as3 - How to add a movieclip into the parent's parent? - actionscript-3

I have a gun child inside of a movieclip called "player" and "player" is inside another movieclip called "level one".
So inside the gun class, the code spawns a bullet. Which has to spawn in the parent's parent. So the bullet can shoot into the level.
private function fire(m: MouseEvent)
{
//when bullet fired
var b = new Bullet;
MovieClip(MovieClip(parent).parent).addChild(b);
}
However, the bullet never appears in the parent's parent. What could be the issue here?
UPDATED CODE:
In gun class:
function fire(e:MouseEvent):void
{
dispatchEvent(new Event('fire!', true));
}
In player class:
protected function fire(e: Event)
{
var b: Bullet = new Bullet();
// bullet must be in same position and angle as player.gun
b.rotation = player.gun.rotation;
b.x = player.gun.x; + player.gun.width * Math.cos(player.gun.rotation / 180 * Math.PI);
b.y = player.gun.y + player.gun.width * Math.sin(player.gun.rotation / 180 * Math.PI);
addChild(b);
}

You missed to strong typing the variable and add parentheses
Try
var b:Bullet = new Bullet();
Why don't you keep a reference to the parent.parent?
var b:Bullet = new Bullet(parent)
...
public function Bullet(spawnTarget:MovieClip)
{
_spawnTarget = spawnTarget;
}
private function fire(m: MouseEvent)
{
//when bullet fired
var b = new Bullet;
_spawnTarget.addChild(b);
}

Using parent.parent is risky because you'd always need to make sure that the gun class is instantiated in a child of the game class. Also, you can't create guns in any other position in the hierarchy which can be a problem if your game grows bigger.
You can solve this with listeners (as the comments state, and this is an example of passing a game reference. Each instance receives a reference to game, so each instance can call public function on game:
Game.as
myPlayer = new Player(this);
public function addBulletToWorld(){
}
Player.as
public function Player(game){
myGun = new Gun(game);
}
Gun.as
public function Gun(game){
game.addBulletToWorld();
}

If you absolutely insist on using the parent.parent thing, just set a break point at that line and see what parent.parent actually is, then adjust as needed to match your actual structure. But aside from the fact that this is just bad practice, it's going to limit you to where you can't use this Class anywhere but at that one depth.
I'd recommend just generating a custom event when you want to fire the bullet, and letting the grandparent handle it.
In Gun:
function fire(e:MoudeEvent):void {
dispatchEvent(new Event('fire!', true));//setting it true lets it bubble up to the parent
}
In Game
protected var bullets:Vector. = new Vector();
public function Game() {
addEventListener('fire!', fire);
}
//note I worked with Flex too long to use private methods very often
protected function fire(e:Event) {
var bullet:Bullet = new Bullet();
bullet.x = MoveClip(e.target).x);
bullet.y = MoveClip(e.target).y);
addChild(bullet);
bullets.push(bullet);//I assume you're going to want to move this or something, so we need to store it to manage it
}

Related

AS3 tracking and using coordinates of a rotated object

How does one track and use the coordinates of an object that is rotated on initialization?
Let's say I have a sword that is put on the stage in Main init(); and rotated (adjusted) so that it would look ok together with the character perspective. In another class however, I am making the sword rotate some more on a keypress timer event so to create a 'swing' animation.
All this is done through flashdevelop. I only used CS6 to create the symbols. And as this 'swing' is happening, I want to add another symbol onto the tip of the sword which is a collision point object. It's being added to the stage when the swing starts and removed after every swing. I want this object to follow the very tip of the sword, yet it seems like I can only achieve that it follows the coordinates of the original sword object, as if I hadn't initially modified the rotation of the said sword. I tried to implement GlobalToLocal() and LocalToGlobal() methods, but I don't think I fully understand what is happening with that.
I hope I'm being clear enough of what I'm trying to do. Thank you. This is the relevant code in question. The code is as was before I tried the two mentioned methods and the issue currently is exactly as described before that. Do I want any of those methods or am I just doing something else wrong?
Main initialization:
sword = new Sword();
sword.x = 53;
sword.y = 90;
addChild(sword);
sword.rotationZ = -150;
sword.rotationY = 25;
sword.rotationX = -15;
Coll_Point = new coll_point();
The class that deals with the swing has a method like this:
private function SwingTime(event:Event):void
{
Main.Coll_Point.x = Main.sword.x + Main.sword.width;
Main.Coll_Point.y = Main.sword.y + Main.sword.height;
Main.MazeNr1.addChild(Main.Coll_Point);
if (Main.sword.rotationZ > -330)
Main.sword.rotationZ -= 20;
if (Main.sword.rotationX < 15)
Main.sword.rotationX += 10;
if ((Main.sword.rotationZ == -330) && (Main.sword.rotationX == 15))
{
SwingTimer.stop();
SwingBckTimer.start();
}
}
Edit:
A more holistic version of the code:
public class Main extends MovieClip
{
public static var from_point:Point = null;
public static var to_point:Point = new Point();
public function Main():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
// Puts everything on the stage here.
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
PlayerInst = new Dorf();
PlayerInst.x = 45;
PlayerInst.y = 51;
addChild(PlayerInst);
sword = new Sword();
sword.x = 53;
sword.y = 90;
sword.rotationZ = -150;
sword.rotationY = 25;
sword.rotationX = -15;
from_point = new Point (Main.sword.width, Main.sword.height);
to_point = sword.localToGlobal(from_point);
addChild(sword);
swordBD = new BitmapData(32, 32, true, 0x0000000000);
swordBD.draw(sword);
Coll_Point = new coll_point();
Coll_PointBD = new BitmapData(2, 2, true, 0x0000000000);
Coll_PointBD.draw(Coll_Point);
}
}
This is how the Main looks like and literally every single object instantiation is added onto the stage this way. Including collision points, background, characters, gradient fills of line of sight radius, etc. And the relevant symbol class goes somewhat like this:
public class Creature extends MovieClip
{
protected var Swing:Boolean;
private var SwingTimer:Timer = new Timer (5, 0);
private var SwingBckTimer:Timer = new Timer (150, 1);
// Constructor.
public function Creature()
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
// Initializer.
private function init(event:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
SwingTimer.addEventListener(TimerEvent.TIMER, SwingTime);
SwingBckTimer.addEventListener(TimerEvent.TIMER, SwingBack);
}
private function SwingAction():void
{
if (Swing == true)
{
SwingTimer.start();
}
}
private function SwingTime(event:Event):void
{
Main.Coll_Point.x = Main.sword.localToGlobal(Main.from_point).x;
Main.Coll_Point.y = Main.sword.localToGlobal(Main.from_point).y;
Main.sword.addChild(Main.Coll_Point);
trace(Main.Coll_Point.x);
trace(Main.Coll_Point.y);
if (Main.sword.rotationZ > -330)
Main.sword.rotationZ -= 20;
if (Main.sword.rotationX < 15)
Main.sword.rotationX += 10;
if ((Main.sword.rotationZ == -330) && (Main.sword.rotationX == 15))
{
SwingTimer.stop();
SwingBckTimer.start();
}
}
private function SwingBack(event:Event):void
{
Main.sword.rotationZ = -150;
Main.sword.rotationX = -15;
//Main.MazeNr1.removeChild(Main.Coll_Point);
}
There is also a rather long update(); function that animates and moves every single object that needs moving.
I think your problem might be in
Main.Coll_Point.x = Main.sword.x + Main.sword.width;
Main.Coll_Point.y = Main.sword.y + Main.sword.height;
Coll_Point expects global coordinates.
The parts + Main.sword.width and + Main.sword.height only work as expected if the sword is not rotated so that height is aligned with the y-axis and width with the x-axis.
You should use localToGlobal() on the position that is local to Main.sword (
Main.sword.width, Main.sword.height) to get the global position that represents the swords rotated tip before you add it as a child.
There are two ways you can approach this (you seem to have somewhat combined both). You can either
Add the Coll_Point as a child to something above the sword in hierarchy (Stage, MazeNr1, ...) and update the position manually every timer callback. You would have to recalculate the position everytime, so take the localToGlobal() from init to your timer function. It won't update if it doesn't get called.
For that you should have this kind of code in the timer callback:
var local:Point = new Point(Main.sword.width, Main.sword.height);
var global:Point = Main.sword.localToGlobal(local);
Main.Coll_Point.x = global.x;
Main.Coll_Point.y = global.y;
Add the point as a child to the sword. This might be a better approach as then the position will be updated automatically. What I did not remember before was that you then give the coordinates in "local" form, so do not use localToGlobal()
Run this once where you create the Collision_Point:
Coll_Point.x = <your x offset>;
Coll_Point.y = <your y offset>;
Main.sword.attachChild(Coll_Point);
Instead of sword height and width you might want to try something like -height and width/2.
Here is a quick (and not the prettiest) picture to demonstrate the problem. Local space is rotated with the object:
The only thing I can imagine to help you with this problem is to have your collision object have the same registration point as the sword. What I mean is that the orientation points should match, and the collision graphic should be moved inside of the sprite so that it matches the position of the top of the sword.
This way you can put the collision object at the very same location of the sword and apply the very same rotation. This way it will move along with the top of the sword and still have hitTest working properly.
I cannot imagine any other way to figure this out as any code will get bounds and positions. But the real thing that matters is the registration point and the top of the sword, which is a graphic thing and cannot be dealt with coding.
I hope you can imagine what I mean - if now, just say and I will provide an image for you :)

Replacing a movieclip with another movieclip, keeping the same instance name

I'm new to actionscript so this question might be a stupid one.
I'm trying to replace a movieclip with another movieclip, while keeping the instance name of the previous.
I have a menu with a selection of buttons, each leading to the same screen with a movieclip and a scrubber bar. I tried defining the movieclip through a variable, then tried redefining it through an event listener function, but I'm guessing I can't do like this:
var MC: movieclipsymbol1 = new movieclipsymbol1;
private function selectionscreen(): void {
selectionscreenbutton1.addEventListener(MouseEvent.CLICK, screenbutton1);
selectionscreenbutton2.addEventListener(MouseEvent.CLICK, screenbutton2);
private function screenbutton1(event: MouseEvent): void {
var MC: movieclipsymbol1 = new movieclipsymbol1;
movieclipscreen();
}
private function screenbutton2(event: MouseEvent): void {
var MC: movieclipsymbol2 = new movieclipsymbol2;
movieclipscreen();
}
}
public function movieclipscreen(): void {
stage.addChild(MC);
}
Because of the scrubber bar code I did, I need to keep the instance for the movieclips the same. Is the approach I'm using completely off?
You have to remove var MC from both handlers, as you want your new MC to be accessible from outside of the handlers. But also you need to change the type of class variable MC so that it could hold either movieclipsymbol1 or movieclipsymbol2. The most common choice for the type in there is MovieClip. So, you have to change your functions like this:
var MC:MovieClip = new movieclipsymbol1();
private function screenbutton1(event: MouseEvent): void {
clearOldMC();
MC = new movieclipsymbol1();
movieclipscreen();
}
private function screenbutton2(event: MouseEvent): void {
clearOldMC();
MC = new movieclipsymbol2();
movieclipscreen();
}
private function clearOldMC():void {
if (MC.parent) MC.parent.removeChild(MC);
}
The new function removes the previously displayed movie clip, regardless of its type.
Use "name" property of display object to give the instance name to movieclip.

HitTest for objects not yet on Stage

I need to add a MovieClip to stage, the limitation being that it should only be added to an empty area on the stage. The stage itself either contains complex shapes or is manipulable by the user i.e. he can drag/move objects to change the empty area. The hitTest and hitTestObject methods need DisplayObject already available on the stage. What is the right way to go - the only solution I can imagine is having added my object on the stage and then repeatedly doing hit tests?
[Imagine it to something like adding sprites in a video game - they must spawn in empty regions; if they pop out from inside of each other, then it'll look really odd.]
Well, when you create a new class, just turn it off with a variable and set the visibility to false, then loop until there is no hitTest.
A silly example:
public class someClass extends Sprite
{
private var objectsOnStage:Array;
public function someClass(objectsArray:Array) {
objectsOnStage = objectsArray;
visible = false;
addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event){
removeEventListener(Event.ADDED_TO_STAGE, init);
addEventListener(Event.ENTER_FRAME, SEARCH);
}
private function SEARCH(e:Event) {
var doesHit:Boolean = false;
x = Math.round(Math.random() * (550 - 0)) + 0;
y = Math.round(Math.random() * (400 - 0)) + 0;
for (var i:int = 0; i < objectsOnStage; i++) {
if (doesHit) break;
if (this.hitTestObject(objectsOnStage[i])) {
doesHit = true;
}
}
if (doesHit) return;
placedInit();
}
private function placedInit() {
visible = true;
removeEventListener(Event.ENTER_FRAME, SEARCH);
//now init the stuff you want.
}
}
You just check if bounding boxes of both clips overlaps. Like this:
import flash.geom.Rectangle;
import flash.display.MovieClip;
// create simple movie clips that has a rectangle shape inside
var sym1 : MovieClip = new Sym1();
var sym2 : MovieClip = new Sym2();
// get a rectanle of both clipt
var boundingBox1 : Rectangle = sym1.getBounds(this);
var boundingBox2 : Rectangle = sym2.getBounds(this);
// check if bounding boxes of both movie clips overlaps
// so it works like hitTestObject() method
trace( boundingBox1.intersects( boundingBox2) )
I know this post is super old, but in case it helps anybody --
If you need to do a hit test on a movieclip that isn't on the stage. A workaround is to rasterize it to a bitmap first.
var bitmapData:BitmapData = new BitmapData(mc.width, mc.height, true, 0x0000000);
bitmapData.draw(mc);
if (bitmapData.getPixel32(x, y) > 0) {
// Hit true.
}

Own drag function in AS3

I need to develop my own drag function in AS3 (instead of using startDrag) because I'm resizing a MovieClip.
I'm doing this:
public class resizeBR extends MovieClip {
var initialScaleX, initialScaleY;
public function resizeBR() {
this.addEventListener(MouseEvent.MOUSE_DOWN, initResize);
this.addEventListener(MouseEvent.MOUSE_UP, stopResize);
}
public function initResize(e:MouseEvent):void
{
initialScaleX = e.target.scaleX;
initialScaleY = e.target.scaleY;
e.target.addEventListener(MouseEvent.MOUSE_MOVE, startResize);
}
public function startResize(e:MouseEvent):void
{
e.target.x += e.localX;
e.target.y += e.localY;
e.target.parent.parent.width += mouseX;
e.target.parent.parent.height += mouseY;
// Keep its own scale
e.target.scaleX = initialScaleX;
e.target.scaleY = initialScaleY;
}
public function stopResize(e:MouseEvent):void
{
e.target.removeEventListener(MouseEvent.MOUSE_MOVE, startResize);
}
}
But the drag feature is not working fluently. I mean, when I drag a MovieClip from class resizeBR I need to move slowly my mouse cursor or it's not going to work propertly.
resizeBR is a MovieClip as a child of another MovieClip; the second one is which I have to resize.
What am I doing wrong?
Thanks!
Thanks all for your answers, but I found a great classes to do what I want.
http://www.senocular.com/index.php?id=1.372
http://www.quietless.com/kitchen/transform-tool-drag-scale-and-rotate-at-runtime/
I'm not really sure if I completely understand what you mean. But I think your problem lies with your MOUSE_MOVE handler.
In your current example you're resizing your target only when moving your mouse over the target. When you're moving your mouse fast enough it's possible your mouse leaves the target, casuing it to stop resizing. When I'm writing my own drag handlers I usually set the MOUSE_MOVE and MOUSE_UP listeners to the stage.
Your class would end up looking something like this:
public class resizeBR extends MovieClip
{
var initialScaleX, initialScaleY;
public function resizeBR()
{
addEventListener(MouseEvent.MOUSE_DOWN, initResize);
addEventListener(MouseEvent.MOUSE_UP, stopResize);
}
public function initResize(e:MouseEvent):void
{
initialScaleX = scaleX;
initialScaleY = scaleY;
stage.addEventListener(MouseEvent.MOUSE_MOVE, startResize);
}
public function startResize(e:MouseEvent):void
{
x += e.localX;
y += e.localY;
parent.parent.width += mouseX;
parent.parent.height += mouseY;
// Keep its own scale
scaleX = initialScaleX;
scaleY = initialScaleY;
}
public function stopResize(e:MouseEvent):void
{
stage.removeEventListener(MouseEvent.MOUSE_MOVE, startResize);
}
}
There are a couple reasons the resizing is jumpy. First, like rvmook points out, you'll need to make sure you support the mouse rolling off of the clip while its being resized. Since there is not an onReleaseOutside type of event in AS3, you have to set listeners to the stage, or some other parent clip. If you have access to the stage, that is best. If not, you can use the root property of your resizable clip, which will reference the highest level display object you have security access to. Setting mouse events to the root is a little wonky, because for them to fire, the mouse needs to be on one of the root's child assets - whereas the stage can fire mouse events when the mouse is over nothing but the stage itself.
Another reason you might be seeing some strange resizing behavior is because of using the localX/Y properties. These values reflect the mouseX/mouseY coordinates to the object being rolled over - which might not necessarily be your clip's direct parent.
I tend to avoid having classes access their parent chain. You might want to consider placing the resizing logic in the clip you want resized, and not in one of its children. Here is simple self resizing example:
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.events.Event;
public class ResizableBox extends MovieClip {
public function ResizableBox() {
addEventListener(MouseEvent.MOUSE_DOWN, startResize);
}
private function startResize(evt:MouseEvent):void {
stage.addEventListener(MouseEvent.MOUSE_MOVE, handleResize);
stage.addEventListener(MouseEvent.MOUSE_UP, stopResize);
}
private function stopResize(evt:MouseEvent):void {
stage.removeEventListener(MouseEvent.MOUSE_MOVE, handleResize);
stage.removeEventListener(MouseEvent.MOUSE_UP, stopResize);
}
private function handleResize(evt:MouseEvent):void {
this.scaleX = this.scaleY = 1;
this.width = this.mouseX;
this.height = this.mouseY;
}
}
}
ResizableBox is set as the base class of a MC in the library.

how do I access the main class's stage? + Can I pass functions as arguments like this?

There are two files in my actionscript project named "TestAPP", TestAPP.as and Draggable.as
TestAPP.as:
package {
import flash.display.Sprite;
import flash.display.Stage;
public class TestAPP extends Sprite
{
var _mainStage:Stage;
public function TestAPP()//This is where we test the UI components.
{
var sp:Sprite = new Sprite();
_mainStage = stage;
_mainStage.addChild(sp);
sp.graphics.beginFill(0x00FF00);
sp.graphics.drawCircle(0,0,10);
sp.graphics.endFill();
sp.x = 50;
sp.y = 50;
var draggable1:Draggable = new draggable(sp,_mainStage,limitingfunc);
}
public function limitingfunc(x:Number,y:Number):int{
return 0;
}
}
}
And for the draggable.as:
package
{
import flash.display.Sprite;
import flash.display.Stage;
import flash.events.MouseEvent;
public class Draggable
{
private var _limitingFunc:Function;
private var _which:Sprite;
private var _MouseSavedX:Number;
private var _MouseSavedY:Number;
private var _stage:Stage;
public function Draggable(which:Sprite,stage:Stage,limitingfunc:Function)
{
_limitingFunc = limitingfunc;
_which = which;
_stage = stage;
_which.addEventListener(MouseEvent.MOUSE_DOWN,begin_drag);
}
//limiting func: returns 0 when the object is free to move that place.
//returns -1 when the user wants to block X coordinate changes (but maintain Y free)
//returns -2 when the user wants to block Y ...
//returns -3 or less when the user wants to block both X and Y from changing.
//returns
private function Return_0(x:Number = 0,y:Number = 0):int{
return 0;
}
private function begin_drag(ev:MouseEvent):void{
var xTo:Number = _stage.mouseX - _MouseSavedX + _which.x;
var yTo:Number = _stage.mouseY - _MouseSavedY + _which.y;
var limitingFuncReturnValue:int = _limitingFunc(xTo,yTo);
if(limitingFuncReturnValue == 0){//free to move.
_which.x = xTo;
_which.y = yTo;
}
else if(limitingFuncReturnValue == -1){//free to move Y
_which.y = yTo;
}
else if(limitingFuncReturnValue == -2){
_which.y = yTo;
}
//else:do nothing.
}
}
}
In "my actionscript theory", I'm supposed to see a circle that follows the mouse when I click it. (The draggable is not fully implemented) But the circle doesn't even budge :(
...I've been trying to figure out how to access the main class's stage property. I've googled for it, but still no progress.
Please help this helpless newb!!! I'll really appreciate your help:)
Thank you!
You're implementing your 2nd class as "draggable", when you named it (and it has to be named) "Draggable" with an upper case. Change it and see if that works. You seem to be passing in the parent classes stage correctly though.
If TestAPP is your document class. You can access to the stage thru the stage property (like your are doing in your example).
If TestAPP is not the document class, you should listen first to the ADDED_TO_STAGE event and then access to the stage property.
There is no need to add _mainStage property because you already have the stage property.
In order to move objects around, you need to use the ENTER_FRAME event.
You can access the main class' stage property the same way you do it for any DisplayObject on the stage: Use this.stage.
So just this should be enough:
var sp:Sprite = new Sprite();
stage.addChild(sp);
You could then pass the sprite and the main class' stage as a parameter, the way you did - but I would recommend creating a subclass Draggable extends Sprite and instantiate the whole thing using new Draggable() instead.
The new object will automatically have its own reference to stage as soon as it is added to the display list, and limitingFunc could be a member of Draggable, as well.
Also, you can use the startDrag() and stopDrag() methods, no need to implement your own: You can specify a Rectangle as a parameter to startDrag() to limit the permitted movement.
if you need it so much you may:
private static var _instance: TestAPP;
//...
public function TestAPP(){
_instance = this;
//...
}
public static function get instance():TestAPP{
return _instance;
}
public static function set instance(newVal: TestAPP):void{
_instance = newVal;
}
and you'll be able to reference its stage from any class where your TestAPP will be imported just with TestAPP.instance.stage.
but _instance is a property of the class TestAPP itself, not its instances