Problems applying Math.round to a text field - AS3 - actionscript-3

I’m trying to make a simple game that uses a basic equation:
‘linkCount’ / ‘clickCount’ * 100 to create a % success amount, ‘percentCount’
The text fields and the following as3 all live in a Movieclip on root level with instance name ‘counter_int’:
as3:
var clickCount:int = 1; //see below* for what controls this number
var linkCount:int = 1; //see below* for what controls this number
var percentCount:int = (100);
percentCount++;
percent_text.text = (int(linkCount) / int(clickCount) * 100 + "%").toString();
This works fine and displays a % amount in the correct field. However, my question is about truncating the % I get to remove anything after the decimal place. I’ve tried everything I can to get this to work but it’s not having it.
*
Now, here’s the tricky bit that i think is possibly causing my Math.round problem… I basically just don’t know where or how to apply the Math.round instruction?! I also suspect it might be a problem with using ‘int’ and have tried using ‘Number’ but it still displays decimal places.
I am using 2 buttons within 25 different movieclips…
Button locations:
all_int_circles_master.cone.FAILlinkbutton
all_int_circles_master.cone.linkbutton
all_int_circles_master.ctwo.FAILlinkbutton
all_int_circles_master.ctwo.linkbutton
etc … to ctwentyfive
The as3 on FAIL buttons:
FAILlinkbutton.addEventListener(MouseEvent.CLICK, addClick1);
function addClick1(event:MouseEvent):void
{
Object(root).counter_int.clickCount++;
Object(this.parent.parent).counter_int.clicked_total.text = Object(root).counter_int.clickCount.toString();
}
The as3 on successful link buttons:
linkbutton.addEventListener(MouseEvent.CLICK, onClickNextSlide2);
function onClickNextSlide2(event:MouseEvent):void
{
Object(root).counter_int.clickCount++;
Object(this.parent.parent).counter_int.clicked_total.text = Object(root).counter_int.clickCount.toString();
}
The % currently gets returned as e.g.:
74.334753434
but I need it to just be:
74
Any help would be greatly appreciated. I can supply the .fla if necessary. This is kind of what I've been trying but no luck so far:
should the Math.round be applied at root level / globally somehow!?
should the Math.round be applied within the counter_int movieclip?
should the Math.round be applied within all of the all_int_circles_master.cone / two / three... movieclips?
Thanks

Have you tried
percent_text.text = (Math.round(int(linkCount) / int(clickCount) * 100) + "%").toString();

percent_text.text = (int(linkCount) / int(clickCount) * 100 +
"%").toString();
I think you have your clickCount and linkCount backwards, swap those and round the results before adding the percent symbol:
percent_text.text = (Math.round((int(clickCount) / int(linkCount) * 100)).toString() + "%";
A pure AS3 example:
package {
import flash.display.Sprite;
import flash.text.TextField;
import flash.events.MouseEvent;
public class Main extends Sprite {
var clickCount:int = 0;
var linkCount:int = 30;
var clicked_total:TextField;
var button:CustomSimpleButton;
public function Main() {
button = new CustomSimpleButton();
button.addEventListener(MouseEvent.CLICK, onClickNextSlide2);
addChild(button);
clicked_total = new TextField();
clicked_total.text = "0%";
clicked_total.x = 100;
addChild(clicked_total);
}
function onClickNextSlide2(event:MouseEvent):void {
clickCount++;
if (clickCount < linkCount) {
clicked_total.text = (Math.round((clickCount / linkCount) * 100)).toString() + "%";
} else {
clicked_total.text = "Done";
}
}
}
}
import flash.display.Shape;
import flash.display.SimpleButton;
class CustomSimpleButton extends SimpleButton {
private var upColor:uint = 0xFFCC00;
private var overColor:uint = 0xCCFF00;
private var downColor:uint = 0x00CCFF;
private var size:uint = 80;
public function CustomSimpleButton() {
downState = new ButtonDisplayState(downColor, size);
overState = new ButtonDisplayState(overColor, size);
upState = new ButtonDisplayState(upColor, size);
hitTestState = new ButtonDisplayState(upColor, size * 2);
hitTestState.x = -(size / 4);
hitTestState.y = hitTestState.x;
useHandCursor = true;
}
}
class ButtonDisplayState extends Shape {
private var bgColor:uint;
private var size:uint;
public function ButtonDisplayState(bgColor:uint, size:uint) {
this.bgColor = bgColor;
this.size = size;
draw();
}
private function draw():void {
graphics.beginFill(bgColor);
graphics.drawRect(0, 0, size, size);
graphics.endFill();
}
}

Related

How to run an external action script file at a specify frame?

Sorry for the vague question. The point is I would like to run an external actionscript(.as) file at a specify frame so that it won't run unless I clicked start button from the main menu. This is to make sure the game sprites won't appear on the main menu. I have tried "Export classes in frame" option but it won't work. The actionscript is already set to document class. I have no code placed on timeline.
The external actionscript code to my game:
package
{
import flash.display.*;
import flash.events.*;
import flash.utils.*;
import flash.media.*;
import com.greensock.*;
public class image_match extends MovieClip
{
private var first_tile:images;
private var second_tile:images;
private var pause_timer:Timer;
var imagedeck:Array = new
Array(1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12);
var theFirstCardSound:FirstCardSound = new FirstCardSound();
var theMissSound:MissSound = new MissSound();
var theMatchSound:MatchSound = new MatchSound();
var playerScore:Number = 0;
public function image_match()
{
trace(this.currentFrame);
for (x = 1; x <= 6; x++)
{
for (y = 1; y <= 4; y++)
{
var random_card = Math.floor(Math.random() *
imagedeck.length);
var tile:images = new images ;
tile.col = imagedeck[random_card];
imagedeck.splice(random_card,1);
tile.gotoAndStop(13);
tile.x = 95;
tile.y = 145;
tile.x += (x - 1) * 122;
tile.y += (y - 1) * 132;
tile.addEventListener(MouseEvent.CLICK,tile_clicked);
tile.addEventListener(MouseEvent.MOUSE_OVER, glow);
tile.addEventListener(MouseEvent.MOUSE_OUT, noGlow);
tile.buttonMode = true;
addChild(tile);
}
}
}
//Function to create glow effect.
function glow(event:MouseEvent):void
{
TweenMax.to(event.currentTarget, 0.3, {glowFilter:{color:0x0000ff,
alpha:1, blurX:10, blurY:10,strength:0.7}});
}
//Function to remove glow effect.
function noGlow(event:MouseEvent):void
{
TweenMax.to(event.currentTarget, 0.5, {glowFilter:{alpha:0}});
}
public function tile_clicked(event:MouseEvent)
{
var clicked:images = event.currentTarget as images;
if ((first_tile == null))
{
first_tile = clicked;
theFirstCardSound.play();
first_tile.gotoAndStop(clicked.col);
}
else if (((second_tile == null) && first_tile != clicked))
{
second_tile = clicked;
second_tile.gotoAndStop(clicked.col);
if (first_tile.col == second_tile.col)
{
theMatchSound.play();
pause_timer = new Timer(1000,1);
pause_timer.addEventListener(TimerEvent.TIMER_COMPLETE,remove_tiles);
pause_timer.start();
playerScore += 200;
}
else
{
theMissSound.play();
pause_timer = new Timer(1000,1);
pause_timer.addEventListener(TimerEvent.TIMER_COMPLETE,reset_tiles);
pause_timer.start();
playerScore -= 20;
}
}
updateScore();
}
public function updateScore():void
{
scoreText.text = playerScore.toString();
trace("Score: " + scoreText.text);
}
public function reset_tiles(event:TimerEvent)
{
first_tile.gotoAndStop(13);
second_tile.gotoAndStop(13);
first_tile = null;
second_tile = null;
pause_timer.removeEventListener(TimerEvent.TIMER_COMPLETE,reset_tiles);
}
public function remove_tiles(event:TimerEvent)
{
removeChild(first_tile);
removeChild(second_tile);
first_tile = null;
second_tile = null;
pause_timer.removeEventListener(TimerEvent.TIMER_COMPLETE,remove_tiles);
}
}
}
The external code you posted is a class. That means the code in it will not run before you create an instance of it. Move the instance creation to the frame where you wish the code to be executed and you should be getting the behaviour you asked for.
If you don't know what an instance is, look for a line that contains something like:
...=new match_it();
addChild(...);
Those 2 lines create an instance of the match_it class and add it to the display hierachy. Move them to the frame in question. There might be more code that is required to be moved, but since you didn't paste the actual instantiation, that's something that I can't really tell.
I also would suggest taking a look at the basics of as3 classes, it will make your life a lot easier, here's an tutorial:
http://www.untoldentertainment.com/blog/2009/08/25/tutorial-understanding-classes-in-as3-part-1/

Incorrect number of arguments. Expected 2

I'm making a game where you are a soccer goalie and the ball(brazuca) keeps on falling down and you have to collect it, but I keep getting the incorrect number of arguments error. I'm fairly new to coding and I know that the error means something unexpected happened in the brackets where the error happened but I can't figure out how to fix it. It would be great if anyone can help me with this issue.
class Gamescreen2
package
{
import flash.display.MovieClip;
import flash.utils.Timer;
import flash.events.*;
import flash.ui.Mouse;
import flash.media.SoundChannel;
public class Gamescreen2 extends MovieClip
{
public var goalie:GoaliePlay;
var gameMusic:GameMusic;
var gameChannel:SoundChannel;
var speed:Number;
//public var army:Array;
public var army2:Array;
//public var gameTimer:Timer;
public var gameTimer2:Timer;
public static var tick:Number;
public static var score:Number;
public function Gamescreen2()
{
goalie = new GoaliePlay();
addChild (goalie);
gameMusic = new GameMusic;
gameChannel = gameMusic.play(0,999);
score = 0;
//army = new Array();
army2 = new Array();
//gameTimer = new Timer(25);
gameTimer2 = new Timer(25);
//gameTimer.addEventListener(TimerEvent.TIMER, onTick);
gameTimer2.addEventListener(TimerEvent.TIMER, onTick);
gameTimer2.start();
tick = 0;
}
public function onTick(timerEvent:TimerEvent):void
{
tick ++;
if (Math.random() < 0.05)
{
var randomX:Number = Math.random() * 550;
var goalieB= new GoalieB(0,0);
army2.push (goalieB);
addChild (goalieB);
}
for each (var goalieB:GoalieB in army2)
{
goalieB.moveDownABit();
if(goalieB.y == 420)
{
score--
trace(score);
this.scoreTxttwo.text = score.toString();
}
if (goalie.collisionArea.hitTestObject(goalieB))
{
goalieB.x == 550;
score += 10;
}
if (score < 1)
{
score = 0;
}
}
}
}
}
class BrazucaPlay
package
{
import flash.display.MovieClip;
public class BrazucaPlay extends MovieClip
{
var speed:Number;
public function BrazucaPlay(startX:Number, startY:Number)
{
x = startX;
y = startY;
speed = Math.random();
}
public function moveDownABit():void
{
//two speed enemies
if (speed >= .25)
{
y = y + 3;
}
}
}
}
Might be the constructor of your GameMusic class.
gameMusic = new GameMusic;
You should have brackets like so:
gameMusic = new GameMusic();
Same with this line:
var newBrazuca = new BrazucaPlay;
Should be:
var newBrazuca = new BrazucaPlay();
If, after adding brackets () you still receive the error, then you should check your custom classes BrazucaPlay and GoaliePlay and make sure their constructors aren't expecting parameters. Also check this function: brazuca.moveDownABitB().
The constructor is the function that is named after the class and is what first runs when instantiate an object. So you do var newBrazuca = new BrazucaPlay(); there is a constructor function in the BrazucaPlay class that would look something like this:
public function BrazucaPlay(){
//some code.
}
If that function actually looked something like this:
public function BrazucaPlay(myParameter:String){ }
Then that would throw the error you're getting because it's expecting you to pass a parameter to it (in this case a string like new BrazucaPlay("blah blah blah"))
EDIT
Now that you've posted more code, the cause is quite clear. The constructor of your BrazucaPlay class is expecting two arguments (a starting x/y position). So when you instantiate a new BrazucaPlay instance, you are required to pass it those two parameters:
var newBrazuca = new BrazucaPlay(0,0);//you need to pass two numbers (starting x and y)
If you don't want to do this, you can change the code to make those parameter OPTIONAL.
//this makes the parameters default to 0 if no value is passed in
public function BrazucaPlay(startX:Number = 0, startY:Number = 0)
{
x = startX;
y = startY;
speed = Math.random();
}
Welcome, user. Okay, a couple of things...
First, just so you know, we need the entire error, as CyanAngel said. It helps us prevent digging through the entire code. (For more tips about getting started, go to stackoverflow.com/help)
Second, this is what your error message means: You are passing the wrong number of arguments (values) to a function. The function requires exactly two, and you're passing more or less than you should.
This is why we need the error: it has the line number of the error, letting us/you narrow in on it directly.

Shaking effect - Flash CS6 ActionScript3.0

This question is related to ActionScript 3.0 and Flash CS6
I am trying to make an object shake a bit in a certain for some seconds. I made it a "movieclip" and made this code:
import flash.events.TimerEvent;
var Machine_mc:Array = new Array();
var fl_machineshaking:Timer = new Timer(1000, 10);
fl_machineshaking.addEventListener (TimerEvent.TIMER, fl_shakemachine);
fl_machineshaking.start ();
function fl_shakemachine (event:TimerEvent):void {
for (var i = 0; i < 20; i++) {
Machine.x += Math.random() * 6 - 4;
Machine.y += Math.random() * 6 - 4;
}
}
When testing the movie I get multiple errors looking exactly like this one:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at Historieoppgave_fla::MainTimeline/fl_shakemachine()
at flash.utils::Timer/_timerDispatch()
at flash.utils::Timer/tick()
Also, the object doesnt shake, but it moves steadily upwards to the left a bit every tick.
To the point:
I wish to know how I stop the script after the object is not in the stage/scene anymore and also how to make it shake around, as I do not see what is wrong with my script, please help, thank you ^_^
AStupidNube brought up a great point about the original position. So adding that to shaking that should be a back and forth motion, so don't rely on random values that may or may not get you what you want. Shaking also has a dampening effect over time, so try something like this:
Link to working code
• http://wonderfl.net/c/eB1E - Event.ENTER_FRAME based
• http://wonderfl.net/c/hJJl - Timer Based
• http://wonderfl.net/c/chYC - Event.ENTER_FRAME based with extra randomness
**1 to 20 shaking items Timer Based code - see link above for ENTER_FRAME code••
package {
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.TimerEvent;
import flash.geom.Point;
import flash.text.TextField;
import flash.utils.Timer;
public class testing extends Sprite {
private var shakeButton:Sprite;
private var graphic:Sprite;
private var shakerPos:Array;
private var shakers:Array;
private var numShakers:int = 20;
private var dir:int = 1;
private var displacement:Number = 10;
private var shakeTimer:Timer;
public function testing() {
this.shakers = new Array();
this.shakerPos = new Array();
this.addEventListener(Event.ADDED_TO_STAGE, this.init);
}
private function init(e:Event):void {
this.stage.frameRate = 30;
this.shakeTimer = new Timer(33, 20);
this.shakeTimer.addEventListener(TimerEvent.TIMER, this.shake);
this.graphics.beginFill(0x333333);
this.graphics.drawRect(0,0,this.stage.stageWidth, this.stage.stageHeight);
this.graphics.endFill();
this.createShakers();
this.shakeButton = this.createSpriteButton("Shake ");
this.addChild(this.shakeButton);
this.shakeButton.x = 10;
this.shakeButton.y = 10;
this.shakeButton.addEventListener(MouseEvent.CLICK, this.shakeCallback);
}
private function createSpriteButton(btnName:String):Sprite {
var sBtn:Sprite = new Sprite();
sBtn.name = btnName;
sBtn.graphics.beginFill(0xFFFFFF);
sBtn.graphics.drawRoundRect(0,0,80,20,5);
var sBtnTF:TextField = new TextField();
sBtn.addChild(sBtnTF);
sBtnTF.text = btnName;
sBtnTF.x = 5;
sBtnTF.y = 3;
sBtnTF.selectable = false;
sBtn.alpha = .5;
sBtn.addEventListener(MouseEvent.MOUSE_OVER, function(e:Event):void { sBtn.alpha = 1 });
sBtn.addEventListener(MouseEvent.MOUSE_OUT, function(e:Event):void { sBtn.alpha = .5 });
return sBtn;
}
private function createShakers():void {
var graphic:Sprite;
for(var i:int = 0;i < this.numShakers;i++) {
graphic = new Sprite();
this.addChild(graphic);
graphic.graphics.beginFill(0xFFFFFF);
graphic.graphics.drawRect(0,0,10,10);
graphic.graphics.endFill();
// add a 30 pixel margin for the graphic
graphic.x = (this.stage.stageWidth-60)*Math.random()+30;
graphic.y = (this.stage.stageWidth-60)*Math.random()+30;
this.shakers[i] = graphic;
this.shakerPos[i] = new Point(graphic.x, graphic.y);
}
}
private function shakeCallback(e:Event):void {
this.shakeTimer.reset();
this.shakeTimer.start();
}
private function shake(e:TimerEvent):void {
this.dir *= -1;
var dampening:Number = (20 - e.target.currentCount)/20;
for(var i:int = 0;i < this.numShakers;i++) {
this.shakers[i].x = this.shakerPos[i].x + Math.random()*10*dir*dampening;
this.shakers[i].y = this.shakerPos[i].y + Math.random()*10*dir*dampening;
}
}
}
}
Now this is a linear dampening, you can adjust as you see fit by squaring or cubing the values.
You have to remember the original start position and calculate the shake effect from that point. This is my shake effect for MovieClips. It dynamically adds 3 variables (startPosition, shakeTime, maxShakeAmount) to it. If you use classes, you would add them to your clips.
import flash.display.MovieClip;
import flash.geom.Point;
function shake(mc:MovieClip, frames:int = 10, maxShakeAmount:int = 30) : void
{
if (!mc._shakeTime || mc._shakeTime <= 0)
{
mc.startPosition = new Point(mc.x, mc.y);
mc._shakeTime = frames;
mc._maxShakeAmount = maxShakeAmount;
mc.addEventListener(Event.ENTER_FRAME, handleShakeEnterFrame);
}
else
{
mc.startPosition = new Point(mc.x, mc.y);
mc._shakeTime += frames;
mc._maxShakeAmount = maxShakeAmount;
}
}
function handleShakeEnterFrame(event:Event):void
{
var mc:MovieClip = MovieClip(event.currentTarget);
var shakeAmount:Number = Math.min(mc._maxShakeAmount, mc._shakeTime);
mc.x = mc.startPosition.x + (-shakeAmount / 2 + Math.random() * shakeAmount);
mc.y = mc.startPosition.y + (-shakeAmount / 2 + Math.random() * shakeAmount);
mc._shakeTime--;
if (mc._shakeTime <= 0)
{
mc._shakeTime = 0;
mc.removeEventListener(Event.ENTER_FRAME, handleShakeEnterFrame);
}
}
You can use it like this:
// shake for 100 frames, with max distance of 15px
this.shake(myMc, 100, 15);
BTW: In Flash, you should enable 'permit debugging' in your 'publish settings' to have more detailed errors. This also gives back the line numbers where your code is breaking.
update:
Code now with time / maximum distance separated.
Here is a forked version of the chosen answer, but is a bit more flexible in that it allows you to set the frequency as well. It's also based on time as opposed to frames so you can think in terms of time(ms) as opposed to frames when setting the duration and interval.
The usage is similar to the chosen answer :
shake (clipToShake, durationInMilliseconds, frequencyInMilliseconds, maxShakeRange);
This is just an example of what I meant by using a TimerEvent as opposed to a ENTER_FRAME. It also doesn't require adding dynamic variables to the MovieClips you are shaking to track time, shakeAmount, and starting position.
public function shake(shakeClip:MovieClip, duration:Number = 3000, frequency:Number = 30, distance:Number = 30):void
{
var shakes:int = duration / frequency;
var shakeTimer:Timer = new Timer(frequency, shakes);
var startX:Number = shakeClip.x;
var startY:Number = shakeClip.y;
var shakeUpdate:Function = function(e:TimerEvent):void
{
shakeClip.x = startX + ( -distance / 2 + Math.random() * distance);
shakeClip.y = startY + ( -distance / 2 + Math.random() * distance);
}
var shakeComplete:Function = function(e:TimerEvent):void
{
shakeClip.x = startX;
shakeClip.y = startY;
e.target.removeEventListener(TimerEvent.TIMER, shakeUpdate);
e.target.removeEventListener(TimerEvent.TIMER_COMPLETE, shakeComplete);
}
shakeTimer.addEventListener(TimerEvent.TIMER, shakeUpdate);
shakeTimer.addEventListener(TimerEvent.TIMER_COMPLETE, shakeComplete);
shakeTimer.start();
}
-4 <= Math.random() * 6 - 4 < 2
You add this offset to Machine.x 20 times, so chances for moving to the left is greater, than to the right.
It seems that you looking for something like this:
for each (var currentMachine:MovieClip in Machine_mc)
{
currentMachine.x += Math.random() * 6 - 3;
currentMachine.y += Math.random() * 6 - 3;
}

Bubble pop game Actionscript: defining ToString() method through a reference with a static type class

Hello I have the actionscript code here for a bubble popping game. When the game starts, bubbles fall down from the top of the game to the bottom and score is kept for the most bubbles clicked or popped in 30 seconds.
The size of the bubble is defined by the initialize method in the code, and uses ToString() to calculate the score. ToString gives me a 1061: Call to a possibly undefined method Random through a reference with static type uint. This error which I cannot figure out where it comes from.
If anyone with experience in AS3 could give me some pointers to my faults, I would greatly appreciate it. Thank You.
package {
import flash.display.MovieClip;
import flash.events.Event;
import flash.media.Sound;
public class Ball extends MovieClip{
static public var burstCounter: uint;
private var vx: Number;
private var vy: Number;
private var gravity: Number;
private var stageWidth;
private var stageHeight;
private var bubble:Ball = new Ball();
private var score: uint=0;
public function Ball() {
bubble.addEventListener(Event.ADDED_TO_STAGE, initialize)
bubble.addEventListener(MouseEvent.CLICK, burst)
bubble.addEventListener(Event.ENTER_FRAME, dropping)
}
public function initialize (e:Event):void
{
bubble.x = Math.random() * stageWidth;
bubble.y = 0;
stageWidth = stage.stageWidth;
stageHeight = stage.stageHeight;
bubble.vx = Math.random() * 2 - 1;
bubble.vy = Math.random() * 2 + 1;
gravity = 0.1;
var sizeScale = Math.random() * 1.2 + .6;
bubble.scaleX = bubble.scaleY = sizeScale;
score = (10 / sizeScale);
scoreValue.text = score.ToString();
var colorTran = new ColorTransform();
colorTran.color = Math.random() * 0xFFFFFF;
transform.colorTransform = colorTran;
addChild(bubble);
}
function dropping(e: Event) :void
{
x += vx;
y += vy;
vy += gravity;
if((x<0) || (x>stageWidth) || (y<0) || (y>stageHeight))
{
if(parent != null)
{
parent.removeChild(this);
}
removeEventListener(Event.ENTER_FRAME, dropping)
}
}
function burst (e:Event):void
{
var ballonPopping: Sound = new BalloonPopping();
bubble.removeEventListener(Event.ADDED_TO_STAGE, initialize);
bubble.removeEventListener(Event.ENTER_FRAME, dropping);
removeChild(bubble);
ballonPopping.play();
burstCounter += score;
}
}
}
Try Math.random() instead...
You need to change each occurrence of
Math.Random()
to
Math.random()
note the lowercase r
Or...since it looks like you just edited this question for ToString()
Try
toString()
Notice how similar the errors are. You're tying to call a method that doesn't exist on both of these. Capitalization matters VAR is not the same as var
uint doesn't have a ToString() method either, but it has a toString().
Case is important in method names. :)
Be mindful that casing does matter when naming & calling properties or methods.
ActionScript uses pascalCasing for its members, including static ones. Constants use ALL_CAPS.
I can't think of any class members in ActionScript that use CamelCasing like you've been doing - as far as I'm aware, there aren't any.

Actionscript: Am I deleting this class instance correctly?

Okay by deleting correctly I mean am I actually getting rid of the instance or is it just not being drawn anymore? I should mention that I'm trying to delete the instance from within its own class, that is it deletes itself. It 'works' in that the square it draws no longer appears on the screen but again I'm not sure if it's really gone or just not being drawn. Anyway here's the class:
package
{
import flash.display.*;
import flash.events.*;
public class OBJECT_bullet_1 extends Sprite
{
public var X:int = 0; public var Y:int = 0;
public var Y_SPEED:int = 5;
public var DEPTH:int = 9;
public var CONTAINER:Sprite = new Sprite();
public function CREATE(CONTAINER:Sprite,X:int,Y:int):void
{
this.CONTAINER = CONTAINER;
CONTAINER.stage.addEventListener(Event.ENTER_FRAME,STEP);
this.X = X; this.Y = Y;
DRAW();
}
public function STEP(event:Event):void
{
this.graphics.clear();
Y -= Y_SPEED;
if (Y < 20) {Y = 300; CONTAINER.removeChild(this); CONTAINER.stage.removeEventListener(Event.ENTER_FRAME,STEP); CONTAINER.(delete this); CONTAINER = null; return;}
DRAW();
}
public function DRAW():void
{
this.graphics.beginFill(0xCCCC00,1);
this.graphics.drawRect(X - 2,Y - 2,4,4);
this.graphics.endFill();
CONTAINER.addChild(this);
}
}
}
The part I'm concerned about is in the STEP function when it checks to see if Y < 20. You'll notice that it does several things afterwords. Am I deleting it correctly? If so is there anything I am doing to delete it that I don't need to?
Yes to both questions. To ensure an object is deleted, all you have to do is remove all references to it. The child reference and event callback are the only ones the above code is aware of, and you have taken care to remove them both. Nullifying your own container reference is unnecessary, as is whatever you think CONTAINER.(delete this) does.
There are some other significant problems with your supplied code. I made some improvements and heavily commented all changes to explain why I made them.
// You should avoid using the default package. Using the default package
// can make it difficult later on if you start having naming conflicts.
package com.stackoverflow.example {
import flash.display.Sprite;
import flash.events.Event;
import flash.geom.Point;
import flash.utils.getTimer;
// Class names are spelled in CamelCase by convention. Also, note
// that "Object" has a special meaning in AS3 so you should avoid
// using it to refer to anything else. I used here "Entity" instead.
public class EntityBullet1 extends Sprite {
// ALLCAPS when used are reserved for static const names.
// A good use of static consts is to store "magic numbers".
public static const DEFAULT_COLOR:uint = 0xCCCC00;
public static const DEFAULT_SPEED_X:Number = 0;
public static const DEFAULT_SPEED_Y:Number = -100;
public static const DEFAULT_SIZE:Number = 4;
// I'm calculating the time between frames for smoother movement.
public var lastTime:int;
public var color:uint = DEFAULT_COLOR;
public var size:int = DEFAULT_SIZE;
// Instead of separate x and y vars, you can use the Point class.
public var pos:Point;
public var speed:Point;
// Instead of a "create" method do all creation inside the constructor!
public function EntityBullet1(x:Number = 0, y:Number = 0) {
pos = new Point(x, y);
speed = new Point(DEFAULT_SPEED_X, DEFAULT_SPEED_Y);
// You don't need the parent container to access the ENTER_FRAME
// event. Every DisplayObject has its own. Much simpler.
addEventListener(Event.ENTER_FRAME, firstStep);
}
public function draw():void {
// Keep all drawing inside the draw function. Previously,
// clear() was being called inside the step method.
graphics.clear();
graphics.beginFill(color);
graphics.drawRect(pos.x - size/2, pos.y - size/2, size, size);
graphics.endFill();
}
// On the first frame, the field "lastTime" is still uninitialized.
// This method initializes it to the current time and hands off
// future events to the proper step() method.
public function firstStep(event:Event):void {
removeEventListener(Event.ENTER_FRAME, firstStep);
addEventListener(Event.ENTER_FRAME, step);
lastTime = getTimer();
step(event);
}
public function step(event:Event):void {
// To move at a fixed rate regardless of how fast the framerate is,
// you need to calculate the time delta.
var cur:int = getTimer();
var delta:Number = (cur - lastTime) / 1000.0;
lastTime = cur;
// Position equals velocity times time.
pos.x += speed.x * delta;
pos.y += speed.y * delta;
draw();
// Note that all DisplayObjects already have references to their
// parent containers called "parent"!
if (pos.y < 20) {
if (parent != null) parent.removeChild(this);
removeEventListener(Event.ENTER_FRAME, step);
}
}
}
}