graphicData.draw(sampleTile);
Engine._tilesData.push(graphicData);
}
}
public function DrawATile(tileToDraw:BitmapData)
{
var newTile:Bitmap = new Bitmap(tileToDraw);
newTile.x = player.x;
newTile.y = player.y;
addChild(newTile);
}
}
}
Player.as:
package {
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.display.BitmapData;
import flash.display.Bitmap;
public class Player extends MovieClip
{
public var _inp:Input = new Input();
public function Player()
{
addChild(_inp);
addEventListener(Event.ENTER_FRAME, HandleKeys);
}
public function HandleKeys(e:Event)
{
if(_inp.keyUp)
{
y -= 32;
}
if(_inp.keyDown)
{
y += 32;
}
if(_inp.keyLeft)
{
x -= 32;
}
if(_inp.keyRight)
{
x += 32;
}
if(_inp.keySpace)
{
parent.DrawATile(Engine._tilesData[0]);
}
}
}
}
Is there a better way of doing this than I am seeing? When I put DrawATile function in Player.as it works... but the tiles move around with the player.
I placed the DrawATile function in Player.as and in it I add the newTile to parent like this - parent.addChild(newTile). that way it adds it to whatever its parent is and not to itself.

AS3 - Why am I getting this 1009 error? (Cannot access a property or method of a null object)

I can't get this program to work. I Always get this error: Error #1009: Cannot access a property or method of a null object reference.
I don't understand why and would appreciate some help.
Here's my code:
Main class:
package
{
import flash.display.Sprite;
import flash.events.Event;
public class Main extends Sprite
{
private var enginge:Engine = new Engine(stage);
private var enemy:Enemy = new Enemy(100, 100);
public function Main():void
{
addChild(enemy);
}
}
}
Engine class:
package
{
import flash.display.Sprite;
import flash.display.Stage;
public class Engine
{
public static var stage:Stage;
public static var gravity:int = 1;
public function Engine(stage:Stage)
{
Engine.stage = stage;
}
public static function gravitate(object:Sprite):void
{
object.y += Engine.gravity;
if (object.y < Engine.stage.stageHeight - object.height / 2)
{
Engine.gravity += 1;
}
else
{
Engine.gravity = 0;
object.y = Engine.stage.stageHeight - object.height / 2;
}
}
}
}
Enemy class:
package
{
import flash.display.Sprite;
import flash.display.Stage;
import flash.events.Event;
public class Enemy extends Sprite
{
private var gravity:int = 1;
public function Enemy(x:int, y:int)
{
this.graphics.beginFill(1, 1);
this.graphics.drawRect(this.x - 25, this.y - 40, 50, 80);
this.graphics.endFill();
this.x = x;
this.y = y;
this.addEventListener(Event.ENTER_FRAME, function(e:Event):void
{
Engine.gravitate(this);
});
}
}
}
In order to fix the problem you need to get rid of the anonymous function in the Enemy class.
You will have:
public function Enemy(x:int, y:int)
{
this.graphics.beginFill(1, 1);
this.graphics.drawRect(this.x - 25, this.y - 40, 50, 80);
this.graphics.endFill();
this.x = x;
this.y = y;
this.addEventListener(Event.ENTER_FRAME,handler);
}
private function handler(event:Event):void
{
Engine.gravitate(Sprite(this));
}
and the code will be working. This is due to context difference of word this inside anonymous function.
Usage of anonymous function is terrible practice and you should refrain from doing it.

Not Displaying Nape Body

I had these two in the same Main class. Now there are Main.as and MainChar.as
When compiling doesn't show any errors but it isn't displaying the object either :c
It is the first time I am splitting code into different classes. I just figured what should be in the hero creation class and what should stay in Main.
package
{
import flash.display.Sprite;
import flash.events.Event;
import nape.geom.Vec2;
import nape.phys.Body;
import nape.phys.BodyList;
import nape.space.Space;
import MainChar;
public class Main extends Sprite
{
public var gravity:Number = 600;
public var space:Space = new Space(new Vec2(0, gravity));
public var hero:MainChar = new MainChar();
public function Main():void
{
hero.createMainCharacter(stage.stageWidth/2, stage.stageHeight/2, 50, 50);
addEventListener(Event.ENTER_FRAME, update);
}
private function update(e:Event):void
{
space.step(1 / stage.frameRate, 10, 10);
var bodies:BodyList = space.bodies;
for (var i:int = 0; i < bodies.length; i++)
{
var body:Body=bodies.at(i);
if (body.userData.sprite != null)
{
body.userData.sprite.x = body.position.x;
body.userData.sprite.y = body.position.y;
body.userData.sprite.rotation=(body.rotation*180/Math.PI)%360;
}
}
}
}
}
Hero creator class:
package
{
import flash.display.Graphics;
import flash.display.Sprite;
import nape.geom.Vec2;
import nape.phys.Body;
import nape.phys.BodyType;
import nape.shape.Polygon;
import nape.space.Space;
public class MainChar extends Sprite
{
public var space:Space = new Space(new Vec2(0, 600));
public function MainChar():void
{
}
public function createMainCharacter(x:Number, y:Number, width:Number, height:Number):void
{
var mainChar:Body = new Body(BodyType.DYNAMIC);
var mainCharShape:Polygon = new Polygon(Polygon.box(width, height));
mainChar.shapes.add(mainCharShape);
mainChar.position.setxy(x, y);
mainChar.space = space;
var mainCharSprite:Sprite = new Sprite();
mainCharSprite.graphics.beginFill(0x000000);
mainCharSprite.graphics.drawRect( -width/2, -height/2, width, height);
mainCharSprite.graphics.endFill;
addChild(mainCharSprite);
mainChar.userData.sprite = mainCharSprite;
addChild(mainChar.userData.sprite);
}
}
}
You need to add your hero as a child of your Main sprite EG:
public function Main():void
{
hero.createMainCharacter(stage.stageWidth/2, stage.stageHeight/2, 50, 50);
addEventListener(Event.ENTER_FRAME, update);
addChild(hero);
}

Actionscript 3 cannot access a property or method of a null object reference

I'm still really new about classes and stuffs. So, I tried making this and I got an error: Access of undefined property.
Why speedX and speedY var still error although I've defined it in public var in the main class?
Thanks!
EDITED: I've tried calling the variables from other class with main.speedX and main.speedY
But it got error : Cannot access a property or method of a null object reference.
at Ball/moveBall()
This is the Main code:
package
{
import flash.display.MovieClip;
import flash.events.Event;
public class Main extends MovieClip
{
public var speedX:Number = 5;
public var speedY:Number = 5;
public var speedMax:Number = 10;
private var ball:MovieClip = new Ball();
private var paddle:MovieClip = new Paddle();
public function Main()
{
paddle.addEventListener(Event.ENTER_FRAME, movePaddle);
addChild(ball);
addChild(paddle);
}
}
}
This is the Ball Movie Clip Code:
package
{
import flash.display.MovieClip;
import flash.events.Event;
public class Ball extends MovieClip
{ public var main:Main;
public function Ball()
{addEventListener(Event.ENTER_FRAME, moveBall);
main= new Main();
}
public function moveBall(e:Event):void
{
x += main.speedX;
y += main.speedY;
}
}
}
That's because your class Ball cannot access speedX and speedY inside the event callback. Why not add speedX and speedY to your Ball class directly instead ?
public class Ball extends MovieClip
{
public var speedX:Number;
public var speedY:Number;
public function Ball(sX:Number = 0, sY:Number = 0)
{
this.speedX = sX;
this.speedY = sY;
addEventListener(Event.ENTER_FRAME, moveBall);
}
public function moveBall(e:Event):void
{
x += speedX;
y += speedY;
}
}
Here's another possible solution where you would be passing main to ball to use the values of speed stored in Main.
public class Main extends MovieClip
{
public var speedX:Number = 5;
private var ball:MovieClip;
public function Main()
{
ball=new Ball(this);
addChild(ball);
}
}
and
public class Ball extends MovieClip
{
private var _main:Main;
public function Ball(main:Main)
{
_main=main;
addEventListener(Event.ENTER_FRAME, moveBall);
}
public function moveBall(e:Event):void
{
x += _main.speedX;
}
}
}