I have a MovieClip inside library, linkaged to MyObject and it contains a textField.
I don't know how I can access this textField without using the getChildByName method.
Apparently, the 3rd section works when object is on stage (without using addChild). But when using addChild I think there has to be some kind of casting; which I don't know how.
var childElement: MyObject = new MyObject();
childElement.name = "theChildElement";
container.addChild(childElement);
btn.addEventListener(MouseEvent.CLICK, changeText);
function changeText(event: MouseEvent): void
{
var targetBox:MovieClip = container.getChildByName(childElement.name) as MovieClip;
targetBox.textField.text = "hello"; // THIS WORKS
// This works too:
// MovieClip(container.getChildByName("theChildElement"))["textField"].text = "hello"; // THIS WORKS TOO.
// THIS DOESN'T WORK. why?
// container["theChildElement"]["textField"].text = "hello";
}
As confusing as it may seem, instance name, and name are not the same. From your code you should always be able to get to your MC by it's variable name. To get your last like to work you could just use this.
childElement["textField"].text = "hello";
There is a difference between Symbols created by the Flash IDE, which aggregate other DisplayObjects and programmatically created DisplayObjects.
When a DisplayObject is created in the Flash IDE, it's instance name can be used to resolve the instance as a property - which means it can be accessed via []. The [] can be used to access properties or keys of dynamic declared classes - like MovieClip. This necessary because you'll most likely down cast to MovieClip instead of using the symbol class created by Flash. That is not possible when simply using addChild, addChildAt or setChildAt from the DisplayObjectContainer API.
It is always the save way to access it via getChildByNameand check for null because otherwise your app, website or whatever is doomed for 1009 errors as soon as someone is changing the symbols.
I'd create a bunch of helper methods, like
// not tested
function getChildIn(parent:DisplayObjectContainer, names:Array):DisplayObject {
var child:DisplayObject, name:String;
while (names.length > 0) {
name = names.shift();
child = parent.getChildByName(name);
if (!child) {
// log it
return null;
}
if (names.length == 0) {
return child;
}
}
// log it
return null;
}
function getTextFieldIn(parent:DisplayObjectContainer, names:Array):TextField {
return getChildIn(parent, names) as TextField;
}
function getMovieClipIn(parent:DisplayObjectContainer, names:Array):MovieClip {
return getChildIn(parent, names) as MovieClip;
}
Your third method doesn't work because you are trying to call the ChildElement by it's name
without using getChildByName method. On the other hand, you shouldn't call your textField textField, because that's already an actionScript property.
Your should rather call it 'displayText' for example.
For a textField called 'displayText' contained in childElement :
function changeText(event:MouseEvent): void
{
childElement.displayText.text = "hello";
}
Related
I make a global variable equal to a movieclip
A function gets run with an if statement checking if [x] movieclip exists, if it doesn't add it.
Despite the MovieClip being on the stage it continues using the if statement.
Document class
public static var skinHolder:MovieClip = new test;
Seperate Class (function runs every frame)
function animHandler():void
{
if (! Game.skinHolder.stage)
{
// if its not on the stage we add it to the stage
addChild(Game.skinHolder);
}
}
The stage is not set immediately after a MovieClip is added, usually it happens on the next frame.
It is an odd way to check if an object exist though, you should do something like this:
private var mySkinHolder:MovieClip;
if (!mySkinHolder)
{
// if it not exist we add it to the stage
mySkinHolder = addChild(new test());
}
I don't completely understand your structure, but to check if a DisplayObjectContainer (MovieClip in your case) has a specific child, you can use the contains() method.
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/DisplayObjectContainer.html#contains()
if (!contains(Game.skinHolder)) {
addChild(Game.skinHolder);
}
Kind of new Actionscript and I'm just trying to make a simple tamagoci game. I've wrote all the code out but and receiving no compiler errors but for some reason I'm also not receiving any output messages for my mouse event listeners. Here is all my code, I really can't find the problem and any help would be greatly appreciated. Thanks.
package{
import flash.display.MovieClip;
import flash.events.MouseEvent;
public class Main extends MovieClip{
public var feedButton:MovieClip;
public var tamagoci:MovieClip;
public var disButton:MovieClip;
public var dietButton:MovieClip;
public function Main() {
this.init();
}
private function init():void {
this.feedButton.addEventListener(MouseEvent.MOUSE_DOWN, onfeedMouseDownHandler);
this.disButton.addEventListener(MouseEvent.MOUSE_DOWN, ondisMouseDownHandler);
this.dietButton.addEventListener(MouseEvent.MOUSE_DOWN, ondietMouseDownHandler);
}
private function onfeedMouseDownHandler(event:MouseEvent)void{
this.tamagoci.scaleX += 0.1;
this.tamagoci.scaleY += 0.1;
}
private function ondisMouseDownHandler(event:MouseEvent)void{
this.tamagoci.gotoAndPlay(5);
}
private function ondietMouseDownHandler(event:MouseEvent)void{
this.tamagoci.scaleX -= 0.1;
this.tamagoci.scaleY -= 0.1;
}
Are you using Flash Professional?
You're declaring your variable types in your class here;
public var feedButton:MovieClip;
public var tamagoci:MovieClip;
public var disButton:MovieClip;
public var dietButton:MovieClip;
But then in your constructor, all you are doing is running init();
public function Main() {
this.init();
}
So, this could one of a few things. The most likely is that you have declared your variables, but you haven't initialised them. You've created the variables to hold your objects, but according to your code, they're empty. More specifically, a variable or class property that doesn't assign an object to a variable of an object type will contain a default value of null.
You could prove this in your code by simply putting a condition inside your init(); method;
if(tamagoci == null){
trace("I haven't been assigned an object of type class yet!")
}
So it could be 1 of these 3 things:
1: If you have written your own classes for these class properties/variables, then you need to instantiate them with the new keyword. The general syntax is;
variable_name = new ClassName(parameter_1, parameter_2);
If you are using classes you have written yourself, you have to create an instance of the object, assign it to a variable, and then add it to the stage using addChild();. For example, lets say you've written your own Tamagoci class;
tamagoci = new Tamagoci();
tamagoci.x = 100; // set the x location
tamagoci.y = 200; // set the y location
addChild(tamagoci);
Notice the use of Tamagoci. This is just an example, but this is the class name, which shouldn't be confused with variable/property name. It could just have easily been;
tamagoci = new MovieClip();
But then, this is just an empty MovieClip. It needs a property to display on the screen. A Shape, A Bitmap, or another container class object like MovieClip or Sprite (container classes allow you to nest display objects inside them). But on a basic level, it must contain a visual component to appear on the stage.
2:
Have you made Main your document class? This is the class which will get automatically called when your Flash movie plays. To set this, click on your stage, and in the properties dialogue box on the right, under PUBLISH, type in the name of your class, which is "Main".
3:
If you have created MovieClips in your library in Flash Professional, then you need to go to your library, right click the MovieClips, and select properties. From there, you need to make sure Export for Actionscript is ticked.
Now, if you click on your MovieClips on the stage, then open the Properties tab in the top right of Flash Professional's default layout, then right at the top should be a text field, and if you hover over it, Instance name will pop up as a tool tip. This is where you name your stage objects. Once that is done, you have access to them in your timeline.
If this is how you've done this, then you don't need to declare the variables in your main class, as they are already declared on your stage by Flash Professional and instantiated automatically.
I have a movieClip I am loading from the Libary and I have properly LINKED it to export with a name of myMC. This movieclip contains another movieClip and some properties. Lets call the movieClip inside: insideMC.
Here is my code:
function loadScreen()
{
var newMC:MovieClip = new myMC();
addChild(newMC);
loadButtons();
}
function loadButtons()
{
newMC.insideMC.addEventListener(MouseEvent.CLICK, homeButtons);
}
loadScreen();
HOWEVER, when I call the function loadButtons() within the loadScreen() function then I get this error.
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at iRosary_fla::MainTimeline/loadButtons()[iRosary_fla.MainTimeline::frame1:83]
at iRosary_fla::MainTimeline/loadScreen()[iRosary_fla.MainTimeline::frame1:110]
at iRosary_fla::MainTimeline/frame1()[iRosary_fla.MainTimeline::frame1:103]
It is not seeing the insideMC. Perhaps because it's calling to fast or not loaded yet. It is calling and loading the newMC tho. Just the function loadButtons() is not working because it is not seeing the insideMC movieClip. I am sure this is an easy fix but I can't find it anywhere. Thanks
newMC is a local variable in your loadScreen() method, therefore it has no scope in your loadButtons() method.
Declare newMC as a class member variable and it will have scope in loadButtons()
for example :
// in class declarations
public var newMC:MovieClip;
function loadScreen()
{
newMC = new myMC();
addChild(newMC);
loadButtons();
}
It's important to understand that :
var newMC:MovieClip = new myMC();
Creates a local variable. From your comments, it sounds like you did have newMC as a class variable. So you assumed that the above line was assigning the new instance to your class member newMC, and not the local variable you created.
Not completely sure this is your problem. But to access a movie clip within a movie clip you have to give that "insideMC" an instance name within the first movie clip. Otherwise you'll reference an object that you haven't added to the stage - a null object.
Tutorial on instance names here
I have a movie clip with an external class attached.
here is the MC code (I've shorten it only for the relevant part...)
package {
//all the imports here...
public class mc_masterChapter extends MovieClip {
public function mc_masterChapter() {
trace (picFile,strChapTitle);
}
//Properties
public var picFile:String;
public var strChapTitle:String;
}
}
In the main class file I'm adding this object to stage using addChild:
var masterChapter:mc_masterChapter = new mc_masterChapter;
masterChapter.picFile = "pic_Chap1.jpg";
masterChapter.strChapTitle = "ABCD:
addChildAt(masterChapter,1);
now, the trace in the MC class code gives nulls to both parametes but if i put a trace inside the MC timeline (instead of the attached class code), it gives the right value!
how can I access the values from the MC class itself without getting nuls?
Thank you.
It works! Let me explain:
var masterChapter:mc_masterChapter = new mc_masterChapter; // Calls class constuctor
// so calls trace() too!
// You will get null null
masterChapter.picFile = "pic_Chap1.jpg"; // Assign the variables
masterChapter.strChapTitle = "ABCD"; // so they can be read
trace(masterChapter.picFile, masterChapter.strChapTitle); // Should trace pic_Chap1.jpg ABCD
If you add the following method to your class:
public function test():void {
trace(picFile, strChapTitle);
}
Then call masterChapter.test() it will successfully trace those two properties. So yes, the class can read its properties.
Make the var you use in your main class public static vars.
OK!
I solved the mystery.
I put two traces. one in the main MC class saying "hey, I'm inside the MC - the picFile="
and one in the put Function saying "I'm putting this file into picFile:"
well this is what I've got:
hey, I'm inside the MC - the picFile=null
I'm putting this file into picFile:image.jpg
got it!?! at the moment I asked him to give birth to an instance of the MC (even before putting it on stage - just defining the object (with this line:)
var masterChapter:mc_masterChapter = new mc_masterChapter;
it allready run the class, so of course that in this stage the parameters were not defined allready and were null.
the definition code came right after that line (in the main.as)
masterChapter.pic="pic_Chap1.jpg";
so what I did, was to move all the code from the main class of the MC object to a public function inside the same package called init(). Then I called this function manually from the parent main class.
By that I can decide when to call it (after I declare all the parameters of course).
That's it.
god is hiding in the small details : )
tnx for all the helpers.
Possibly a better solution would be to use a getter/setter pair, so you can know at the exact moment the properties are set:
protected var _picFile:String:
public function get picFile():String {
return _picFile;
}
public function set picFile(value:String):void {
if (value != _picFile) {
_picFile=value;
trace('picFile set to', _picFile);
}
}
I am trying to remove a Movie Clip I created dynamically, when exporting I get the error
1120: Access of undefined property player_mc
function addplayer(id:String):MovieClip {
var mcObj:Object=null;
mcObj=getDefinitionByName(id.toString());
return (new mcObj()) as MovieClip;
}
// this creates the mc
function startplayer():void {
var player_mc:MovieClip = addplayer("s"+station.value);
addChild(player_mc)
}
// this is supposed to remove it
function stopplayer():void {
//the following line causes the error
removeChild(player_mc);
}
As you can see I am using addChild for a Movie Clip in my library, this can be library items with the class name s1, s2, s3...
I tried using removechild(getchildbyname(?????)); with no success. how do I simply remove a Movie Clip that does not exist at export?
if you don't want to declare player_mc as a global variable and if it's always the last child added you may use removeChildAt(numChildren - 1)
Try to declare player_mc as "global variable" on top of your code and not inside the function startplayer(). Than it should be accessible inside stoporch()
var player_mc:MovieClip;
function addplayer(id:String):MovieClip {
var mcObj:Object=null;
mcObj=getDefinitionByName(id.toString());
return (new mcObj()) as MovieClip;
}
//this creates the mc
function startplayer():void {
player_mc = addplayer("s"+station.value);
addChild(player_mc)
}
//this is supposed to remove it
function stoporch():void {
//the following line causes the error
removeChild(player_mc);
}
Your stoporch function is referencing a variable player_mc that is not in scope. It was defined as a local in startplayer.
You either need to save the reference somewhere that stoporch can see it, or set the name property when you add it, and then use getChildByName when you remove it.
your player_mc variable is defined locally, meaning it will disappear when the function startplayer() is done.
You can create a class variable outside of the functions:
private var _player_mc : MovieClip;
and create it like this within your function:
_player_mc = addplayer("s"+station.value);
to remove it, simply use:
removeChild(_player_mc);
A few options exist. Like others stated, creating the variable at class level would work. Another way would be to assign a name to the clip after it is made.
function startplayer():void {
player_mc = addplayer("s"+station.value);
player_mc.name = "playerMC";
addChild(player_mc)
removeChild(this.getChildByName("playerMC"));
}