as3 #1009 error code provided. "Null Object reference" - actionscript-3

hi I'm relatively new to as3 (this year) and I'm getting this error
typer error #1009 cannot access a property or method of a null object
reference. at FoodObject/collisionTest()
i was hoping anyone could help
package {
import flash.events.MouseEvent;
import flash.events.KeyboardEvent;
import flash.events.*
import flash.utils.*
import flash.display.Stage;
public class GameScene1 extends Scene {
//public variables
//character & scenery
public var mainChar: Character;
public var testFood: FoodObject;
//constructor is used to create all necessary objects for this scene and display them
public function GameScene1(gm_: Manager) {
//constructor
super(gm_);
trace("GameScene 1 constructor");
//character
mainChar = new Character;
addChild(mainChar);
mainChar.x = 200;
mainChar.y = 200;
testFood = new FoodObject;
addChild(testFood)
testFood.x = 50
testFood.y = 200
the food object class is here.
package {
import GameScene1
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.TimerEvent;
public class FoodObject extends MovieClip {
public var Game1:GameScene1;
public function FoodObject() {
//constructor code
this.addEventListener(Event.ENTER_FRAME, collisionTest)
}
public function collisionTest(e:Event)
{
if (this.hitTestObject(Game1.mainChar))
{
trace("it works")
}
}
}
}
game manager here:
package {
import flash.display.MovieClip;
public class Manager extends MovieClip {
//stores which scene is currently loaded
public var curScene:Scene=null;
public function Manager() {
//constructor
trace("Manager Construct")
GoToScene("menu");
}
public function GoToScene(name:String)
{
if (curScene) //there was a scene already
{
curScene.OnLeaveScene(); //call its OnLeaveScene function to remove all objects
removeChild(curScene);
}
if(name=="menu") curScene = new MenuScene(this);
if(name=="select") curScene = new SelectScene(this);
if(name=="game1") curScene = new GameScene1(this);
if(name=="game2") curScene = new GameScene2(this);
if(name=="game3") curScene = new GameScene3(this);
if(name=="credit") curScene = new CreditScene(this);
addChild(curScene);
}
}

Your problem is that the concerns of your classes are not separate:
Your Scene knows both the Character and the Food object, you instantiate both classes there, nothing wrong with that.
The problem starts when you are trying to do something in the Food object, that requires knowledge of the character. The thing is: the Food object doesn't know anything about the Character.
You can solve this by simply passing the reference of Character to your Food object. In order to do this, modify the constructor like so:
private var character:Character;
public function FoodObject(character:Character) {
//constructor code
this.addEventListener(Event.ENTER_FRAME, collisionTest)
this.character = character;
}
The usage of said constructor in your Scene changes as follows:
testFood = new FoodObject(mainCharacter);
This way, Food knows the character and can do stuff with it, for example do collision tests:
public function collisionTest(e:Event)
{
if (this.hitTestObject(character)) // ==== this line changed
{
trace("it works")
}
}
However, this raises an important issue: Why should Food know the Character at all?
Sure enough, you want to do the collision test, which requires both objects.
But why do you want to do it in the Food object?
Doing the collision check in Food is cumbersome, because you have to pass a reference to Character in order to do it there.
The much preferred way of doing this is to do the collision check where both objects participating in the check are already known.
In your case, this is the Scene.
Think about how easy it is to do the check in Scene:
testFood.hitTestObject(mainCharacter);
It's that simple, because everything you need is already there.
To recap:
The collision check requires knowledge of 2 objects that you want to
check.
In order to do the check in either one, you have to pass a reference
of the other. (Character to Food as seen above or the other way
round)
It is a lot easier to do the check in some place that already knows
both objects, because no reference have to be passed around.
Your original code failed because Game1 in FoodObject is never assigned a value and therefore remains null.
Invoking methods on null causes the error you experienced.

You forgot to take the instance of GameScene1 class using new keyword.
public var Game1:GameScene1;
public function FoodObject() {
//constructor code
var _manager:Manager = new Manager();
Game1 = new GameScene1(_manager)
this.addEventListener(Event.ENTER_FRAME, collisionTest);
}
public function collisionTest(e:Event):void{
....
}

Related

An if statement isn't checking if a variable has increased in amount or not

I am programming in AS3 on flash develop. I am using a program called flashpunk that adds in multiple presets for classes that i can use to make it easier to program. I have an if statement that is supposed to add a new graphic when a variable equals 1. If the user presses one on their keyboard then that variable does increase by 1. But when the variable increases by 1 and the if statement is supposed to check if it is one it doesn't add a new graphic like it's supposed too. I do have the if statement and the variable in different classes and i am not sure if i can do that, here is the code. The if statement that doesn't work is the one that is supposed to add a new background1.
Chapter
package
{
import net.flashpunk.Entity;
import net.flashpunk.World;
import net.flashpunk.utils.Input;
import net.flashpunk.utils.Key;
public class Chapter extends World
{
public var mainmenu:MainMenu;
public var background1:Background1;
public function Chapter()
{
mainmenu = new MainMenu();
add(mainmenu);
background1 = new Background1();
if(mainmenu.YesNo == 1)
{
add(background1);
}
}
}
}
MainMenu
package
{
import flash.events.TimerEvent;
import flash.utils.Timer;
import net.flashpunk.Entity;
import net.flashpunk.graphics.Image;
import net.flashpunk.utils.Input;
import net.flashpunk.utils.Key;
import net.flashpunk.FP;
public class MainMenu extends Entity
{
[Embed(source = "net/MainScreen.png")]
private const SPRITE1:Class;
public var YesNo:int = 0
private var sprite1:Image = new Image(SPRITE1);
public function MainMenu()
{
graphic = sprite1;
sprite1.centerOrigin();
x = 200
y = 150
layer = 150
}
override public function update():void
{
if (Input.pressed(Key.DIGIT_1))
{
YesNo = YesNo + 1;
}
trace(YesNo);
}
}
}
The problem is that your code is in a World class constructor. Flashpunk's idea of game objects is that Entities are added to Worlds. Once added, World runs update() method every frame in which it also runs every Entity's update() as well. Yours if statement in a constructor will always yield false as update wasn't yet executed.
If I understand correctly you want to add background entity after user will press 1. You can do it like this:
// in MainMenu class
override public function update():void
{
if (Input.pressed(Key.DIGIT_1))
{
world.add(new Background1());
}
}
If you want to hold reference to this entity you could:
override public function update():void
{
if (Input.pressed(Key.DIGIT_1))
{
Chapter(world).background1 = new Background1(); // note the casting of World to Chapter
world.add(Chapter(world).background1);
}
}

Access of undefined property issues in AS3

I am having a bit of trouble with some AS3. First time using this language and have more experience with web development then OOP so am getting a bit confused.
I am trying to make it so that when someone clicks a 'powerbutton' which is a "movieclip" symbol within flash then another symbol should then become visible. This is all being done within the Kitchen class.
The code for the main class is which i got from a youtube tutorial video i followed;
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.geom.Point;
import flash.events.Event;
import Kitchen
public class DragFood extends MovieClip
{
protected var originalPosition:Point;
var myKitchen:Kitchen
public function DragFood() {
myKitchen = new Kitchen;
originalPosition = new Point (x, y);
buttonMode = true;
addEventListener (MouseEvent.MOUSE_DOWN, down);
}
protected function down (event:MouseEvent):void
{
parent.addChild(this);
startDrag();
stage.addEventListener (MouseEvent.MOUSE_UP, stageUp);
}
protected function stageUp (event:MouseEvent):void
{
stage.removeEventListener (MouseEvent.MOUSE_UP, stageUp);
stopDrag();
if (dropTarget)
{
if(dropTarget.parent.name == "bowl")
{
trace("The " + this.name + " is in the bowl");
this.visible = false;
} else {
returnToOriginalPosition();
}
} else {
returnToOriginalPosition();
}
}
protected function returnToOriginalPosition():void
{
x = originalPosition.x;
y = originalPosition.y;
}
}
}
Within it i call the other class;
import Kitchen
public class DragFood extends MovieClip
{
protected var originalPosition:Point;
var myKitchen:Kitchen
The code for the kitchen class is;
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.events.Event;
public class Kitchen extends MovieClip
{
// This is a function. This particular function has the same name as our class and therefore will be executed first
public function Kitchen()
{
// This is a "call" to another function that is defined later in the program.
init();
trace("Hello world");
}
public function init():void
{
// If we want an object (on the screen or otherwise) to be notified about an event we must add a listener for that event to that object.
// We also need to specify what happens everytime the event we are listening for happens.
PowerButton.addEventListener(MouseEvent.CLICK, handleButtonClicks);
}
//This function is called when the oven on button recieves a click.
public function handleButtonClicks(event:MouseEvent):void
{
OvenOn.visible = true;
trace("the oven is being switched on");
}
}
}
The issue i keep getting is that OvenOn and PowerButton are giving me a undefined access issue and im not sure how to fix it. I have found posts on similar subjects like - Access of Undefined property? Actionscript 3
but im not quite sure how to apply it to my issue if anyone could offer any help that would be great.
When you're programming on the timeline, code is referencing the local namespace, and objects you make there (movieclips, textfields, etc.) are automatically instantiated in that namespace so that you can simply call OvenOn.visible = true. However, for each class, their local namespace is whatever is inside the class, so unless you actually created a property on your class called OvenOn, it will most definitely give you Access of Undefined Property errors.
Think of each class as its own island. For them to touch eachother, they need some sort of connection. That connection can be made once the parent instantiates the class in its own namespace. For example...
var foo:String = "Hello!";
var bar:MyClass = new MyClass();
// At this point, whatever code runs inside of MyClass has no concept of foo, or how to access it.
addChild(bar);
// Now that we've added it to the stage, the bar has some properties that have automatically been populated such as "root", "parent", or "stage".
foo.someProperty = "World";
// Since this namespace has a variable pointing to the instance, we can change properties on that class.
Now that we've instantiated MyClass on the stage, we can reference parent properties the class didn't know about. Mind you, this is not necessarily best practice.
package
public class MyClass extends MovieClip {
var someProperty:String = "cheese";
public function MyClass() {
trace(parent.foo) // this will fail
addEventListener(Event.ADDED_TO_STAGE, test);
}
public function test(e:Event):void {
trace(this["parent"].foo); // this will succeed
}
}
}
If you absolutely must change something that is not part of your Kitchen class, pass either the parent of OvenOn or that object specifically as a property of Kitchen. You could do this a couple ways.
with the Constructor...
var something:*;
public function MyClass(someObject:*) {
something = someObject;
}
public function test():void {
something.visible = false;
}
...or by Assigning the Property...
var bar:MyClass = new MyClass();
bar.something = OvenOn;
bar.test(); // will turn off the OvenOn now that 'something' is pointing to it.

AS3 - Error 1119 - Does not detect my static class altogether

Context: I began learning AS3 a week ago. All my files are in the same folder, and the path is set to . (by default anyway), so all classes should logically detect each other. But as it turns out, I have a class with a lot of public static var, and every time I call these in my other class, I get Error 1119
Access of possibly undefined property isKeyJump through a reference with static type Function.
The class with static variables is called Cont for 'Control'; it's basically meant to check which keys are pressed, just pressed, or pressed twice rapidly. I made the class to organize the code, essentially.
I declare all my variables like this:
public static var isKeyRight:Boolean = false;
And if that wasn't sufficiently explicit, I even wrote this in the constructor (I was tired):
public function Cont()
{
Cont.isKeyRight = false;
... }
But that didn't solve the issue at all. It appears the problem is independent from the class itself; it's just that my other class does not detect Cont.
I tried import Cont; but that also didn't change a thing. My 44 lines of Error 1119 look like this:
if (standing && Cont.isKeyJump) vacc = _jumpAcc;
I even made sure to instantiate the instance of Cont before that of my other class, to make sure that the definitions were at least there. But that would probably make an error after compilation if that was the issue, not during.
The bulk:
Other Class: (The one with 44 errors)
package {
import flash.display.MovieClip;
import flash.events.Event;
public class PersonnagePrincipal extends Physical {
//INITIALISATION
...
//CONSTRUCTOR
public function PersonnagePrincipal(life:Number = 100, focus:Number = 100, lifeMax:Number = 100, focusMax:Number = 100)
{
super();
...
}
// GET & SET
public function set life(life:Number):void { _life = (life > lifeMax) ? lifeMax : life; }
...
// UPDATE
override public function update(event:Event)
{
move_physical();
if (standing && Cont.isKeyJump) vacc = _jumpAcc;
...
And Cont:
package {
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.display.MovieClip;
import flash.utils.*;
public class Cont extends MovieClip
{
// Key codes
public static var isKeyRight:Boolean;
public static var isKeyJump:Boolean;
...
//CONSTRUCTOR
public function Cont()
{
Cont.isKeyRight = false;
Cont.isKeyJump = false;
...
if (stage) { init(); }
else { this.addEventListener(Event.ADDED_TO_STAGE, init); }
}
//POST-CONSTRUCTOR
private function init(e:Event=null)
{
this.removeEventListener(Event.ADDED_TO_STAGE, init);
...
}
EDIT: Well, taking all the code from Cont and into PersonnagePrincipal does solve the synthax errors (given that I get rid of the Cont.) ... But now my code is a lot less sexy and flexible.
EDIT 2: I made the class PersonnagePrincipal empty, and it worked. Stranger still, when I put the line public var control:Cont = new Control in Main, it works, while it generates a compile time error in PersonnagePrincipal. What?

AS3 - How to get current scene name in class

I'm playing around with flash, and I've created multiple scenes for things like menu's, buttons, etc. When trying to add event handlers for buttons that are in one scene, but not others, the compiler complains saying that it can't reference to objects that don't exist.
I figured the solution to be simple... Get the scene name, match that against an if statement and load the event handlers through the if statements...
However, after digging around on the net for far too long, I just can't seem to find a way to do this properly. Does anyone know a way?
I've tried using the following :
var scene:Scene = myflvandclassname.currentScene;
var sName:String = MovieClip.currentScene.name;
Both lead to an error "Access of possibly undefined property Scene through a reference with static type Class".
Omit MovieClip and scenes as source for organising your project, and code on the timeline. Use Document class as entry point. This tutorial should help you to grasp main concept.
package {
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
public class StackOverflow extends Sprite {
public function StackOverflow() {
addEventListener(Event.ADDED_TO_STAGE, onAdded);
}
private function onAdded(e:Event):void {
removeEventListener(Event.ADDED_TO_STAGE, onAdded);
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
setup();
}
private function setup():void {
const padding:int = 20;
//Initiate your UI components and place them in the display list
var menu:MyMenu = new MyMenu();
var buttons:MyFooterButtons = new MyFooterButtons();
var etc:AnotherComponent = new AnotherComponent();
addChild(menu);
addChild(buttons);
addChild(etc);
menu.x = menu.y = padding;
//Place them and initialise with concrete information
}
}
}
For example, MyMenu, MyFooterButtons, AnotherComponent could be MovieClip/Sprite in the library with export settings, where you did all your work with placement, styling, etc
I had a same problem. I wanted to check from an external Class the current scene name and depending on the name (name of the game level) to pass some values in some attributes… So what I did and it worked is that.
//main in 1st frame of the fla
stop();
var myCheckSceneClass: CheckSceneClass = new CheckSceneClass();
myCheckSceneClass.myCurrentScene = currentScene;
myCheckSceneClass.checkScene();
//CheckSceneClass
package {
import flash.events.MouseEvent;
import flash.display.MovieClip;
import flash.display.Scene;
public class CheckSceneClass extends flash.display.MovieClip {
public var myCurrentScene : Scene;
public function CheckSceneClass () {
}
public function checkScene() {
switch (myCurrentScene.name) {
case "Scene 1":
trace("It is the 1st Scene");
break;
default:
trace("Error with Scene Name");
break;
}
}
}
}

Constructor arguments problem ActionScript 3

I have a custom class defined in Actionscript and I want to make an instance of it in the main document of Flash application. However, after calling the constructor with one argument, Flash gives me this error:
Error #1063: Argument count mismatch on coa.application::MenuItem(). Expected 1, got 0.
This is my class:
public class MenuItem extends MovieClip{
var button:SimpleButton;
public function MenuItem(buttonLoc:uint) {
button = new InvBtn();
this.addChild(button);
button.x=-81;
button.y=buttonLoc*33;
button.addEventListener(MouseEvent.CLICK, mybringToFront);
}
}
And this is my attempt to call its constructor:
var menu1:MovieClip = new MenuItem(3);
Any idea, whats wrong?
Apologies, I can't comment yet, or I'd put this in a comment.
Are you sure that:
var menu1:MovieClip = new MenuItem(3);
is the only place that you're constructing a new MenuItem? You don't by any chance have the MenuItem class attached to some instances on the stage?
I changed your code to this (just so I could run it) and it works fine:
package{
import flash.display.MovieClip;
import flash.display.SimpleButton;
import flash.events.MouseEvent;
public class MenuItem extends MovieClip{
var button:SimpleButton;
public function MenuItem(buttonLoc:uint) {
button = new SimpleButton();
this.addChild(button);
button.x=-81;
button.y=buttonLoc*33;
button.addEventListener(MouseEvent.CLICK, mybringToFront);
}
public function mybringToFront(event:MouseEvent):void{
trace('blah');
}
}
}
Like quoo said, most likely you have an instance of the object that the class is attached to on stage. To test for that do this:
public class MenuItem extends MovieClip{
var button:SimpleButton;
// I changed it to int, cuz uint is extremely slow for any math
// other than bitwise operators, int is fast as long as no fractions
public function MenuItem(buttonLoc:int = -1) {
if (buttonLoc == -1)
trace("On stage instance found! Location: "+x+", "+y);
button = new InvBtn();
this.addChild(button);
button.x=-81;
button.y=buttonLoc*33;
button.addEventListener(MouseEvent.CLICK, mybringToFront);
}
}