In my app I'm importing movieclips from library to the stage like this :
package {
import flash.display.*;
import flash.text.*;
import flash.events.*;
import flash.ui.Keyboard;
import flash.ui.Mouse;
import flash.display.MovieClip;
public class MainTimeline extends MovieClip {
//Variabili
public var VFullscreen: int = 1;
//Import var
public var VTerminal: Terminal = new Terminal();
public var nTerminal:String;
public function MainTimeline(): void {
stage.displayState = StageDisplayState.FULL_SCREEN_INTERACTIVE;
//Import
//Terminal
VTerminal.x = 288;
VTerminal.y = 384;
stage.addChild(VTerminal);
//Event Listeners
//addEventListener(MouseEvent.CLICK, fl_BringToFront);
VTerminal.addEventListener(MouseEvent.MOUSE_DOWN, fl_WindowDrag);
VTerminal.addEventListener(MouseEvent.MOUSE_UP, fl_WindowDrop);
}
//public functions
//Gestione Fullscreen
public function fl_Fullscreen(event: MouseEvent): void {
switch (VFullscreen) {
case 0:
stage.displayState = StageDisplayState.FULL_SCREEN_INTERACTIVE;
VFullscreen = 1;
break;
case 1:
stage.displayState = StageDisplayState.NORMAL;
VFullscreen = 0;
break;
}
}
public function fl_FSCheck(event: Event): void {
if (stage.displayState == StageDisplayState.NORMAL) {
VFullscreen = 0;
}
if (stage.displayState == StageDisplayState.FULL_SCREEN_INTERACTIVE) {
VFullscreen = 1;
}
}
//Primo Piano Finestre
public function fl_BringToFront(event: MouseEvent): void {
this.addChild(event.currentTarget as DisplayObject);
}
public function fl_WindowDrag(event: MouseEvent): void {
event.currentTarget.startDrag();
nTerminal = event.currentTarget.name.toString();
trace(nTerminal);
}
public function fl_WindowDrop(event: MouseEvent): void {
event.currentTarget.stopDrag();
}
//Chiusura
public function fl_Close(event: MouseEvent): void {
stage.nativeWindow.close();
}
//Apertura/Chiusura Terminal
public function fl_Terminal(event: MouseEvent): void {
if (contains(VTerminal)) {
removeChild(VTerminal);
} else {
VTerminal.x = 288;
VTerminal.y = 320;
addChild(VTerminal);
}
}
}
}
But I've a strange bug that I've never seen. It had the same MC twice and, in the runtime, when i drag and drop it I can see 2 MC one named instance8 and one instance45. I don't know how to solve this.
Thanks in advance.
TERMINAL CLASS
package {
import flash.display.MovieClip;
import flash.events.*;
import flash.ui.Keyboard;
import flash.text.TextField;
public class Terminal extends MovieClip {
public var version: String = "Verison 0.0.1 a";
public function Terminal(event: Event) {
//Varie
nome.text = "terminal";
vOut.text = version;
//Animazioni
loader0.gotoAndPlay(1);
loader1.gotoAndPlay(25);
}
}
}
As far as I can see, the statement
//Primo Piano Finestre
public function fl_BringToFront(event: MouseEvent): void {
this.addChild(event.currentTarget as DisplayObject);
}
when the mouseDown and mouseUp event finished, the mouseEvent.click event will trigger, so you will get another instance
Related
I'm currently working on a game, and am fairly new to AS3.
I'm stuck on the character movement: I was following a guide and ended up with the following as my code. When I test the game it just plays the character animation and I can't control it.
package {
import flash.display.Stage;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.utils.Proxy;
import flash.utils.flash_proxy;
dynamic public class KeyObject extends Proxy {
private static var stage:Stage;
private static var keysDown:Object;
public function KeyObject(stage:Stage) {
construct(stage);
}
public function construct(stage:Stage):void {
KeyObject.stage = stage;
keysDown = new Object();
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);
}
flash_proxy override function getProperty(name:*):* {
return (name in Keyboard) ? Keyboard[name] : -1;
}
public function isDown(keyCode:uint):Boolean {
return Boolean(keyCode in keysDown);
}
public function deconstruct():void {
stage.removeEventListener(KeyboardEvent.KEY_DOWN,keyPressed);
stage.removeEventListener(KeyboardEvent.KEY_UP, keyReleased);
keysDown = new Object();
KeyObject.stage = null;
}
private function keyPressed(evt:KeyboardEvent):void {
keysDown[evt.keyCode] = true;
}
private function keyReleased(evt:KeyboardEvent):void {
delete keysDown[evt.keyCode];
}
}
}
package {
import flash.display.Sprite
import flash.events.Event;
import KeyObject;
public class Main extends Sprite{
private var key:KeyObject;
public function Main() {
addEventListener(Event.ADDED_TO_STAGE,setupKeyObject);
}
function setupKeyObject(e:Event){
key = new KeyObject(stage);
stage.addEventListener(Event.ENTER_FRAME,movePlayer);
}
function movePlayer(e:Event){
if(key.isDown(key.LEFT)){
roy.x -= 5;
}
if(key.isDown(key.RIGHT)){
roy.x +=5;
}
if(roy.x<0){
roy.x = 0;
}
if(roy.x > (stage.stageWidth - player.width)){
roy.x = stage.stageWidth - player.width;
}
}
}
}
I've been trying for a few hours now and I cant get my little character to move with the keyboard.
I have ran a trace to make see if anything was happening and the position value does change but my character doesn't react to that position change.
I receive no errors. Both my Character and BrickBlock are movieclips and they have been imported for ActionScript.
If any other information is needed please let me know. Thank you! :)
My following code:
package {
import flash.events.Event
import flash.display.MovieClip;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
public class CharMove extends MovieClip {
var char1 :Character;
var block :BrickBlock;
public function CharMove()
{
char1 = new Character();
block = new BrickBlock();
//this.addEventListener(Event.ENTER_FRAME, collide)
stage.addEventListener(KeyboardEvent.KEY_DOWN, kDown);
}
/*function collide(e:Event):void
{
if(char.hitTestObject(block))
{
char.visible = !char.visible;
}
}*/
function kDown(event:KeyboardEvent):void
{
switch (event.keyCode)
{
case Keyboard.LEFT:
char1.x -= 5;
trace(char1.x);
break;
case Keyboard.RIGHT:
char1.x +=5;
trace(char1.x);
break;
}
}
}
}
You might want to consider writing a static Input class.
package input {
import flash.display.Stage;
import flash.events.KeyboardEvent;
public class Input {
private static var keys:Array = new Array(255);
public static function setup(stage:Stage):void {
stage.addEventListener(KeyboardEvent.KEY_DOWN, KeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP, KeyUp);
}
private static function keyDown(e:KeyboardEvent):void {
keys[e.keyCode] = true;
}
private static function keyUp(e:KeyboardEvent):void {
keys[e.keyCode] = false;
}
public static function isKeyDown(k:int):Boolean {
return keys[k];
}
public static const A:uint = 65;
public static const B:uint = 66;
public static const C:uint = 67;
// The rest of the keys...
}
}
To use it first call setup() which adds the listeners for KEY_DOWN and KEY_UP events.
They you can easily query keys and do relevant actions accordingly.
Input.setup(stage);
/...
if(Input.isKeyDown(Input.A)) {
char1.x -= 5;
}
I have two movieclips one over other. using mouse click event I want to bring one of them in the front. It works 1 or 2 times then it just stops responding to mouse clicks. I don't know what is happening. I tried hard but could not get it work.
Here is my code for document class :
package {
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.display.SimpleButton;
public class THREE2DP extends MovieClip {
public var page11:page1;
public var page22:page2;
public var scene11:scene1;
public var scene22:scene2;
public function THREE2DP() {
// constructor code
stop();
createscene();
createpage2();
createpage1();
this.addEventListener(Event.ENTER_FRAME, enterframehandler);
}
public function enterframehandler(e:Event):void
{
if(scene11.front)
{
bringToFront(page11);
scene22.front = false;
}
if(scene22.front)
{
bringToFront(page22);
scene11.front = false;
}
}
private function bringToFront(mcl:MovieClip)
{
mcl.parent.setChildIndex(mcl,mcl.parent.numChildren - 1);
}
public function createpage1()
{
page11 = new page1();
addChild(page11);
page11.x = 0;
page11.y = 0;
}
public function createpage2()
{
page22 = new page2();
addChild(page22);
page22.x = 0;
page22.y = 0;
}
public function createscene()
{
scene11 = new scene1();
addChild(scene11);
scene11.x = 0;
scene11.y = 635;
scene22 = new scene2();
addChild(scene22);
scene22.x = 400;
scene22.y = 635;
}
}
}
here is code for scene11 movieclip custom class
package {
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.display.SimpleButton;
public class scene1 extends MovieClip {
public var front:Boolean = false;
public function scene1() {
// constructor code
stop();
this.addEventListener(MouseEvent.CLICK, clickhandler, false, 0, true);
}
public function clickhandler(event:MouseEvent): void
{
front = true;
}
}
}
code for scene22 custom class is
package {
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.display.SimpleButton;
public class scene2 extends MovieClip {
public var front:Boolean = false;
public function scene2() {
// constructor code
stop();
this.addEventListener(MouseEvent.CLICK, clickhandler, false, 0, true);
}
public function clickhandler(event:MouseEvent):void
{
front = true;
}
}
}
Upon click on movieclips scene11 and scene22, movieclip page11 and page22 should come on front of stage respectively but that happens only once for each page, after that nothing changes.
my earlier logic for custom classwas faulty. took me 2 day. added mouse_down event to make it work.
i some how managed to do this right by changing custom class code to this
package {
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.display.SimpleButton;
public class scene1 extends MovieClip {
public var front:Boolean = false;
public function scene1() {
// constructor code
stop();
this.addEventListener(MouseEvent.MOUSE_DOWN, presshandler, false, 0, true);
this.addEventListener(MouseEvent.CLICK, clickhandler, false, 0, true);
}
public function presshandler(event:MouseEvent): void
{
front = true;
}
public function clickhandler(event:MouseEvent): void
{
front = false;
}
}
}
also modified document class code by calling pagechange() function from enterframehandler() function for sake of simplicity
public function pagechange()
{
if (scene11.front && scene22.front == false)
{
bringToFront(page11);
}
if (scene22.front && scene11.front == false)
{
bringToFront(page22);
}
}
private function bringToFront(mcl:MovieClip)
{
mcl.parent.setChildIndex(mcl,mcl.parent.numChildren - 1);
}
Instead of using that bringToFront method, you could just readd page11 and page22 on stage with addChild(). addChild always adds a child on front of everything else in the parent.
public function enterframehandler(e:Event):void
{
if(scene11.front)
{
addChild(page11);
scene22.front = false;
}
if(scene22.front)
{
addChild(page22);
scene11.front = false;
}
}
Hey I seem to be having some problems inheriting Movie-clip from a class, I'm fairly new to as3, I've had a look around and can't tell if I'm doing something fundamentally wrong or not.
Let me show you
So I have a class I want to use to move EVERYTHING but the player sprite. So I want everything but the player to extend it. (or so I'm assuming.)
So I declare my class
package code {
import flash.display.*;
import flash.events.*;
import flash.ui.*;
import code.Main;
public class everythingContainer extends MovieClip {
function brackets and so on...
(I'm just importing everything in an attempt to avoid errors)
I then have a class I want to inherit everythingContainer and Movieclip
package code {
import flash.display.*;
import flash.events.*;
import flash.ui.*;
import code.Main;
import code.everythingContainer;
public class Tree1 extends everythingContainer {
Yet when I run this I get the error:
Line 1 5000: The class 'code.Tree1' must subclass 'flash.display.MovieClip' since it is linked to a library symbol of that type.
Why am I getting this error?
Any help would be greatly appreciated!
I haven't got the full code to run yet so there may still be other obvious bugs laying about.
everythingContainer
Full code:
package code {
import flash.display.*;
import flash.events.*;
import flash.ui.*;
import code.Main;
public class everythingContainer extends MovieClip {
var speed: Number = 4;
var wpressed: Boolean = false;
var apressed: Boolean = false;
var spressed: Boolean = false;
var dpressed: Boolean = false;
var xprev:int = 0;
var yprev:int = 0;
public function everythingContainer() {
// constructor code
trace ('Container started');
if(stage) init();
else
this.addEventListener(Event.ADDED_TO_STAGE, init);
}
function init(eventInfo:Event = null):void
{
if(eventInfo != null)
{
this.removeEventListener(Event.ADDED_TO_STAGE, init);
trace ('Container init removed');
}
// constructor code
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyPress);
stage.addEventListener(KeyboardEvent.KEY_UP, onKeyRelease);
this.addEventListener( Event.ENTER_FRAME, containerEveryFrame);
}
public function containerEveryFrame (Event): void {
if (stage.contains(Main.player)) {
xprev = this.x;
yprev = this.y;
checkPlayerMovement();
}
}
// check the set keypress variables
public function checkPlayerMovement () : void {
if (wpressed) {
this.y -= this.speed;
}
if (spressed) {
this.y += this.speed;
}
if (apressed){
this.x -= this.speed;
}
if (dpressed) {
this.x += this.speed;
}
}
//assign key presses to variables
public function onKeyPress (event:KeyboardEvent):void {
//up
if (event.keyCode == 87){
wpressed = true;
}
//down
if (event.keyCode == 83) {
spressed = true;
}
//left
if (event.keyCode == 65){
apressed = true;
}
//right
if (event.keyCode == 68) {
dpressed = true;
}
}
//reset key press variables
public function onKeyRelease (event:KeyboardEvent) : void {
//up
if (event.keyCode == 87){
wpressed = false;
}
//down
if (event.keyCode == 83) {
spressed = false;
}
//left
if (event.keyCode == 65){
apressed = false;
}
//right
if (event.keyCode == 68) {
dpressed = false;
}
}
}
}
Main (there's some other stuff going on in here, but at the minute I'm just trying to get the trees working with my other class.)
package code
{
import flash.display.*;
import flash.events.*;
import flash.ui.*;
import flash.geom.Rectangle;
import flashx.textLayout.container.ContainerController;
public class Main extends MovieClip
{
//public static var main
public static var player:PC;
//public static var firstenemy: WolfEnemy;
public static var MainContainer:everythingContainer;
public function Main()
{
// constructor code
trace('main started');
if (stage)
{
init();
}
else
{
this.addEventListener(Event.ADDED_TO_STAGE, init);
}
}
function init(eventInfo:Event = null):void
{
if (eventInfo != null)
{
this.removeEventListener(Event.ADDED_TO_STAGE, init);
trace('Main init removed');
}
MainContainer = new everythingContainer ;
MainContainer.x = stage.stageWidth / 2;
MainContainer.y = stage.stageHeight / 2;
stage.addChild(MainContainer);
player = new PC();
player.x = stage.stageWidth / 2;
player.y = stage.stageHeight / 2;
stage.addChild(player);
//firstenemy = new WolfEnemy();
//firstenemy.x = 100;
//firstenemy.y = 100;
//stage.addChild(firstenemy);
stage.addEventListener( Event.ENTER_FRAME, everyFrameMain);
}
// check if an enemy hits the player.
/*public function enemycollison(): void {
if(firstenemy.hitTestObject(player)){
trace ('hit enemy');
player.health--;
firstenemy.kill();
}
}*/
// manage events that need to haapen globally for every frame
public function everyFrameMain(Event):void
{
/*if (stage.contains(firstenemy)){
enemycollison();
} */
//root.scrollRect = new Rectangle(player.x - 400, player.y - 300, 800, 600);
}
// finish and close game
public function endgame():void
{
}
}
}
and finally my tree class
package code {
import flash.display.*;
import flash.events.*;
import flash.ui.*;
import code.Main;
import code.everythingContainer;
public class Tree1 extends everythingContainer {
public function Tree1()
{
// constructor code
trace ('Tree1 started');
if(stage) init();
else
this.addEventListener(Event.ADDED_TO_STAGE, init);
}
function init(eventInfo:Event = null):void
{
if(eventInfo != null)
{
this.removeEventListener(Event.ADDED_TO_STAGE, init);
trace ('Tree1 init removed');
}
this.addEventListener( Event.ENTER_FRAME, tree1EveryFrame);
}
public function tree1EveryFrame (Event): void {
playercollision();
}
public function playercollision(): void {
if(this.hitTestObject(Main.player)){
trace ('hit wall');
Main.player.x = Main.player.xprev;
Main.player.y = Main.player.yprev;
}
}
}
}
Probably due to linkage errors inside Fla-file.
RMB on library-item: Tree1
Export for ActionScript + Export in frame 1 + "class: code.Tree1"
File/Publish Settings/Actionscript Settings (the small wrench, right of Script-dropdown)
Source Path (add the linkage to where the compiler can find your package-folder), usually for me I crate a folder next to the fla file called src or something like that so the code-file would be found at "/MyProject/src/code/Tree1.as", in that case I add "./src/" inside Source path inside Advanced ActionScript 3.0 settings
Added an example project in Flash CS6 found at url:
https://user.iter.org/filesharing/?uid=927205f7-cdfe-4915-a175-bc87f64af444
that is available for ~40 days.
Project structure in that file:
"/MyProject/DeepInheritage.fla"
"/MyProject/src/code/Foobar.as"
"/MyProject/src/code/Tree1.as"
Foobar.as which extends MovieClip
Tree1 library item which extends Foobar
That should be the exact same thing that you described in your issue, meaning that there is nothing wrong with that approach, it is just a matter of finding what is wrong. Most likely that is due to errors inside FLA-file, but might be something else.
code files:
package code {
import flash.display.MovieClip;
public class Foobar extends MovieClip {
public function Foobar() {
trace("foobar ctor()");
}
}
}
package code {
import flash.display.MovieClip;
public class Tree1 extends Foobar {
public function Tree1() {
trace("Tree1 ctor()");
}
}
}
i am making a simple game. here is the problem i am facing, but first i will tell you my class structure.
(i am using flash cs5.5)
Enemy.as : this class is linked with a MovieClip(in library), having code of simple enemy movment and directions.
Hero.as : Linked with a MovieClip in library. Code of Hero simple Movment
EnemyManager.as : Creates new enemy Every 20 Second.
HeroManager.as : Creates Hero(Only Once, other functionality will be added later).
HittingManager.as : checks for collusions(Problem Here)
Now My Problem is in HittingManager.as class because i want to add HitTestObject Functionalty in this class. i will post code of 3 important classes. (EnemyManager.as, HeroManager.as, HittingManager.as )
package
{
import flash.display.MovieClip;
import flash.events.Event;
public class HeroManager extends MovieClip
{
private var hManager:HittingManager = new HittingManager();
public static var hero:Hero = new Hero();
public function HeroManager()
{
addEventListener(Event.ADDED_TO_STAGE, added);
}
private function added(event:Event):void
{
trace("hero manager added");
}
}//class
}//package
Here is the code of EnemyManager.as class
package
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.sampler.Sample;
import flash.display.Sprite;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.sampler.NewObjectSample;
public class EnemyManager extends MovieClip
{
private var hManager:HittingManager = new HittingManager();
private var timer:Timer = new Timer(2000);
public static var hitting:Boolean = false;
public static var enemy:Enemy;
public function EnemyManager()
{
addEventListener(Event.ADDED_TO_STAGE, added);
}
public function addEnemy(newEnemy:Enemy):void
{
addChild(newEnemy);
hManager.registerEnemy(newEnemy);
}
private function added(event:Event):void
{
addEventListener(Event.ENTER_FRAME, update);
trace("added enemy manger");
timer.addEventListener(TimerEvent.TIMER, onTimer);
timer.start();
}
private function onTimer(event:TimerEvent):void
{
enemy = new Enemy();
this.addEnemy(enemy);
}
private function update(event:Event):void
{
}
}
}
And here Hittest.as class (i have tried many techniqes but all in vain ) so i am leaving if statment empty
package
{
import flash.display.MovieClip;
import flash.events.Event;
public class HittingManager extends MovieClip
{
private var eManager:EnemyManager;
private var hEnemy:Enemy = new Enemy();
private var _enemies:Array;
private var _hero:Hero;
public function HittingManager()
{
//trace("Hitting Manager working");
_enemies = [];
addEventListener(Event.ADDED_TO_STAGE, added);
}
public function registerEnemy(newEnemy:Enemy):void
{
_enemies.push(newEnemy);
}
public function registerHero():void
{
//trace("heroRegisterd");
_hero = HeroManager.hero;
addChild(_hero);
}
private function added(event:Event):void
{
if(!_hero)
{
this.registerHero();
}
trace("Hitting manger added");
addEventListener(Event.ENTER_FRAME, update);
}
private function update(event:Event):void
{
if(_hero)
{
for each( newEnemy:Enemy in _enemies)
{
if(_hero.hitTestObject(newEnemy) )
{
trace("Hitting")
}
}
}
}
}//class
}//package
The revision below gets your code working with as few changes as possible, however it is in no way an ideal solution.
You should probably refactor your code so that the enemy manager doesn't need a public static reference to the HittingManager
package
{
import flash.display.MovieClip;
import flash.events.Event;
public class HeroManager extends MovieClip
{
public static var hero:Hero = new Hero();
public function HeroManager()
{
addEventListener(Event.ADDED_TO_STAGE, added);
}
private function added(event:Event):void
{
trace("hero manager added");
}
} //class
} //package
package
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.sampler.Sample;
import flash.display.Sprite;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.sampler.NewObjectSample;
public class EnemyManager extends MovieClip
{
public static var hManager:HittingManager;
private var timer:Timer = new Timer(2000);
public static var hitting:Boolean = false;
public static var enemy:Enemy;
public function EnemyManager()
{
addEventListener(Event.ADDED_TO_STAGE, added);
}
public function addEnemy(newEnemy:Enemy):void
{
addChild(newEnemy);
hManager.registerEnemy(newEnemy);
}
private function added(event:Event):void
{
addEventListener(Event.ENTER_FRAME, update);
trace("added enemy manger");
timer.addEventListener(TimerEvent.TIMER, onTimer);
timer.start();
}
private function onTimer(event:TimerEvent):void
{
enemy = new Enemy();
this.addEnemy(enemy);
}
private function update(event:Event):void
{
}
}
}
package
{
import flash.display.MovieClip;
import flash.events.Event;
public class HittingManager extends MovieClip
{
private var _enemies:Array;
private var _hero:Hero;
public function HittingManager()
{
//trace("Hitting Manager working");
_enemies = [];
addEventListener(Event.ADDED_TO_STAGE, added);
}
public function registerEnemy(newEnemy:Enemy):void
{
_enemies.push(newEnemy);
}
public function registerHero():void
{
//trace("heroRegisterd");
_hero = HeroManager.hero;
addChild(_hero);
}
private function added(event:Event):void
{
if (!_hero)
{
this.registerHero();
}
trace("Hitting manger added");
addEventListener(Event.ENTER_FRAME, update);
}
private function update(event:Event):void
{
if (_hero)
{
for each (var newEnemy:Enemy in _enemies)
{
if (_hero.hitTestObject(newEnemy))
{
trace("Hitting")
}
}
}
}
} //class
} //package
In your main document class, you should have something like:
var hittingManager:HittingManager = new HittingManager();
EnemyManager.hManager = hittingManager;
var enemyManager:EnemyManager = new EnemyManager();
var heroManager:HeroManager = new HeroManager();
addChild(heroManager);
addChild(enemyManager);
addChild(hittingManager);