Flash/AS3 Use variable in multiple scenes - actionscript-3

I need a simple way to access a variable from different scenes. I already read a lot of answers but nothing worked.
There has to be a easy way to do this!

You can try this library:
https://github.com/inruntime/AS3-Global-Object
Usage:
import com.inruntime.utils.*
//This is need every time you'll use the Global Instance
public var $:Global = Global.getInstance();
$.x = 1;
//access it
trace($.x);
you can even pass functions
function myFunction(name:String){
trace(name);
}
$.myfunc = myFunction;
//use the function
$.myFunc("NoName");
//output
NoName

All scenes are part of the same timeline, so any variable you place on the main timeline is by default accessible across all scenes:
// Scene 1 main timeline
var message:String = "Hello World";
// Scene 2 main timeline
trace(message); // "Hello World"
Likewise, the document class is shared across all scenes, so any vars defined on the document class can be accessed across all scenes.
Lastly, if you are looking for an easy way to access variables from anywhere, not just across scenes, you can use class static scope:
// Main.as
package {
public class Main {
public static var message:String;
}
}
// from anywhere
Main.message = "Hello World";
// from anywhere else
trace(Main.message); // "Hello World"

Related

Trying to make a button that target specific Movie Clip properties that is located within multiple layers of Movie Clips

I want to change the opacity of a specific MovieClip (named: Red_mc) within multiple layers of Movie Clips (example layer hierarchy : Character_mc > arm_mc > weapon_mc > Attribute_mc > Red_mc).
But I also have frame by frame animation within Character_mc (each containing and using the same MovieClip). I want the button to change the properties of all the Red_mc within each frame).
I've learn Adobe Animate for a while now but I've just started learning ActionScript recently,thus I'm very new in this language. Basically I'm just trying to make a somewhat "simple" character profile "page". I've tried a few method, but they have lots of limitation. Below is what I used for a single framed Movie clip
function fl_ClickToHide(event: MouseEvent): void {
Idle_mc.Idle_hw_mc.CrystalW_mc.Attribute_mc.IntelligenceW.visible = false;
Idle_mc.Idle_hw_mc.CrystalW_mc.Attribute_mc.AgilityW.visible = false;
Idle_mc.Idle_hw_mc.CrystalW_mc.Attribute_mc.StrengthW.visible = true;
}
button_7.addEventListener(MouseEvent.CLICK, fl_ClickToHide_2);
function fl_ClickToHide_2(event: MouseEvent): void {
Idle_mc.Idle_hw_mc.CrystalW_mc.Attribute_mc.StrengthW.visible = false;
Idle_mc.Idle_hw_mc.CrystalW_mc.Attribute_mc.IntelligenceW.visible = false;
Idle_mc.Idle_hw_mc.CrystalW_mc.Attribute_mc.AgilityW.visible = true;
}
button_8.addEventListener(MouseEvent.CLICK, fl_ClickToHide_3);
function fl_ClickToHide_3(event: MouseEvent): void {
Idle_mc.Idle_hw_mc.CrystalW_mc.Attribute_mc.StrengthW.visible = false;
Idle_mc.Idle_hw_mc.CrystalW_mc.Attribute_mc.AgilityW.visible = false;
Idle_mc.Idle_hw_mc.CrystalW_mc.Attribute_mc.IntelligenceW.visible = true;
}
This works btu there's lots of limitaion, eg. when there's multiple single framed within the movie clip then it wouldn't work.
My goal is to make a button that when clicked, it'll search for a specific MovieClip and then edit the the properties of the Movie Clips within it.(ie. Red, green and Blue).
TD;DR: So is there a way for the code to search for the a target specific Movie Clip across multiple layers of Movie Clips within a frames?
thanks hope what i said make sense.
Info №1. Objects that are not in the current frame do not exist at the moment (for your script, at least).
Info №2. Mixing scripts and frames is a brave thing to do. Because there's a lot of pain and suffering and misery lies ahead once you decide to go that way.
If I had a task of programming a lot of pieces spread across complicated hierarchy, I think I'd do the following.
First, I'd devise a shared data class that is available from any point of your application.
package
{
import flash.events.Event;
import flash.events.EventDispatcher;
public class AppData
{
static public const D:Object = new Object;
static public const E:Event = new Event(Event.CHANGE);
static public const I:EventDispatcher = new EventDispatcher;
static public function has(key:String):Boolean
{
return D.hasOwnProperty(key);
}
static public function read(key:String):*
{
return D[key];
}
static public function write(key:String, value:*):void
{
if (value === null)
{
delete D[key];
}
else
{
D[key] = value;
}
I.dispatchEvent(E);
}
}
}
Now, if you want certain clip to behave in a certain way, without actually knowing, where this clip is on your app hierarchy might be. For example, you want to control its alpha-transparency. On the first frame of this clip you do:
import AppData;
import flash.events.Event;
// The last argument is important, because timeline objects are
// auto-removed if their parent's timeline instructs so, thus
// you won't be able to locate them and unsubscribe, which,
// in turn, means they will hang in the memory forever.
// Still, if you subscribe them with useWeakReference
// set to true, they will be removed normally
// and unsubscribed automatically.
AppData.I.addEventListener(Event.CHANGE, onChange, false, 0, true);
// Call once in order to forcibly sync the object with the data.
onChange(null);
function onChange(e:Event):void
{
if (AppData.has("red.alpha"))
{
alpha = AppData.read("red.alpha");
}
else
{
alpha = 1;
}
}
Then, once you execute the following instruction, each and every object, watching the red.alpha setting will change its alpha:
import AppData;
AppData.write("red.alpha", 0.3);
The setup above is very primitive, and, probably, can be improved in a number of ways, but that greatly depends on understanding of what you are building there, which I don't have.

Flash loading first external swf loaded

I am making an application to test art from a game I volunteered for. Right now the example I am posting will only touch the armors but the loading process is the same throughout the program. I have a movieclip ready to hold the loaded file but it adds it to the container via the class. It works how it should however my issue is that if you use another file with the same classes then it will default to the first file loaded. Even i use loaderr.unloadAndStop() and remove everything from the stage, it will always load the first file that corresponds to the class I am loading by. Since the armor pieces are loaded by class it makes it a hassle to test multiple changes to an armor file without changing the classes on each export. Here is an example of the code that is being used and I am curious if there is any way that I can improve this. `
public class Test extends MovieClip
{
public var mcChar:Display;
public var btnTest:SimpleButton;
public var btnTest2:SimpleButton;
public var ldr:Loader = new Loader();
public var strSkinLinkage:String;
public var strGender:String;
public function Test()
{
btnTest.addEventListener(MouseEvent.CLICK, TestP);
btnTest2.addEventListener(MouseEvent.CLICK, TestP2);
}
public function TestP(e:MouseEvent)
{
mcChar = new Display();
stage.addChild(mcChar);
mcChar.x = 789.6;
mcChar.y = 604.75;
mcChar.width = 667.15;
mcChar.height = 478.55;
strSkinLinkage = "CNC";
strGender = "M"
this.ldr.load(new URLRequest("CNC.SWF"), new LoaderContext(false, ApplicationDomain.currentDomain));
this.ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, this.onLoadSkinComplete);
}
public function TestP2(e:MouseEvent)
{
mcChar = new Display();
stage.addChild(mcChar);
mcChar.x = 789.6;
mcChar.y = 604.75;
mcChar.width = 667.15;
mcChar.height = 478.55;
strSkinLinkage = "CNC";
strGender = "M"
this.ldr.load(new URLRequest("CNC2.SWF"), new LoaderContext(false, ApplicationDomain.currentDomain));
this.ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, this.onLoadSkinComplete);
}
public function onLoadSkinComplete(e:Event):*
{
var AssetClass:Class;
try
{
AssetClass = (getDefinitionByName(((strSkinLinkage + strGender) + "Head")) as Class);
mcChar.head.addChildAt(new (AssetClass)(), 0);
}
catch(err:Error)
{
AssetClass = (getDefinitionByName(("mcHead" + strGender)) as Class);
mcChar.head.addChildAt(new (AssetClass)(), 0);
};
AssetClass = (getDefinitionByName(((strSkinLinkage + strGender) + "Chest")) as Class);
chest.addChild(ldr.content (AssetClass)());
mcChar.chest.addChild(new (chest)());
this.ldr.contentLoaderInfo.removeEventListener(Event.COMPLETE, this.onLoadSkinComplete);
}
}
`
I don't think its well formatted on this site but this is the core code. I have separate removal functions and my imports are all there. Like I said I cant seem to get it to format correctly. This is my test scenario and isn't my full dynamic tester where I can choose the file. Any help in figuring out how to use the most recent file is appreciated. Also for some background I am more of a self taught novice in as3.
When it gets to loading and unloading assets in AS3, there are several things to learn.
ApplicationDomain is a container for class definitions. The getDefinitionByName(...) method is basically the same as calling the ApplicationDomain.getDefinition(...) on the current ApplicationDomain (or maybe on the main ApplicationDomain, I never tried to do it in the loaded content). As the side result, you cannot have two classes with the same names inside the same ApplicationDomain (or rather you can, but one of them is inaccessible, who knows).
When you load another SWF which falls into the "same domain" category (same www domain, or same/nested local folder), AS3 automatically mixes all the definitions from the loaded SWF into the main ApplicationDomain. If you are willing to have some advanced control over loading/unloading stuff, or/and there are "skin" libraries that have similar sets of classes, you need to put the loaded files into separate ApplicationDomains or their definitions will collide and the result will be unpredictable (yet obviously not satisfactory).
The Loader.load(...) method has a second argument that allows you to do so:
// If there are no mandatory constructor arguments,
// you are free to omit the () brackets. I like doing so.
var aLoader:Loader = new Loader;
var aRequest:URLRequest = new URLRequest("mylibrary.swf");
// Documentation states that passing no argument here is
// the same as passing ApplicationDomain.currentDomain.
var childDomain:ApplicationDomain = new ApplicationDomain;
var aContext:LoaderContext = new LoaderContext(false, childDomain);
aLoader.load(aRequest, aContext);
Thus, when external SWF library is loaded, you can obtain its classes/definitions as following:
var aClass:Class;
// If you get things from the loaded SWF's Library
// then it is Sprite or MovieClip for the most cases.
var anAsset:Sprite;
aClass = aLoader.contentLoaderInfo.applicationDomain.getDefinition("MyAssetClass") as Class;
anAsset = new aClass;
When you do not longer need some of the loaded libraries, you call the Loader.unloadAndStop(...) method on the relevant Loader instance. Combined with the loading SWF into separate ApplicationDomain you can be sure that all of the loaded content (graphics, classes, sounds) is unloaded, destroyed and removed (that one I actually checked):
// Passing "true" also forces the Garbage Collector
// to actually do its job for a change.
aLoader.unloadAndStop(true);

Making a simple tamagoci game getting no compiler errors but receiving no output

Kind of new Actionscript and I'm just trying to make a simple tamagoci game. I've wrote all the code out but and receiving no compiler errors but for some reason I'm also not receiving any output messages for my mouse event listeners. Here is all my code, I really can't find the problem and any help would be greatly appreciated. Thanks.
package{
import flash.display.MovieClip;
import flash.events.MouseEvent;
public class Main extends MovieClip{
public var feedButton:MovieClip;
public var tamagoci:MovieClip;
public var disButton:MovieClip;
public var dietButton:MovieClip;
public function Main() {
this.init();
}
private function init():void {
this.feedButton.addEventListener(MouseEvent.MOUSE_DOWN, onfeedMouseDownHandler);
this.disButton.addEventListener(MouseEvent.MOUSE_DOWN, ondisMouseDownHandler);
this.dietButton.addEventListener(MouseEvent.MOUSE_DOWN, ondietMouseDownHandler);
}
private function onfeedMouseDownHandler(event:MouseEvent)void{
this.tamagoci.scaleX += 0.1;
this.tamagoci.scaleY += 0.1;
}
private function ondisMouseDownHandler(event:MouseEvent)void{
this.tamagoci.gotoAndPlay(5);
}
private function ondietMouseDownHandler(event:MouseEvent)void{
this.tamagoci.scaleX -= 0.1;
this.tamagoci.scaleY -= 0.1;
}
Are you using Flash Professional?
You're declaring your variable types in your class here;
public var feedButton:MovieClip;
public var tamagoci:MovieClip;
public var disButton:MovieClip;
public var dietButton:MovieClip;
But then in your constructor, all you are doing is running init();
public function Main() {
this.init();
}
So, this could one of a few things. The most likely is that you have declared your variables, but you haven't initialised them. You've created the variables to hold your objects, but according to your code, they're empty. More specifically, a variable or class property that doesn't assign an object to a variable of an object type will contain a default value of null.
You could prove this in your code by simply putting a condition inside your init(); method;
if(tamagoci == null){
trace("I haven't been assigned an object of type class yet!")
}
So it could be 1 of these 3 things:
1: If you have written your own classes for these class properties/variables, then you need to instantiate them with the new keyword. The general syntax is;
variable_name = new ClassName(parameter_1, parameter_2);
If you are using classes you have written yourself, you have to create an instance of the object, assign it to a variable, and then add it to the stage using addChild();. For example, lets say you've written your own Tamagoci class;
tamagoci = new Tamagoci();
tamagoci.x = 100; // set the x location
tamagoci.y = 200; // set the y location
addChild(tamagoci);
Notice the use of Tamagoci. This is just an example, but this is the class name, which shouldn't be confused with variable/property name. It could just have easily been;
tamagoci = new MovieClip();
But then, this is just an empty MovieClip. It needs a property to display on the screen. A Shape, A Bitmap, or another container class object like MovieClip or Sprite (container classes allow you to nest display objects inside them). But on a basic level, it must contain a visual component to appear on the stage.
2:
Have you made Main your document class? This is the class which will get automatically called when your Flash movie plays. To set this, click on your stage, and in the properties dialogue box on the right, under PUBLISH, type in the name of your class, which is "Main".
3:
If you have created MovieClips in your library in Flash Professional, then you need to go to your library, right click the MovieClips, and select properties. From there, you need to make sure Export for Actionscript is ticked.
Now, if you click on your MovieClips on the stage, then open the Properties tab in the top right of Flash Professional's default layout, then right at the top should be a text field, and if you hover over it, Instance name will pop up as a tool tip. This is where you name your stage objects. Once that is done, you have access to them in your timeline.
If this is how you've done this, then you don't need to declare the variables in your main class, as they are already declared on your stage by Flash Professional and instantiated automatically.

universal collision detection for action script 3

I'm writing a game where you have to go through a maze. I want this game to have different levels. But for each level, the maze is going to be different. So I drew other walls. But I do not want to write my collision detection method 50 times if I have 50 different levels.
I thought of a way of fixing it, but it's not working. I created a new symbol with nothing in it and named it wall. I think that I can make my wall = wall1 (another symbol I converted, and exported for as), and just do stage.addChild(wall). But I can't find a way to do that. So I need help!
Make a generic class e.g. Wall and make your library symbols use that for their base class. You won't need to create them at runtime using ActionScript for this inheritance to work, you can still just place your MovieClips on the stage.
The next thing you need to do is store these Walls somewhere. Because you seem inexperienced with ActionScript, and want to avoid writing code for new levels, you can automate this process using a manager type class. We will call this class WallManager and it will look like this:
public class WallManager
{
private static var _walls:Vector.<Wall> = new <Wall>[];
internal static function register(wall:Wall):void
{
_walls.push(wall);
}
public static function reset():void
{
_walls = new <Wall>[];
}
public static function get walls():Vector.<Wall>{ return _walls; }
}
Then we'll create your Wall class. Within the constructor for this class, we will automatically have the Wall add itself into the WallManager listing:
public class Wall extends Sprite
{
public function Wall()
{
WallManager.register(this);
}
public function touchingMouse(mouseX:int, mouseY:int):Boolean
{
// For this example I am checking for collisions with the
// mouse pointer. Replace this function with your own collision
// logic for whatever it is that is supposed to collide with
// these walls.
if(parent === null) return false;
var bounds:Rectangle = getBounds(parent);
return bounds.contains(mouseX, mouseY);
}
}
This setup is not 'best practice', but it is suitable in your situation because your project seems small, you appear to be working on it alone, it's simple and it gets the job done.
At the end of each level, use WallManager.reset() to remove the walls from the previous level. For checking collisions across all walls, just use a loop like this:
for each(var i:Wall in WallManager.walls)
{
var collision:Boolean = i.touchingMouse(mouseX, mouseY);
if(collision)
{
// There was a collision.
//
//
}
}
You can make one MovieClip with 50 frames saying stop() on the first frame and do your code like this:
private var wallnum:int;
public function Main()
{
stop();
wallnum = 1;
var wallobj = new Wall();
addChild(wallobj);
wallobj.gotoAndStop(wallnum);
}
For collision detection, I recommend Pixel Perfect Collision Detection (https://code.google.com/p/master-air-controller/source/browse/trunk/master-air-controller/src/PixelPerfectCollisionDetection.as?spec=svn6&r=6)

movie clip class parameters ane null

I have a movie clip with an external class attached.
here is the MC code (I've shorten it only for the relevant part...)
package {
//all the imports here...
public class mc_masterChapter extends MovieClip {
public function mc_masterChapter() {
trace (picFile,strChapTitle);
}
//Properties
public var picFile:String;
public var strChapTitle:String;
}
}
In the main class file I'm adding this object to stage using addChild:
var masterChapter:mc_masterChapter = new mc_masterChapter;
masterChapter.picFile = "pic_Chap1.jpg";
masterChapter.strChapTitle = "ABCD:
addChildAt(masterChapter,1);
now, the trace in the MC class code gives nulls to both parametes but if i put a trace inside the MC timeline (instead of the attached class code), it gives the right value!
how can I access the values from the MC class itself without getting nuls?
Thank you.
It works! Let me explain:
var masterChapter:mc_masterChapter = new mc_masterChapter; // Calls class constuctor
// so calls trace() too!
// You will get null null
masterChapter.picFile = "pic_Chap1.jpg"; // Assign the variables
masterChapter.strChapTitle = "ABCD"; // so they can be read
trace(masterChapter.picFile, masterChapter.strChapTitle); // Should trace pic_Chap1.jpg ABCD
If you add the following method to your class:
public function test():void {
trace(picFile, strChapTitle);
}
Then call masterChapter.test() it will successfully trace those two properties. So yes, the class can read its properties.
Make the var you use in your main class public static vars.
OK!
I solved the mystery.
I put two traces. one in the main MC class saying "hey, I'm inside the MC - the picFile="
and one in the put Function saying "I'm putting this file into picFile:"
well this is what I've got:
hey, I'm inside the MC - the picFile=null
I'm putting this file into picFile:image.jpg
got it!?! at the moment I asked him to give birth to an instance of the MC (even before putting it on stage - just defining the object (with this line:)
var masterChapter:mc_masterChapter = new mc_masterChapter;
it allready run the class, so of course that in this stage the parameters were not defined allready and were null.
the definition code came right after that line (in the main.as)
masterChapter.pic="pic_Chap1.jpg";
so what I did, was to move all the code from the main class of the MC object to a public function inside the same package called init(). Then I called this function manually from the parent main class.
By that I can decide when to call it (after I declare all the parameters of course).
That's it.
god is hiding in the small details : )
tnx for all the helpers.
Possibly a better solution would be to use a getter/setter pair, so you can know at the exact moment the properties are set:
protected var _picFile:String:
public function get picFile():String {
return _picFile;
}
public function set picFile(value:String):void {
if (value != _picFile) {
_picFile=value;
trace('picFile set to', _picFile);
}
}