how do you reference a symbol in a different class in as3? - function

I have created two separate classes and I want to use a symbol I created in the main class in a function I created in the second class. I have tried importing both classes into each other, however when I do this I get Error #1023. I am fairly new at as3 and any help is appreciated as I have no idea what I have done wrong.
-Thank you!
public class SuspectSimulatorDesktop extends Sprite {
[Embed(source="/../lib/SuspectSit.png")]
private var CharacterSit:Class;
var tools:Tools = new Tools();
public var charSit:Bitmap = new CharacterSit();
public function SuspectSimulatorDesktop() {
addChild(tools);
}
}
//Tools (Second Class)
package com.powerflasher.SampleApp {
import com.powerflasher.SampleApp.SuspectSimulatorDesktop;
import flash.events.MouseEvent;
import flash.display.Sprite;
/**
* #author timcis
*/
public class Tools extends Sprite {
[Embed(source="/../lib/Fist.png")]
private var Fist:Class;
var sSim:SuspectSimulatorDesktop = new SuspectSimulatorDesktop();
private function punchChar(event:MouseEvent):void{
sSim.charSit.rotation = 90;
}
}

Error #1023 means that you have a stack overflow in your code. See this link for more explanations :
http://curtismorley.com/2007/08/19/flashflex-as3-error-1023-stack-overflow-occurred/
Regarding your code, you created a SuspectSimulatorDesktop class which instantiates a Tools object which instantiates itself a SuspectSimulatorDesktop object and so on... Each class calls the other one indefinitely and fills the stack, hence the stack overflow.
You need to break the circle by deleting either of these lines and adapt your code accordingly :
var tools:Tools = new Tools();
or
var sSim:SuspectSimulatorDesktop = new SuspectSimulatorDesktop();

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);
}
}

How AS3 class files.as work together with FLA file?

I have two questions: Can i write app using just *.as files, and then compile them somehow in SWF? (i am making myself a webpage now)
Secondly, please look at the code, my problem is the same - I can't render text field onto stage, to be visible.
Flash say's 'undefined method addChild.' and 'Access of undefined property tekstuKaste through a reference with static type Class.'
This is a constructor type class inic which kinda serves for initialization, cos all i do is, I make an instance OF THIS class in FLA file by ActionScript, and expect, all application to work.
package {
import pacinas.visuals.*;
import pacinas.visuals.AE_kanva;
public class inic {
public function inic() {
trace("===========");
trace("inicializēt un izsaukt visu no Kanvas klases");
trace("===========");
trace(" ");
var kanvas:AE_kanva = new AE_kanva();
trace(" ");
kanvas.varis();
trace(" ");
trace("===========");
trace("inicializēt un izsaukt visu no Lauki klases");
trace("===========");
trace(" ");
var laukiTxt:BE_tekstaLaukiPrimitive = new BE_tekstaLaukiPrimitive();
trace("");
laukiTxt.simpleText();
addChild(BE_tekstaLaukiPrimitive.tekstuKaste);
}
}
}
There is another EXTERNAL CLASS By whom i hoped to place a rectangles - that does not work too. Example:
package pacinas.visuals
{
import flash.display.Sprite;
public class AE_kanva extends Sprite
{
public function AE_kanva()
{
var kvad:Shape = new Shape();
kvad.graphics.beginFill(0xFF0000);
kvad.graphics.drawRect(0, 0, 100,100);
kvad.graphics.endFill();
addChild(kvad);
trace("konstruktors - zīmē kanvu");
}
public function varis()
{
trace("te glabaas variaabljus");
var ff:int = 4;
var dd:int = 8;
}
}
}
And here is class i hoped will make text box for me (to fill it with XML later)
package pacinas.visuals
{
import flash.text.*;
import flash.display.Sprite;
public class BE_tekstaLaukiPrimitive extends Sprite
{
public var tekstuKaste:TextField = new TextField();
private var kontinents:String = new String ("XML SATURU CMON! a123");
public function BE_tekstaLaukiPrimitive():void
{
trace("teksta rāmis = konstruktora klase");
addChild(tekstuKaste); <--CAN'T GET THIS TO WORK!!!
tekstuKaste.text = kontinents;
}
public function simpleText()
{
trace("nekonstruktora f-cija no Teksta lauki");
}
}}
p.s. I do not use document Class. Ok I will if it's needed. But how?
Can I write app using just *.as files, and then compile them somehow into a SWF?
Yes - using the Flex SDK you can write pure ActionScript and compile it down into a working SWF. FlashDevelop is a good IDE that takes advantage of this.
You will however need to understand how the document class works.
Flash says undefined method addChild. and Access of undefined property tekstuKaste through a reference with static type Class.
In your code, this line is causing your issue:
addChild(BE_tekstaLaukiPrimitive.tekstuKaste);
The first error undefined method addChild is because your class inic does not extend a class that implements the method addChild(). DisplayObjectContainer defines this method, so you'll want to extend that as a minimum, like this:
public class inic extends DisplayObjectContainer
The second error is because you're attempting to access a property of the class BE_tekstaLaukiPrimitive as if it were static. I suspect what you actually wanted to do was this:
addChild(laukiTxt); // laukiTxt is the instance you created.

AS3 How to get custom class instances to access variables on timeline?

Please help me understand how to get custom class instances to access variables defined on the timeline.
I am not using a document class, because this program will be a memory experiment with multiple stages, so using the timeline works best for me. (FWIW, I'm also not using xml; just trying to keep this as simple as possible.) For now I've just made a simple one-frame fla on which I'm trying to make a vocabulary test. I have made a custom class called VocabQ, which in turn contains 4 instances of a custom class called VocabButton. Right now, clicking one of those buttons just traces the button label. But I want it to also update the value of the String variable CurrentResponse, which is declared on the timeline. If I just try to reference CurrentResponse from the VocabButton class, I get an error "1120: Access of undefined property...".
I've tried a variety of approaches based on discussions I've found across the internet, but have not yet had success and am only getting more confused. Please help! (Simple solutions would be greatly appreciated, if such exist!) See code below.
thank you, ~jason
code in timeline:
import VocabQ;
import flash.display.*;
stop();
var CurrentResponse:String="NA";
var VocabQuestion = new VocabQ("VocabWord",["answerA","answerB","answerC","answerD"]);
addChild(VocabQuestion);
VocabQ.as code:
package
{
import flash.display.*;
import flash.events.*;
import flash.net.*;
import flash.text.*;
import VocabButton;
public class VocabQ extends MovieClip{
private var _VocabWordText:String;
private var _VocabWord:TextField;
private var _ResponseOptions:Array;
public function VocabQ(VocabWordText:String,ResponseOptions:Array){
_VocabWordText=VocabWordText;
_ResponseOptions=ResponseOptions;
build();
}
private function build():void{
_VocabWord = new TextField();
_VocabWord.text=_VocabWordText;
_VocabWord.x=25;
_VocabWord.y=25;
_VocabWord.textColor = 0x000000;
addChild(_VocabWord);
for (var i:int; i < _ResponseOptions.length; i++){
var _VocabButton:VocabButton = new VocabButton(_ResponseOptions[i]);
_VocabButton.x = 25 + (_VocabWord.width) + 10 + ((_VocabButton.width + 2) * i);
_VocabButton.y = 25;
addChild(_VocabButton);
}
}
}
}
VocabButton.as code:
package
{
import flash.display.*;
import flash.text.*;
import flash.events.*;
public class VocabButton extends MovieClip{
private var _btnLabel:TextField;
public function VocabButton(labl:String){
_btnLabel = new TextField();
_btnLabel.textColor = 0x000000;
_btnLabel.text = labl;
_btnLabel.border=true;
_btnLabel.borderColor=0x000000;
_btnLabel.background=true;
_btnLabel.backgroundColor= 0xDAF4F0;
_btnLabel.mouseEnabled = false;
_btnLabel.selectable=false;
_btnLabel.width=100;
_btnLabel.height=18;
buttonMode=true;
useHandCursor=true;
addEventListener(MouseEvent.CLICK,onClick,false,0,true);
addChild(_btnLabel);
}
private function onClick(evt:MouseEvent):void{
trace(_btnLabel.text);
//CurrentResponse=_btnLabel.text; //causes error 1120: Access of undefined property...
}
}
}
This should work:
private function onClick(evt:MouseEvent):void {
trace(_btnLabel.text);
evt.currentTarget.root.CurrentResponse=_btnLabel.text;
}
See the discussion here: http://www.actionscript.org/forums/showthread.php3?t=161188
Personally, rather than trying to access the timeline like this, I would prefer to add a click listener
to your VocabQuestion on the timeline and allow the Event to Bubble Up, or, if you are going to have a number of buttons within your class, to extend EventDispatcher and create some custom events which can likewise be handled on your timeline, but for a simple test, accessing the root property should be good enough.

Trying to delete child instance in array. Lack CS training. Totally stuck

I posted yesterday about how to communicate to one class from another that I wanted to delete an instance of it, and I got the dispatcher working today. However, I think I've painted myself into a corner. Even though the dispatcher is working, I A:feel like it's running through too many functions on the way to actually deleting the object, and B: still can't manage to get it to actually delete. I don't have any formal CS training, so it's one of those situations where my mind is going in circles and I can't "see" what I'm doing wrong. I figure if I post my classes here, at the very least people can have a chuckle at my amateur code, and if I'm lucky, some kind soul will point out what I'm doing wrong. So here goes:
Background.as:
//Background class. Singleton? Sets up/maintains the application.
package pc_mockup {
import flash.display.*;
import flash.events.*;
import flash.geom.*;
public class Background extends flash.display.MovieClip {
private var slate:MovieClip;
private var slateBounds:Rectangle = new Rectangle(100,-260,0,280);
private var _toolbox:MovieClip;
private var _elementArray:Array = new Array();
public function Background() {
//attach movieclips to stage
slate = new mc_slate();
slate.x = 100;
slate.y = 20;
addChild(slate);
_toolbox = new Toolbox();
_toolbox.x = 750;
_toolbox.y = 20;
addChild(_toolbox);
//set draggables
//slate.addEventListener(MouseEvent.MOUSE_DOWN, dragSlate);
//slate.addEventListener(MouseEvent.MOUSE_UP, releaseSlate);
slate.addEventListener(MouseEvent.MOUSE_UP, dropNewElement);
}
private function dragSlate(event:MouseEvent) {
slate.startDrag(false, slateBounds);
}
private function releaseSlate(event:MouseEvent) {
slate.stopDrag();
}
private function dropNewElement(event:MouseEvent) {
var _elementType:String = _toolbox.currentTool;
var _x:Number = event.target.x;
var _y:Number = event.target.y;
var _newElement:MovieClip;
var _latestIndex:Number;
//case switch to choose element based on _elementType
//add new element to stage
_newElement = new PageElement(_elementType, event.localX, event.localY);
_latestIndex = _elementArray.push(_newElement);
_newElement.addEventListener("closeWindow", deleteElement);
slate.addChild(_newElement);
}
private function deleteElement(event:Event) {
trace("trying to remove element.");
slate.event.target.removeChild(_elementArray[0]);
}
}
}
Toolbox.as:
//Toolbox class.
package pc_mockup {
import flash.display.*;
import flash.events.*;
import flash.geom.*;
public class Toolbox extends flash.display.MovieClip {
private var _toolboxback:MovieClip;
private var _tool01:MovieClip;
private var _tool02:MovieClip;
private var _tool03:MovieClip;
private var _tool04:MovieClip;
private var _tool05:MovieClip;
private var _currentTool:String = 'none';
public function Toolbox() {
_toolboxback = new ToolboxBack();
_toolboxback.x = 0;
_toolboxback.y = 0;
_toolboxback.alpha = .5;
addChild(_toolboxback);
_tool01 = new TextTool();
_tool01.x = 10;
_tool01.y = 10;
addChild(_tool01);
//_tool01.addEventListener(MouseEvent.MOUSE_DOWN, dragTool);
_tool01.addEventListener(MouseEvent.MOUSE_UP, switchTool);
_tool02 = new ImageTool();
_tool02.x = 10;
_tool02.y = 54;
addChild(_tool02);
_tool02.addEventListener(MouseEvent.MOUSE_UP, switchTool);
}
private function dragTool(event:MouseEvent) {
event.target.startDrag(false);
}
private function releaseTool(event:MouseEvent) {
event.target.stopDrag();
}
private function switchTool(event:MouseEvent) {
_currentTool = event.target.toolname;
//trace(_currentTool);
}
public function get currentTool():String{
return _currentTool;
}
}
}
Tool.as (any class with "Tool" at the end of it simply extends this class and adds a name)
//Tool class.
package pc_mockup {
import flash.display.*;
import flash.events.*;
import flash.geom.*;
public class Tool extends flash.display.MovieClip {
private var _toolname:String;
public function Tool(toolname) {
_toolname = toolname;
}
public function get toolname():String{
return _toolname;
}
}
}
PageElement.as:
//Page element class.
package pc_mockup {
import flash.display.*;
import flash.events.*;
import flash.geom.*;
import flash.text.*;
public class PageElement extends flash.display.MovieClip {
private var _elementname:String;
private var _elementback:MovieClip;
private var _elementmenu:MovieClip;
private var _title:TextField;
private var _formatter:TextFormat = new TextFormat();
public function PageElement(elementname, x, y) {
_elementname = elementname;
_elementback = new ElementBack();
_elementback.x = x;
_elementback.y = y;
_elementback.alpha = .5;
_elementback.addEventListener(MouseEvent.MOUSE_DOWN, dontBubble);
_elementback.addEventListener(MouseEvent.MOUSE_UP, dontBubble);
_elementmenu = new ElementMenu();
_elementmenu.x = x + _elementback.width - 5;
_elementmenu.y = y - 5;
_elementmenu.addEventListener(MouseEvent.MOUSE_OVER, showElementMenu);
_elementmenu.addEventListener(MouseEvent.MOUSE_OUT, retractElementMenu);
_elementmenu.addEventListener(MouseEvent.MOUSE_DOWN, dragElement);
_elementmenu.addEventListener(MouseEvent.MOUSE_UP, releaseElement);
_formatter.font = "Helvetica";
_formatter.size = 10;
_title = new TextField();
_title.text = elementname;
_title.x = x;
_title.y = y;
_title.textColor = 0xffffff;
_title.setTextFormat(_formatter);
addChild(_title);
addChild(_elementback);
addChild(_elementmenu);
}
public function get elementname():String{
return _elementname;
}
public function set elementTitle(newTitle) {
}
public function showElementMenu(event:MouseEvent) {
_elementmenu.expandMenu();
}
public function retractElementMenu(event:MouseEvent) {
_elementmenu.retractMenu();
}
public function hideElementMenu() {
_elementmenu.alpha = 0;
}
private function dragElement(event:MouseEvent) {
event.target.parent.parent.startDrag(false);
event.stopPropagation();
}
private function releaseElement(event:MouseEvent) {
event.target.parent.parent.stopDrag();
event.stopPropagation();
}
private function dontBubble(event:MouseEvent) {
event.stopPropagation();
}
}
}
DeleteBack.as:
//Element menu back class.
package pc_mockup {
import flash.display.*;
import flash.events.*;
import flash.geom.*;
public class DeleteBack extends flash.display.MovieClip {
public function DeleteBack() {
}
public function closeElement(event:MouseEvent) {
dispatchEvent(new Event("closeWindow", true));
trace("event dispatched.");
}
}
}
ElementMenu.as:
//Element menu class.
package pc_mockup {
import flash.display.*;
import flash.events.*;
import flash.geom.*;
import caurina.transitions.Tweener;
public class ElementMenu extends flash.display.MovieClip {
private var _elementmenuback:MovieClip;
private var _deletebutton:MovieClip;
public function ElementMenu() {
_elementmenuback = new ElementMenuBack();
_elementmenuback.x = 0;
_elementmenuback.y = 0;
_elementmenuback.width = 100;
_elementmenuback.height = 5;
_elementmenuback.alpha = .5;
addChild(_elementmenuback);
_deletebutton = new DeleteBack();
_deletebutton.x = -5;
_deletebutton.y = 10;
_deletebutton.width = 10;
_deletebutton.height = 10;
_deletebutton.alpha = .2;
_deletebutton.visible = false;
addChild(_deletebutton);
_deletebutton.addEventListener(MouseEvent.MOUSE_DOWN, closeElement);
}
public function expandMenu() {
Tweener.addTween(_elementmenuback, {height:30, time:.2, transition:"easeOutBack"});
_deletebutton.visible = true;
}
public function retractMenu() {
Tweener.addTween(_elementmenuback, {height:5, time:.1, transition:"easeInBack"});
_deletebutton.visible = false;
}
public function closeElement(event:MouseEvent) {
//check that the user really wants to close the element before sending the destroy signal
//perform any closing animations
//this.parent.destroy();
_deletebutton.closeElement(event);
}
}
}
That's it for the meaningful classes. Anything else is either an empty class that's only in there to help make the library object accessible to ActionScript, or a trivial extension of something else.
The code puts a new element onto the stage, gives it a cool little dropdown menu that makes it draggable and has a delete button on it, and should link that button to a function that closes the element.
I've got everything but the closing.
General code criticism also very welcome. Like I said, I have no training, I've been figuring this stuff out for myself, and feedback of any kind from people who know what they're doing is valuable.
Thanks!
SS
PS. In response to Daniel's comment, here are the steps the code takes:
The Background class puts everything on the stage and creates the toolbox.
The toolbox creates the tools, which are like Photoshop's tools. You click on them to select an element you want to add to the stage, then you click inside the "slate" to drop a new instance of that object on top of it. The background creates the instance and saves it in an array of all instances created at runtime.
The new element makes its own dropdown menu, which is the draggable portion of the element and holds the delete button. This menu places an eventListener on the delete button.
When the delete button is clicked, the eventListener placed on it by its parent class calls an event dispatcher inside the delete button class itself.
This dispatched event is caught by the background class (I figured the best class to remove the element is the same class that made it, right?) and triggers the actual code to remove the element.
This code, "deleteElement," is where I'm stuck. I have all the instances in an array, but the event has gone through so many intermediary classes, the MouseEvent, and thus, I suspect, the MouseEvent target, has fallen by the wayside. So the only way to know which element to delete is to find its array index. I have no idea how this would work. Any ideas?
let's do this a bit at a time...
slate.event.target.removeChild(_elementArray[0]); in background.as
why are you using slate.event?
you are passing an event object to the function, but looks like you're using a different event's target, which I don't know where it's coming from or why it's not giving you an error.
it should just be event.target, which should give you the PageElement(formerly known as _newElement)
what I don't know also is why you are removing a child from it which is _elementArra[0] - which really is another PageElement and likely itself if you only have one.
so it looks to me that there are a bunch of things that should have thrown errors. What are you using to compile your code? What about debugger? are you using any?
If you look at your previous question, I added some code there about how to get the parent. So I adjusted it a bit
function deleteElement($e:MouseEvent):void{
var parentMC:MovieClip = $e.target.parent;
parentMC.removechild($e.target);
}
however the problem is that you're not passing a MouseEvent but a blank event
dispatchEvent(new Event("closeWindow", true)); in DeleteBack.as
so this will not pass anything under target, and you can't get it. (target is read only, so new Event(etc) will always have a null target. So essentially that's a bit of a lost cause.
you could set an onject in your singleton and pass which mc is to be deleted, and then the deleteElement would just grab that object. The other option is to look into the signals class which will let you do some better/more efficient event handling.
finally (sort of, there's more but for now) I'd say look into using CASAlib, in particular, use CasaMovieClip instead of MovieClip for extending, as it will delete your movie clips better. If you have a lot of event listeners and you don't clear them properly, they'll end up staying in memory even after you delete them.
of course looking into other frameworks like RobotLegs is a good idea too, it gets you into better practices.
GL
Edit ...
frameworks/micro-architectures:
http://www.robotlegs.org/
http://swizframework.org/
http://puremvc.org/
and many more
I think the important thing is to not get stuck on a framework (though I mention the word often). And the best framework is the framework that is best for you, and to me that means offering a good communication backbone for the app and staying out of the way.
My setup for writing code is this:
FlashDevelop with the Flex Compiler. FlashDevelop is for PC only so if you're on Mac you might want to consider other options like flex. FlashDevelop and the Flex compiler(the compiler only) are both free so you can't go wrong, and once you start using it you won't want to go back to coding in Flash - guaranteed!!
debugging:
Trace is the simplest form of debugging, and it can be quite difficult to understand the problem.
You can use the flash debugger by pressing Ctrl-Shift-Enter to compile and run. You will need to set the break points ahead though.
FlashDevelop has a debugger that works just like the Flash and Flex debuggers and I use it quite often.
But my favorite debug tool has to be de monster debugger
it takes a bit to more to implement, and you need to add some code, but it found issues for me that I couldn't get to using the default debugger only. Definitely worth a look.

AS 3.0: Calling a method, which is defined in another class, from Main class gives Error 1120

I have two classes. The Main class calls a function, which is defined in a Second class. I'm getting the following error:
Error 1120: Access of undefined property myFunction
Basically, I am creating buttons in the Main class that will add a corresponding Child to an Object in the Second class (if you click one button, child x1 will be added, if you click another button, child x2 will be added, and so forth).
Here's the relevant code for the Main.as file:
package
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
public class Main extends MovieClip {
private var x1:X1 = new X1();
private var x2:X2 = new X2();
public function Main():void {
addPlayers();
}
public function addPlayers():void {
addChild(x1);
addChild(x2);
x1.x=325;
x1.y=5;
x2.x=366;
x2.y=5;
x1.label = "dog";
x2.label = "cat";
x1.addEventListener(MouseEvent.CLICK, selectPlayer);
x2.addEventListener(MouseEvent.CLICK, selectPlayer);
}
}
}
The Second.as file code is:
package
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.events.MouseEvent;
public class Second extends MovieClip
{
public var myVar:MyVar = new MyVar();
public function Second():void
{
addChild(myVar);
}
private var mc_x1:Mc_x1 = new Mc_x1();
private var mc_x2:Mc_x2 = new Mc_x2();
public function selectPlayer(event:MouseEvent):void
{
if (Game(this.parent).turn == 0) {
myVar.addChild(mc_x1);
} else {
switch (event.currentTarget.label) {
case "dog":
myVar.addChild(mc_x1);
break;
case "cat":
myVar.addChild(mc_x2);
break;
default:
myVar.addChild(mc_x1);
}
}
}
}
}
i've tried defining a new variable as a public static var and that hasn't worked. i've also tried to import the Second class in the Main class and that didn't work either. any thoughts?
thank you!
If I'm understanding what your code says, you can't do what your doing. Even though you are listening to events on X1 and X2, you are listening to them FROM main. In other words, main is attempting to handle the event, and it's not finding the function you specified (selectPlayer). If you want all event handling to happen in main, then main will have to call into X1 and X2 when it receives an event.
I agree with ThatSteveGuy , in Main you are calling a function that doesn't exist, namely selectPlayer(). Following your code the first thing you should do is add a selectPlayer() function in Main.
Then you would need to add an instance of the Second class in Main in order for the following to work
private function selectPlayer(event:MouseEvent):void
{
second.selectPlayer(event);
}
Now it's a bit difficult to advise you any further because this way of doing things looks a bit convoluted but then again I would need to see the big picture. This is just an explanation about why your code doesn't work. Also, in the Second class , selectPlayer may throw an error because Game(this.parent ) will return a null value so you won't be able to access the turn property...
Is there a good reason why you need to add the two buttons in Main as opposed to adding them in Second?
try this
public function Second():void
{
this.addEventListener(MouseEvent.CLICK, selectPlayer);
addChild(myVar);
}
(and don't forget to remove x1.addEventListener, x2.addEventListener from main)