AS3: Boolean variables changing by themselves? - actionscript-3

Yes, you've read the title correctly. It appears that somehow Boolean variables switch to true by themselves. This is the only way I can explain this. Is this somehow possible? I have a Boolean that is set to false and can only be changed under strict conditions, but somehow it gets changed anyway, along with all the other Boolean variables. Any logical explanation for this?

Since you provide no code, I'll answer giving you ability to find out what is changing your variable.
Since you mention you are using FlashDevelop, I'll give you a FlashDevelop specific answer.
As noted by comments, using a getter/setter method will allow you to put a break point in your code. So instead of something like private var myBool:Boolean; do this:
private var myBool_:Boolean = false; //the actual var
public function get myBool():Boolean { return myBool; }
public function set myBool(val:Boolean):void {
myBool_ = val;
}
Now in flash develop, set a break point on this line: myBool_ = val;. To set a break point, click just to the left of the line in the gutter (see where the red dot is in the screenshot)
Run your code, look over to the Stack panel, and double click the the second line. That will show you what is setting your variable.
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AS3 Dynamic variable naming

Is dynamic variable naming like this possible in ActionScript 3?
for (var xz=0;xz<10;xz++){
var this['name' + xz]:Number = xz;
}
You should use an array for this kind of list of variables.
While you can create properties dynamically, you usually want to avoid it. Especially in your case, where the actual identifier of each variable is not a String, but a number. So why not use something that does exactly that: identify its elements by a number? And that's exactly what an array does.
code example:
var xzs:Array = [];
for (var xz:uint = 0; xz < 10; xz++){
xzs.push(xz);
}
Short answer is: no, you can't declare at runtime typed properties.
Long answer is: kinda.
If you want to create new typed properties you'll have to store them in a Vector<>.
Anything else would let you do it but untyped, dynamic class, store in object, store in array, etc ...
Yes, it sure is - AS3 comes from ECMA script, so this is setting a property to an object (in this case it's this). So you can dynamically set properties. But you are a little bit wrong about how to do it - there is no need to use var, because you don't declare it, you set it. It's like using:
this.propertyName = 'value';
From now on, this will have propertyName equal to 'value'. Therefore you should just use:
this['name' + xz] = xz;
That's all!
Edit: as BotMaster mentioned - if you are using classes and you want to dynamically add properties, the class must be set as dynamic. Most of the commonly used ones are already dynamic (as Aaron mentioned :)).
I didn't go into much details as I think you simply need to do this on your timeline. If not - please specify this in your question so that you can get more accurate answer than this one. The same goes if your new property needs to be typed (can't think of any point wanting this) - you should see BotMaster's answer :)

Restricting input text to numbers only

Is there a way to restrict text to nubmers only in an input textfield?
I tried using:
myInputText.restrict = "0-9";
But it had no effect. Are there any other solutions?
myInputText.restrict = "0-9\\-\\^\\\\";
Try this, this should work.
[EDIT: My method described below is an alternative to .restrict, and can theoretically allow for much finer control.]
Yes, you can, quite quickly. We're going to combine a Regex and an event listener.
First off, you're going to need to set up an event listener on the text box. I'll call the input box txtInput, for the sake of conversation. This will point to a function we'll write called validate();
txtInput.addEventListener(KeyboardEvent.KEY_DOWN, validate);
Now, we need to create our function.
function validate(evt:KeyboardEvent):void
{
var currentString:String = txtInput.text; //It is usually easier to work with the textInput contents as a string.
var numbersRegex:RegExp = /^\d*$/; //A regular expression accepting zero or more numbers ONLY.
var invalidRegex:RegExp = /\D+/; //A regular expression accepting one or more NON-numbers.
if(numbersRegex.test(currentString) == false) //Run the test. If it returns false...
{
currentString = currentString.replace(invalidRegex, ""); //Removes all non-numbers.
}
//Else, we do nothing.
txtInput.text = currentString; //Put the updated string back into the input box.
}
(Granted, that code is untested, but it should more or less work.)
The logic going on here: The user enters a character into the box. The event listener fires as soon as the key is pressed. If the string isn't 100% numbers, then the string is searched for all non-number characters, and those characters are removed.
EDIT AS REQUESTED: Also, make sure you don't have conflicting instance names. If you have two input boxes with the same name, Flash may be looking at the wrong one.
txtInput.text = "Sample text." should throw a compiler error if there's a duplicate, or in the worst case, show you which input box you ARE affecting.

Square bracket notation to dynamically load library items?

So I've spent an embarrassing number of hours trying to save myself a few minutes and make my code a bit neater, and Google has produced nothing, so now I come crawling to stackoverflow. The problem is with square bracket notation + library items:
So let's say you have a MovieClip called "myMC_5", and you want to set its X position to 0..
myMC_5.x = 0;
..and if you don't want to hard-code the name of the MC but instead you want one line of code to move a specific MovieClip based on a variable, you could do something like this:
var selectMC = 5;
root["myMC_"+selectMC]x = 0;
..and this will have the exact same effect as myMC_5.x = 0, except that this time you must specify the location ("root" or "this" or something).
THE PROBLEM:
I'm working on a game in which the graphic for the background is loaded from the library, and it's different for each level. The initial loading of the vector from the library looks like this:
private var land:vector_land0 = new vector_land0();
..and this works fine, but it only loads that one specific vector. There should be about 30 or more. I'd like to just have 1 line of code in the constructor to load any of them, based on a variable which keeps track of the current level, like this:
private var land:["vector_land"+theLevel] = new ["vector_land"+theLevel]();
..but that doesn't work. I get syntax errors ("expecting identifier before leftbracket") because you need to specify the location of the object, like in the first example:
root["myMC_"+"whatever"].x = 0;
..but this library item has no "location". So, how the heck do I dynamically load a vector from the library? It's not "on the root", or anywhere else. It has no location. I refuse to believe that the standard method for accomplishing this is to create 30 different classes or write a giant block of code with 30 "if" statements, but searching Google has found nothing. :(
It sounds like you're looking for getDefinitionByName(), which you could use to do something like this:
import flash.utils.getDefinitionByName;
private var LevelVectorClass:Class = getDefinitionByName("vector_land" + theLevel) as Class;
private var land:Object = new LevelVectorClass();
This is a horrible way to solve the situation, I don't recommend using square brackets anywhere but arrays. I recommend you putting the "lands" into a LandContainer MovieClip, each frame of that MovieClip would container 1 graphic. It is much cleaner, and you could create constants to store the "identity" of the frames.Example:
var land:LandContainer = new LandContainer();
land.gotoAndStop(FIRST_LEVEL); //FIRST_LEVEL is a constant integer
You can even reuse this LandContainer instance because you can set it's visibility, remove from the display list, set it's frame to the next level without creating another instance. On second thought, I would write a wrapper for this class. Aka link it to your own class which extends the MovieClip class and create custom functions, fields... etc..
This dynamic thing is horrible, hard to maintain, and not efficient at all. Don't know why did not they delete it from AS3... they should have.

AS3 Using Many Event Listeners Causing Problems, How to Reduce?

Confusing title, my bad.
Basically, I have a list of names. Looping through, I add a MovieClip, Set 2 properties to it, the name, and an ID. The MovieClip is at the same time made to function as a button and I add 4 listeners, mouse up, over, down, or out. I do this with every name. The function each one is set to is the same.
EX: enemyButton[i].addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
The enemyID turns up "not valid property," time to time when I click, it doesn't crash at all, but sometimes I have to hit the button a few times.
I have narrowed the problem down to having to be caused by the listeners.
The function as simple as:
EX: function mouseUpHandler(e:MouseEvent):void { enemySelected(e.target.enemyID); }
My question is, is too many listeners likely to be the problem? and how can I reduce them?
Here's a snippet of the loop:
var C:Class = Class(getDefinitionByName(enemies[i]));
var c:* = new C();
c.gotoAndStop(1);
enemyButton[i].enemyID = i;
c.name = "select" + i;
c.enemyID = i;
trace(c.enemyID);
enemyButton[i].addChild(c);
enemyScroll.addChild(enemyButton[i]);
enemyButton[i].enemyName.text = info[i][Const.NAME];
enemyButton[i].setChildIndex(enemyButton[i].getChildByName("enemyName"), enemyButton[i].numChildren-1);
Thanks.
If enemyButton is a MovieClip (created via attachMovie, maybe) and not strongly typed as a EnemyButton class, then the ID property becomes dynamic. In this situation, if your list of names contains incorrect data (missing ID field, maybe), then the ID property will remain undefined on some instances of the MovieClip.
You can check the list of data used to generate movie clips. You can run into the same error if you have blank lines in your data.
This has nothing to do with event listeners.
So you just want to generate a bunch of buttons with unique properties and know what button was clicked last. Generally it is very bad idea to implement button logic outside button object. Why? Because you work with object oriented language. Good news is that you work with as3 and it treats functions as objects, so you can assign function to var like this:
var callback:Function = function(name:String, enemyId:int){ /*do something*/ }
And.. you can pass function as a parameter to another function
function setCalback(func:Function){}
button.setCallback(callback);
So, what you really need is to create your own button class, add listeners inside it, add handlers(static handlers will reduce memory usage) and pass callback function to it, that will be called when user clicks button.
Don't mean to spam this much but this was easily fixed, though the responses might have been a better method.
I just had to change target to the currentTarget, that then allowed clicking anywhere on the "button" to work. Whereas before the target varied from childs added to it.
So, solved.
Thanks for the help.

How to copy Input Text Value into Dynamic Text that is in a MovieClip1 Inside a MovieClip2

Current my code is as such
setcustomlocation.addEventListener(MouseEvent.CLICK,customlocation2);
function customlocation2(e:MouseEvent):void
{
locationinput.text = FlashingWon.Won1.name.text;
}
I'm trying to make it such that it would copy the input text field values into a dynamic text. However, it throws up the error that
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at main/customlocation2()[main::frame1:9]
Which can I only assume that it is not able to communicate with the dynamic text field in the movieclip within another movieclip.
First, you can be 100% sure that it CAN communicate with the dynamic TextField in the MovieClip.
From you description I understand that you wish to copy from input into dynamic. But from your code I see that you take from the dynamic into the input, please check that out:
// This will copy in such a way: input <= wonText
locationinput.text = FlashingWon.Won1.name.text;
// This will copy from input
FlashingWon.Won1.name.text = locationinput.text;
Anyhow, the error that you get has nothing to do with this, it's rather like you already noticed, that one of your TextField is not 'found'. For this I recommend you a best practice: To create instances of the objects you want to use and populate them from the stage through the getChildByName method. This way you will promptly now (specially if you do this on construction or init) if you had any misspelling or miss structure on the childs you want to get.
like so:
var inputText: TextField;
var dynoText: TextField;
In your Constructor or else where at a soon level, give to your vars the proper value:
inputText = getChildByName('locationinput') as TextField;
dynoText = FlashingWon.Won1.getChildByName('name') as TextField;
This way you will soon enough know if one of this 2 textFields were not found under the object you give, and you have only one place to miss spell it. Also you will get code completion on your TextFields.
Finally the copy text part:
dynoText.text = inputText.text;
Hope it helps.
Alright, sorry for the delay, I was out on holidays.
I have opened your example and can see where the problems are:
1) You are trying to reach the FlashingWon when initiating the dynoText on the FIRST frame like so var dynoText = FlashingWon.Won1.getChildByName('name_txt'); BUT the FlashingWon element is ONLY available on the FIFTH frame. Meaning that you cannot refer to it quite yet, unless you add it on the first frame and make in invisible till the fifth frame. (You can make it visible in the goto1 function if you wish after the goToAndStop(5) line)
2) You called the TextField on the Won1 element 'name' which is a restricted sting in AS3, so change it to name_txt or label if you wish and it will work.
Let me know how it worked.