ActionScript3, dropping on stage not working after using MouseEnabled - actionscript-3

I'm trying to do do a BattleShip Flash game using ActionScript 3.
1- I draw a grid (class: com.Battleship.grid) using a gridCell:movieClip (class: com.battleship.GridCell)
2- I draw a ship (class: com.battleship.Bateau)
My objective is when I drag the ship to the grid the alpha cell under the mouse changes, and if I drop:
1- if the droptarget is a gridCell, the ship takes place (works fine)
2- if the droptarget is stage, the ship return to originPosition (not working)
My problem: after I used MouseEnabled= false, the ship can drop on the grid, but not on the stage and still dragging.
Here is my code:
var grid:Grid = new Grid(10,new Point(20,20));
var b1:Bateau = new Bateau();
b1.x = 490;
b1.y = 300;
b1.originPos = new Point(b1.x,b1.y);
addChild(b1)
addChild(grid);
package com.battleship {
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.geom.Point;
import flash.events.Event;
public class Bateau extends MovieClip {
private var _originPos:Point;
public function Bateau() {
originPos = new Point();
buttonMode = true;
addEventListener(MouseEvent.MOUSE_DOWN, onDrag);
}
protected function onDrag(e:MouseEvent):void
{
e.currentTarget.parent.addChild(e.currentTarget);
e.currentTarget.startDrag();
e.currentTarget.mouseEnabled = false;
//e.currentTarget.mouseChildren = false;
addEventListener(MouseEvent.MOUSE_UP, onDrop);
parent.addEventListener(MouseEvent.MOUSE_UP, onDrop);
}
protected function onDrop(e:MouseEvent):void
{
e.currentTarget.mouseEnabled = true;
e.currentTarget.mouseChildren = true;
e.currentTarget.stopDrag();
if(dropTarget == null){
x = originPos.x;
y = originPos.y;
}else{
trace(e.currentTarget.name);
if(dropTarget.parent is GridCell)
{
x = dropTarget.parent.x+20;
y = dropTarget.parent.y;
}
}
}
public function get originPos():Point
{
return _originPos;
}
public function set originPos(originPos:Point):void
{
_originPos = originPos;
}
}
}
package com.battleship {
import flash.display.MovieClip;
import flash.events.MouseEvent;
public class GridCell extends MovieClip {
private var _row:int;
private var _col:int;
private var _val:int;
public function GridCell()
{
addEventListener(MouseEvent.CLICK,onClick);
addEventListener(MouseEvent.MOUSE_OVER,onMouseOver);
addEventListener(MouseEvent.MOUSE_OUT,onMouseOut);
}
public function onClick(e:MouseEvent)
{
//trace("(" + e.currentTarget.row+ ", " + e.currentTarget.col + ")");
trace(e.currentTarget.name);
}
public function onMouseOver(e:MouseEvent)
{
alpha = 0.6;
}
public function onMouseOut(e:MouseEvent)
{
alpha = 1;
}
public function get row():int
{
return _row;
}
public function set row(row:int):void
{
_row = row;
}
public function get col():int
{
return _col;
}
public function set col(col:int):void
{
_col = col;
}
public function get val():int
{
return _val;
}
public function set val(val:int):void
{
_val = val;
}
}
}
package com.battleship {
import flash.geom.Point;
import flash.display.Sprite;
import flash.events.MouseEvent;
public class Grid extends Sprite {
private var _size:int;
private var _position:Point;
public function Grid(size:int,position:Point):void
{
_size = size;
_position = position;
var gridCells:Array = new Array(size,size);
var i,j:int;
for(i=0;i<size;i++)
{
gridCells[i] = new Array();
for(j=0;j<size;j++)
{
var cell:GridCell = new GridCell();
cell.row = j+1;
cell.col = i+1;
cell.x = this.position.x + cell.width * (i+1);
cell.y = this.position.x + cell.height * (j+1);
cell.name = "cell" + (j+1) + (i+1);
//cell.addEventListener(MouseEvent.CLICK,onClick);
gridCells[i][j] = cell;
this.addChild(gridCells[i][j]);
}
}
}
public function get size():int
{
return _size;
}
public function set size(size:int):void
{
_size = size;
}
public function get position():Point
{
return _position;
}
public function set position(position:Point):void
{
_position = position;
}
}
}

Related

AS3 Trouble accessing a static class from inside a nested symbol

So basically this is a question about why my calling class (Door) can not identify this static variable class (Game State). it is throwing a #1009 error saying I can not access with GameState.gameState. On my stage I have a Symbol (CampaignLevel_001) that contains additional symbols like the calling symbol (Door) and above that as a separate Symbol (GameState) so essentially I am having trouble getting a nested symbol / class talking to another class.
package game.GameStates
{
import game.Assets.Player;
import game.Assets.Turret;
import game.Assets.Door;
import flash.events.Event;
import flash.display.MovieClip;
import flash.geom.Point;
import game.Levels.CampaignLevel_001;
public class GameState extends MovieClip
{
//VARIABLES
public var enemyArray : Array;
public var Bullets : Array = new Array();
public var Keys : Array = new Array();
public var HeldKeys : Array = new Array ();
public var Door : Array = new Array();
public var Terrain : Array = new Array();
public var Turrets : Array = new Array ();
public var Blood : Array = new Array ();
public var Shields : Array = new Array ();
public var Levels : Array = new Array ();
public var NumKeys : int;
public var DoorLock : Boolean = false;
public var PlayerSpawnPoint : Point;
public var CampaignSpawnPoint : Point;
public static var gameState : GameState;
public var player : Player;
public var turret : Turret;
public var PlayerLives : int = 99;
public function GameState()
{ // constructor code
gameState = this;
addEventListener(Event.ADDED_TO_STAGE, Awake);
} // constructor code
private function Awake (e : Event) : void
{
enemyArray = new Array();
trace(enemyArray.length);
}
public function OpenDoor () : void
{
if (NumKeys <= 0)
{
DoorLock = true;
}
if (NumKeys > 0)
{
DoorLock = false;
}
}
public function NextLevel () : void
{
RemoveListeners();
trace("SHOULD BE GOING TO THE NEXT LEVEL");
while (Levels.length > 0)
{
for each (var level in Levels)
{
level.NextLevel ();
}
}
}
public function RespawnPlayer () : void
{
//Spawn Player at player start point
player = new Player();
player.x = PlayerSpawnPoint.x;
player.y = PlayerSpawnPoint.y;
addChild(player);
trace("PLAYER ARRAY IS THIS LONG " + enemyArray.length);
trace("spawned Player!");
}
public function setSpellIcons (spell : String , opacity : int) : void
{
if (spell == "dodge")
{
if (opacity == 0)
{
dodgeSymbol.alpha = 0;
}
if (opacity == 1)
{
dodgeSymbol.alpha = 1;
}
}
if (spell == "shield")
{
if (opacity == 0)
{
shieldSymbol.alpha = 0;
}
if (opacity == 1)
{
shieldSymbol.alpha = 1;
}
}
} //public function setSpellIcons (spell : String , opacity : int) : void
public function RemoveListeners() : void
{
while (enemyArray.length > 0)
{
for each (var enemy : MovieClip in enemyArray)
{
enemy.RemovePlayer ();
}
}
while (Door.length > 0)
{
for each (var door : MovieClip in Door)
{
door.RemoveDoorFunctions ();
}
}
while (Bullets.length > 0)
{
for each (var bullet : MovieClip in Bullets)
{
bullet.RemoveProjectile();
}
}
while (Keys.length > 0)
{
for each (var key : MovieClip in Keys)
{
key.RemoveKey ();
}
}
while (Terrain.length > 0)
{
for each (var terrain : MovieClip in Terrain)
{
terrain.RemoveTerrainListeners();
}
}
while (Turrets.length > 0)
{
for each (var turret in Turrets)
{
turret.RemoveTurretListeners();
}
}
while (Blood.length > 0)
{
for each (var splatter in Blood)
{
splatter.RemoveBlood();
}
}
while (Shields.length > 0)
{
for each (var shield in Shields)
{
shield.RemoveShield();
}
}
} //public function RemoveListeners() : void
}
}
The Class that holds (door)
package game.Levels
{
import game.GameStates.GameState;
import flash.display.MovieClip;
import flash.events.Event;
public class CampaignLevel_001 extends MovieClip
{
var currentLevel : int = currentFrame;
public function CampaignLevel_001()
{ // constructor code
addEventListener(Event.ADDED_TO_STAGE, Awake);
}
private function Awake (e : Event) : void
{
GameState.gameState.Levels.push(this);
gotoAndStop(currentLevel);
trace ("CURRENT LEVEL IS " + currentLevel);
}
public function NextLevel () : void
{
var nextLevel : int = currentFrame + 1;
gotoAndStop(nextLevel);
trace ("NEXT LEVEL IS " + nextLevel);
}
}
}
and the calling class (door) is
package game.Assets
{
import flash.display.MovieClip;
import flash.events.Event;
import game.GameStates.GameState;
public class Door extends MovieClip
{
public function Door()
{ // constructor code
addEventListener(Event.ADDED_TO_STAGE, Awake);
}
private function Awake (e : Event) : void
{
GameState.gameState.Door.push(this);
GameState.gameState.OpenDoor ();
stage.addEventListener(Event.ENTER_FRAME, update);
open.alpha = 0;
}
private function update (e : Event) : void
{
if (GameState.gameState.DoorLock == true)
{
open.alpha = 1;
}
if (GameState.gameState.DoorLock == false)
{
open.alpha = 0;
}
}
public function RemoveDoorFunctions () : void
{
GameState.gameState.Door.splice(GameState.gameState.Door.indexOf(this),1);
stage.removeEventListener(Event.ENTER_FRAME, update);
parent.removeChild(this);
}
}
}
It looks like you're trying to make a Singleton, but haven't added the instance function.
change this:
public static var gameState:GameState;
to:
private static var _gameState:GameState;
and remove the constructor gamestate = this;
and add a function:
public static function get gameState():GameState {
if{_gameState == null) {
_gameState = new GameState();
}
return _gameState;
}
You can then call it and only get the one instance of GameState by:
GameState.gameState.DoorLock == true;
and any other function in GameState the same way

MVC AS3 Error: Call to a possibly undefined method through a reference with static type

I'm new to AS3 from Java and was trying to implement a Java style as3 mvc implementation which essentially has two views with an input field and text box which has it's contents changed by buttons.
I keep getting Error: Call to a possibly undefined method handleMouseClick through a reference with static type controller:Controller. and can't understand why. This is for the function handleMouseClick in TextToolsView
Here is my code (sorry for it being so long, I'm not sure how to condense it further without losing my error):
TextModel
package model
{
import flash.events.Event;
import flash.events.EventDispatcher;
public class TextModel extends EventDispatcher
{
private var text:String = new String();
private var initialText:String = new String("Initial Text");
public function TextModel()
{
setText(initialText);
}
public function setText(text:String):void {
this.text = text;
}
public function getText():String {
return this.text;
}
public function updateText(text:String):void {
setText(text);
dispatchEvent(new Event(Event.CHANGE));
}
public function clearText():void {
setText("Text has been cleared");
dispatchEvent(new Event(Event.CHANGE));
}
public function resetText():void {
setText(initialText);
dispatchEvent(new Event(Event.CHANGE));
}
}
}
TextController
package controller
{
import flash.events.MouseEvent;
import model.TextModel;
public class TextController extends AbstractController
{
/**
* Constructor
* #param m model to modify
*/
public function TextController(m:TextModel)
{
super(m);
}
private function updateText(text:String):void {
TextModel(getModel()).updateText(text);
}
private function clearText():void {
TextModel(getModel()).clearText();
}
private function resetText():void {
TextModel(getModel()).resetText();
}
/*override public function update(obj: Object) {
}*/
public function handleMouseClick(event:MouseEvent):void {
switch(event.currentTarget.id) {
case "_updateButton":
updateText("TEXT INPUT TO BE ADDED LATER");//add text input later
break;
case "_clearButton":
clearText();
break;
case "_resetButton":
resetText();
break;
}
}
}
}
AbstractController
package controller
{
import model.TextModel;
import view.View;
/**
* Provides basic services for the "controller" of
* a Model/View/Controller triad.
*
*/
public class AbstractController
{
private var model:TextModel;
private var view:View;
public function AbstractController(m:TextModel)
{
setModel(m);
}
public function setModel(m:TextModel):void
{
model = m;
}
public function getModel():TextModel
{
return model;
}
public function setView(v:View):void
{
view = v;
}
public function getView():View
{
return view;
}
public function update(obj:Object):void {
}
}
}
TextBoxView
package view
{
import controller.Controller;
import flash.display.Sprite;
import flash.events.Event;
import flash.text.TextField;
import flash.text.TextFormat;
import model.TextModel;
import model.TextUpdate;
/**
* ...
*/
public class TextBoxView extends AbstractView {
private var wrapper:Sprite = new Sprite();
private var textBox:TextField = new TextField();
private var inputField:TextField = new TextField();
public function TextBoxView(m:TextModel, c:Controller, x:int, y:int) {
super(m, c);
textBox.text = "This is a text Panel with lots of text!!!!!!!!!!!!dghsdfghdfghdfghdfghdfghdfghdfghdfghdfghdfghdfghdfghdfgh";
textBox.border = true;
textBox.borderColor = 0x000000;
textBox.multiline = true;
textBox.width = 425;
textBox.height = 115;
textBox.x = 145;
textBox.y = 20;
textBox.wordWrap = true;
var myFormat:TextFormat = new TextFormat();
myFormat.color = 0xAA0000;
myFormat.size = 24;
myFormat.italic = true;
//myFormat.align = TextFormatAlign.CENTER
textBox.setTextFormat(myFormat);
addEventListener(Event.CHANGE, this.update);
//inputable text box
inputField.border = true;
inputField.width = 200;
inputField.height = 150;
inputField.x = 200;
inputField.y = 50;
inputField.type = "input";
inputField.multiline = true;
wrapper.addChild(textBox);
wrapper.addChild(inputField);
addChild(wrapper);
}
public function update(event:Event):void {
textBox.text = super.getModel().getText();
}
}
}
TextToolsView
package view
{
import controller.Controller;
import flash.events.Event
import controller.TextController;
import flash.display.Sprite;
import flash.events.MouseEvent;
import model.TextModel;
import model.TextUpdate;
import ui.CustomButton;
public class TextToolsView extends AbstractView
{
private var updateButton:CustomButton;
private var clearButton:CustomButton;
private var resetButton:CustomButton;
private var wrapper:Sprite = new Sprite();
private var textModel:TextModel;
private var textController:TextController;
public function TextToolsView(m:TextModel, c:Controller, x:int, y:int) {
super(m, c);
makeTools(x, y);
}
override public function defaultController (model:TextModel):Controller {
return new TextController(model);
}
private function makeTools(x:int, y:int):void {
updateButton = new CustomButton("update", "_updateButton", 100, 22);
updateButton.x = 0;
updateButton.y = 0;
updateButton.addEventListener(MouseEvent.CLICK, handleMouseClick);
clearButton = new CustomButton("clear", "_clearButton", 100, 22);
clearButton.x = 120;
clearButton.y = 0;
clearButton.addEventListener(MouseEvent.CLICK, handleMouseClick);
resetButton = new CustomButton("reset", "_resetButton", 100, 22);
resetButton.x = 240;
resetButton.y = 0;
resetButton.addEventListener(MouseEvent.CLICK, handleMouseClick);
wrapper.x = x;
wrapper.y = y;
wrapper.addChild(updateButton);
wrapper.addChild(clearButton);
wrapper.addChild(resetButton);
addChild(wrapper);
}
private function handleMouseClick(event:MouseEvent):void {
super.getController().handleMouseClick(event);
}
}
}
Abstract View
package view
{
import controller.Controller;
import flash.display.Sprite;
import model.TextModel;
/**
* Provides basic services for the "view" of
* a Model/View/Controller triad.
*/
public class AbstractView extends Sprite
{
private var model:TextModel;
private var controller:Controller;
public function AbstractView(m:TextModel, c:Controller)
{
setModel(m);
setController(c);
}
/**
* returns the default controller for this view
*/
public function defaultController (model:TextModel):Controller {
return null;
}
/**
* Sets the model this view is observing.
*/
public function setModel (m:TextModel):void {
model = m;
}
/**
* Returns the model this view is observing.
*/
public function getModel ():TextModel {
return model;
}
/**
* Sets the controller for this view.
*/
public function setController (c:Controller):void {
controller = c;
// Tell the controller this object is its view.
getController().setView(this);
}
/**
* Returns this view's controller.
*/
public function getController():Controller {
return controller;
}
}
}
I won't post the custom button because essentially it works fine like any normal button.
and Main
package
{
import controller.TextController;
import flash.display.Sprite;
import flash.events.Event;
import model.TextModel;
import view.TextBoxView;
import view.TextToolsView;
/**
* ...
*/
public class Main extends Sprite
{
private var text_model:TextModel;
private var text_box:TextBoxView;
private var text_tools:TextToolsView;
private var textController:TextController;
public function Main():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
// entry point
text_model = new TextModel();
textController = new TextController(text_model);
text_box = new TextBoxView(text_model, textController, 0,0);
//text_model.addObserver(text_box);
text_tools = new TextToolsView(text_model, textController, 120, 300);
//text_model.addObserver(text_tools);
addChild(text_box);
addChild(text_tools);
}
}
}
I don't see code of Controller, but I think problem is linked to it.
super.getController().handleMouseClick(event);
In this code getController() method returns Controller instance, but this class doesn't contain method handleMouseClick(). So, I think, you need to cast Controller to TextController like this:
(getController() as TextController).handleMouseClick(event);

Get data from two object in OOP AS3

I have a Car class like this
public class Car extends Sprite
{
private var car :Sprite;
private var buttonCar :Sprite;
private var _kmh :int;
public function Car()
{
makeCar();
makeButtonCar();
}
private function makeCar() : void
{
car = new Sprite();
car.graphics.beginFill(0x0000FF, 1);
car.graphics.drawRect(0, 0, 100, 50);
car.x = 100;
this.addChild(car);
}
private function makeButtonCar() : void
{
buttonCar = new Sprite();
buttonCar.graphics.beginFill(0xFF0000, 1);
buttonCar.graphics.drawCircle(0, 0, 25);
buttonCar.x = 300;
this.addChild(buttonCar);
buttonCar.addEventListener(MouseEvent.MOUSE_DOWN, KMH);
}
private function KMH(e:MouseEvent) : void
{
_kmh++;
trace("kmh: "+_kmh);
}
}
in the Main class I make newCar from Car class, newCar1 and newCar2.
public class OOPVariable extends Sprite
{
private var newCar1  :Car;
private var newCar2  :Car;
public function OOPVariable()
{
newCar1 = new Car();
addChild(newCar1);
newCar2 = new Car();
newCar2.y = 100; 
addChild(newCar2);
super();
}
}
I want get total of variable _kmh from all object newCar when one of the button from newCar clicked and mouse event still in Car class.
you could either do what Nathan said, or you can make your kmh variable public;
that way you can access it through a mouseEvent.
first, you'll have to import flash.utils.getQualifiedClassName.
then you can use a for() loop to get all of the cars on stage, and trace the total KMH.
// traces out the total KMH and num of cars on stage
// your car class should keep kmh updated
private function getTotalKMH(e:MouseEvent) :void
{
var totalCars:int = 0;
var KMH:int = 0;
for (var i:int = 0; i < stage.numChildren-1; i++)
{
if (getQualifiedClassName(e.currentTarget) == "Car")
{
++totalCars;
KMH += getChildByIndex(i).kmh; // ".kmh" is the variable in your car class
}
}
trace("Total Cars: " + totalCars + "\nTotal KMH: " + KMH);
}
of course, you can do more than just trace it.
you can pass it to a class scope variable or a function if you need to.
thanks all for your reply, I'm using custom event and dispatch event like what Nathan said :D
this is Main class, carListener method summing all kmh from all car when button car clicked
package
{
import flash.display.Sprite;
import support.CarEvent;
import support.CarObject;
public class OOPCar extends Sprite
{
private var newCar1 :CarObject;
private var newCar2 :CarObject;
private var totalKmh :int = 0;
private var currentName :String;
public function OOPCar()
{
newCar1 = new CarObject();
newCar1.name = "car1";
newCar1.setKmh(2);
addChild(newCar1);
newCar1.addEventListener(CarEvent.UPDATE, carListener);
newCar2 = new CarObject();
newCar2.name = "car2";
newCar2.setKmh(4);
addChild(newCar2);
newCar2.addEventListener(CarEvent.UPDATE, carListener);
newCar2.y = 100;
}
private function carListener(e:CarEvent) : void
{
trace("kmhCar: "+e.kmhCar);
totalKmh += e.kmhCar;
trace("totalKmh: "+totalKmh);
currentName = e.currentTarget.name;
}
}
}
class for make a car
package support
{
import flash.display.Sprite;
import flash.events.MouseEvent;
public class CarObject extends Sprite
{
private var car :Sprite;
private var buttonCar :Sprite;
private var _kmh :int;
public function CarObject()
{
makeCar();
makeButtonCar();
}
private function makeCar() : void
{
car = new Sprite();
car.graphics.beginFill(0x0000FF, 1);
car.graphics.drawRect(0, 0, 100, 50);
car.x = 100;
this.addChild(car);
}
private function makeButtonCar() : void
{
buttonCar = new Sprite();
buttonCar.graphics.beginFill(0xFF0000, 1);
buttonCar.graphics.drawCircle(0, 0, 25);
buttonCar.x = 300;
this.addChild(buttonCar);
buttonCar.addEventListener(MouseEvent.MOUSE_DOWN, update);
}
public function setKmh(kmh:int) : void
{
_kmh = kmh;
}
public function update(e:MouseEvent) : void
{
dispatchEvent(new CarEvent(CarEvent.UPDATE, true, false, _kmh));
}
}
}
and this is my custom event
package support
{
import flash.events.Event;
public class CarEvent extends Event
{
public static const UPDATE:String = "update";
public var kmhCar :int;
public function CarEvent(type:String, bubbles:Boolean = false, cancelable:Boolean = false, kmhCar:int = 0)
{
super(type, bubbles, cancelable);
this.kmhCar = kmhCar;
}
public override function clone() : Event
{
return new CarEvent(type, bubbles, cancelable, kmhCar);
}
public override function toString():String
{
return formatToString("CarEvent", "type", "bubbles", "cancelable", "eventPhase", "kmhCar");
}
}
}

as3 addEventListner on a function in another class

I have a class calling a function in another class. I want to know
if we can add an Event Listener to know if that function has fired and is finished etc.
Here is the section of the code that is relevant.
myMC = new pictures();
addChild(myMC);
myMC.loadImages("Joyful",1)
// Add Event Listener here to let me know loadImages was called and worked.
As you can see the function is called loadImages() and it is located in a class called pictures.as
Can I add an event listener to this?
Here is a new issue. I am using a similar method and I used your example below and it did not work. Am I missing an import or something? I am only showing the functions that pertain and not my whole script.
Main.class
package
{
import flash.display.MovieClip;
import flash.events.*;
import flash.display.*;
import flash.filesystem.*;
import com.greensock.*;
import com.greensock.easing.*;
import flash.system.System;
// Ed's Scripts
import com.*;
import com.views.*;
public class iRosaryMain extends MovieClip
{
/// (Get Main Doc flow) this creates an instace of the main timeline
/// and then I send it
private static var _instance:iRosaryMain;
public static function get instance():iRosaryMain
{
return _instance;
}
/// Declaring Vars
var audio:audioPrayers;
/// Loading Images
//public var theImages:pictures = new pictures();
/// Movie Clips
public var myMary:beautifulMary;
public var myMC:MovieClip;
public var myPic:MovieClip;
public var myFlags:MovieClip;
public static var mt:MovieClip;
var vars:defaultVars = new defaultVars();
public function iRosaryMain()
{
// (Get Main Doc flow) Here I send the an instacne of iRosaryMain to defaultVars.as
_instance = this;
vars.getMainDoc(_instance);
// Sets timeline to mt :) I hope
mt = _instance;
audio = new audioPrayers();
trace("Jesus I trust in you!");// constructor code
audio.sayHailMary();
if (stage)
{
init();
}
}
public function moveLanguages()
{
/// File to languages folder
var checkLanguageFolder:File = File.applicationStorageDirectory.resolvePath("Languages");
///// CHECK LANGUAGES FOLDER - if not in App Storage move it
if (! checkLanguageFolder.exists)
{
var sourceDir:File = File.applicationDirectory.resolvePath("Languages");
var resultDir:File = File.applicationStorageDirectory.resolvePath("Languages");
sourceDir.copyTo(resultDir, true);
trace( "Moved Language!");
}
}
//// MAIN FUNCTIONS IN iRosaryMainClass
function init()
{
//loadFlags();
moveLanguages();
//addChild(theImages);
intro();
}
public function loadFlags()
{
myFlags.addEventListener("MyEvent", eventHandler);
myFlags = new viewLanguages();
addChild(myFlags);
myFlags.x = stage.stageWidth / 2 - myFlags.getBounds(this).width / 2;
function eventHandler()
{
trace("yes loaded");
TweenMax.fromTo(myMary,3, {alpha:1}, {alpha:0, ease:Quint.easeOut, onComplete: closePic} );
}
}
function intro()
{
myMary = new beautifulMary();
addChild(myMary);
loadFlags();
}
public function closePic()
{
removeChild(myMary);
}
public function languageLoaded(lang:String)
{
trace("YES... " + lang);
homeIn();
}
public function homeIn()
{
if (myFlags)
{
TweenMax.fromTo(myFlags,1, {x:myFlags.x}, {x:0-myFlags.width, ease:Quint.easeInOut, onComplete:unloadMyFlags} );
}
function unloadMyFlags()
{
trace("Called Ease out");
if (myFlags is MovieClip)
{
//trace("CURRENT DISPLAY " + currentDisplayScreen);
trace("CURRENT mc " + myFlags);
removeChild(myFlags);
System.gc();
myFlags = null;
trace("CURRENT mc " + myFlags);
}
}
if (! myMC)
{
myMC = new viewHome();
myMC.name = "Home";
myMC.x = stage.stageWidth / 2 - myMC.width / 2;
addChild(myMC);
}
theEaseIn(myMC);
//Home.B1.addEventListener(MouseEvent.CLICK, theEaseOut(Home));
}
public function loadLanguage(Language:String):Function
{
return function(e:MouseEvent):void ;
{
trace("Did it work? " +Language);
vars.loadButtonVars(Language);;
};
//TweenMax.fromTo(EnglishButton,1, {x:EnglishButton.x}, {x:0-EnglishButton.width, ease:Quint.easeOut} );
}
public function loadView(screen:String)
{
trace("Received " + screen);
if (screen=="Home")
{
myMC = new viewHome();
addChild(myMC);
theEaseIn(myMC);
//Home.B1.addEventListener(MouseEvent.CLICK, theEaseOut(Home));
}
if (screen=="PrayTheRosary")
{
myMC = new viewPrayTheRosary();
addChild(myMC);
theEaseIn(myMC);
//Home.B1.addEventListener(MouseEvent.CLICK, theEaseOut(Home));
}
if (screen=="Options")
{
myMC = new viewOptions();
addChild(myMC);
theEaseIn(myMC);
}
if (screen=="Downloads")
{
myMC = new viewDownloads();
addChild(myMC);
theEaseIn(myMC);
}
if (screen=="beautifulMary")
{
myMC = new beautifulMary();
addChild(myMC);
theEaseIn(myMC);
}
if (screen=="Flags")
{
myFlags = new viewLanguages();
addChild(myFlags);
theEaseIn(myFlags);
}
if (screen=="Joyful" || screen=="Sorrowful" || screen=="Glorious" || screen=="Luminous")
{
myPic = new pictures();
addChild(myPic);
myPic.addEventListener( "ImagesLoaded", doTheEaseIn);
myPic.loadImages(""+screen+"",1);
function doTheEaseIn()
{
theEaseIn(myPic);
}
}
}
public function theEaseIn(mc:MovieClip)
{
if (myMC)
{
TweenMax.fromTo(mc,1, {x:stage.stageWidth+mc.width}, {x:stage.stageWidth/2 - mc.width/2, ease:Quint.easeInOut} );
}
}
public function theEaseOut(mc:MovieClip,nextMC:String):Function
{
return function(e:MouseEvent):void ;
{
loadView(nextMC);
/// Tweens out view on screen
TweenMax.fromTo(mc,1, {x:mc.x}, {x:0-mc.width, ease:Quint.easeInOut, onComplete:unloadMC} );
function unloadMC();
{
trace("Called Ease out");
if(mc is MovieClip);
{
//trace("CURRENT DISPLAY " + currentDisplayScreen);
trace("CURRENT mc " + mc);
removeChild(mc);
System.gc();
myMC = null;
trace("CURRENT mc " + mc);
};
};
};/// end return
}
////////////
}/// End iRosaryMain
}// End Package
viewLanguages.as
package com.views
package com.views
{
import flash.display.MovieClip;
import flash.filesystem.File;
import com.roundFlag;
import flash.events.*;
import flash.display.*;
public class viewLanguages extends MovieClip
{
var Flag:MovieClip;
//public static const FLAGS_LOADED:String = "flagsLoaded";
public function viewLanguages()
{
getLang();
}
function numCheck(num:int):Boolean
{
return (num % 2 != 0);
}
/// Get for App Opening
public function getLang()
{
/// When Live
var folderLanguages:File = File.applicationStorageDirectory.resolvePath("Languages");
var availLang = folderLanguages.getDirectoryListing();
var Lang = new Array();
var LangPath = new Array();
var fl:int = 0;
for (var i:uint = 0; i < availLang.length; i++)
{
if (availLang[i].isDirectory)
{
//flag = new Loader();
//flag.load(new URLRequest(File.applicationStorageDirectory.url + "Languages/" + Lang[i] + "/roundFlag.png"));
Lang.push(availLang[i].name);
LangPath.push(availLang[i].nativePath);
Flag = new roundFlag(availLang[i].name);
Flag.name = availLang[i].name;
if (numCheck(i)==false)
{
Flag.y = fl;
Flag.x = 0;
}
else
{
Flag.y = fl;
Flag.x = Flag.width + 33;
fl = fl + Flag.height + 33;
}
Flag.btext.text = availLang[i].name;
addChild(Flag);
trace(availLang[i].nativePath);// gets the name
trace(availLang[i].name);
}
}
trace("Get Lang Called");
dispatchEvent(new Event("MyEvent"));
}
}
}
Yes, you can. Considering you are adding your clip to the display list I assume it extends either Movieclip or Sprite, both of which extend EventDispatcher. In your pictures class you can simply use dispatchEvent(new Event("MyEvent"); to dispatch an event. Then you could add myMC.addEventListener("MyEvent", eventHandler); to react to it.
You should also not use strings for events like I wrote above. It would be better if you declared a public static const IMAGES_LOADED:String = "imagesLoaded"; in your pictures class. Then you should use this constant by dispatching and by listening to it.
EDIT: Here how it would look with the constant:
//your class
package {
import flash.events.Event;
import flash.display.Sprite;
public class Pictures extends Sprite {
public static const IMAGES_LOADED:String = "imagesLoaded";
public function Pictures() {
}
public function onAllImagesLoaded():void {
dispatchEvent(new Event(IMAGES_LOADED));
}
//rest of your methods
}
}
//you would call it like this:
var myMc:Pictures = new Pictures();
myMc.addEventListener(Pictures.IMAGES_LOADED, onImagesLoaded);
myMc.loadImages();
function onImagesLoaded(e:Event):void {
//...etc
}
You have to create custom event class for this to work. Like:
package com.some
{
import flash.events.Event;
public class SomeEvent extends Event
{
// Loading events
public static const MAINDATA_LOADING:String = "onMainDataLoading";
// Other event
public static const SOME_LOADING:String = "onSomeLoading";
public var params:Object;
public function SomeEvent($type:String, $params:Object, $bubbles:Boolean = false, $cancelable:Boolean = false)
{
super($type, $bubbles, $cancelable);
this.params = $params;
}
public override function clone():Event
{
return new SomeEvent(type, this.params, bubbles, cancelable);
}
}
}
Add event dispatch inside wanted class (Pictures) and pass wanted params to event (this or any else)
dispatchEvent(new SomeEvent(SomeEvent.IMAGES_LOADED, this));
Handle event listening:
var myMc:Pictures = new Pictures();
myMc.addEventListener(SomeEvent.IMAGES_LOADED, onImagesLoaded);
myMc.loadImages();
function onImagesLoaded(e:SomeEvent):void {
// handle event.
var picts:Pictures = (e.params as Pictures);
}

Add child to scene from within a class

I'm new to flash in general and have been writing a program with two classes that extend MovieClip (Stems and Star).
I need to create a new Stems object as a child of the scene when the user stops dragging a Star object, but do not know how to reference the scene from within the Star class's code.
I've tried passing the scene into the constructor of the Star and doing sometihng like:
this.scene.addChild (new Stems ());
But apparently that's not how to do it... Below is the code for Stems and Stars, any advice would be appreciated greatly.
package {
import flash.display.MovieClip;
import flash.events.*;
import flash.utils.Timer;
public class Stems extends MovieClip {
public const centreX=1026/2;
public const centreY=600/2;
public var isFlowing:Boolean;
public var flowerType:Number;
public const outerLimit=210;
public const innerLimit=100;
public function Stems(fType:Number) {
this.isFlowing=false;
this.scaleX=this.scaleY= .0007* distanceFromCentre(this.x, this.y);
this.setXY();
trace(distanceFromCentre(this.x, this.y));
if (fType==2) {
gotoAndStop("Aplant");
}
}
public function distanceFromCentre(X:Number, Y:Number):int {
return (Math.sqrt((X-centreX)*(X-centreX)+(Y-centreY)*(Y-centreY)));
}
public function rotateAwayFromCentre():void {
var theX:int=centreX-this.x;
var theY:int = (centreY - this.y) * -1;
var angle = Math.atan(theY/theX)/(Math.PI/180);
if (theX<0) {
angle+=180;
}
if (theX>=0&&theY<0) {
angle+=360;
}
this.rotation = ((angle*-1) + 90)+180;
}
public function setXY() {
do {
var tempX=Math.random()*centreX*2;
var tempY=Math.random()*centreY*2;
} while (distanceFromCentre (tempX, tempY)>this.outerLimit ||
distanceFromCentre (tempX, tempY)<this.innerLimit);
this.x=tempX;
this.y=tempY;
rotateAwayFromCentre();
}
public function getFlowerType():Number {
return this.flowerType;
}
}
}
package {
import flash.display.MovieClip;
import flash.events.*;
import flash.utils.Timer;
public class Star extends MovieClip {
public const sWide=1026;
public const sTall=600;
public var startingX:Number;
public var startingY:Number;
public var starColor:Number;
public var flicker:Timer;
public var canUpdatePos:Boolean=true;
public const innerLimit=280;
public function Star(color:Number, basefl:Number, factorial:Number) {
this.setXY();
this.starColor=color;
this.flicker = new Timer (basefl + factorial * (Math.ceil(100* Math.random ())));
this.flicker.addEventListener(TimerEvent.TIMER, this.tick);
this.addEventListener(MouseEvent.MOUSE_OVER, this.hover);
this.addEventListener(MouseEvent.MOUSE_UP, this.drop);
this.addEventListener(MouseEvent.MOUSE_DOWN, this.drag);
this.addChild (new Stems (2));
this.flicker.start();
this.updateAnimation(0, false);
}
public function distanceOK(X:Number, Y:Number):Boolean {
if (Math.sqrt((X-(sWide/2))*(X-(sWide/2))+(Y-(sTall/2))*(Y-(sTall/2)))>innerLimit) {
return true;
} else {
return false;
}
}
public function setXY() {
do {
var tempX=this.x=Math.random()*sWide;
var tempY=this.y=Math.random()*sTall;
} while (distanceOK (tempX, tempY)==false);
this.startingX=tempX;
this.startingY=tempY;
}
public function tick(event:TimerEvent) {
if (this.canUpdatePos) {
this.setXY();
}
this.updateAnimation(0, false);
this.updateAnimation(this.starColor, false);
}
public function updateAnimation(color:Number, bright:Boolean) {
var brightStr:String;
if (bright) {
brightStr="bright";
} else {
brightStr="low";
}
switch (color) {
case 0 :
this.gotoAndStop("none");
break;
case 1 :
this.gotoAndStop("N" + brightStr);
break;
case 2 :
this.gotoAndStop("A" + brightStr);
break;
case 3 :
this.gotoAndStop("F" + brightStr);
break;
case 4 :
this.gotoAndStop("E" + brightStr);
break;
case 5 :
this.gotoAndStop("S" + brightStr);
break;
}
}
public function hover(event:MouseEvent):void {
this.updateAnimation(this.starColor, true);
this.canUpdatePos=false;
}
public function drop(event:MouseEvent):void {
this.stopDrag();
this.x=this.startingX;
this.y=this.startingY;
this.updateAnimation(0, false);
this.canUpdatePos=true;
}
public function drag(event:MouseEvent):void {
this.startDrag(false);
this.canUpdatePos=false;
}
}
}
The fastest way would be to use the parent variable which references the DisplayObject parent.
var stem:Stems = new Stems(2);
stem.x = x; //optional: set stem coordinates to that of Star
stem.y = y;
parent.addChild(stem);
If you want to add the Stems object to the stage every time a star-drag action stops you need to put the above code inside your drop function.