So I've got an AS3 AS file with a function like this:
static function get instance() {
if (__instance == null) {
__instance = new com.disney.dlearning.managers.DLSManager();
}
return(__instance);
}
In another AS file, I got to call it like this:
function phoneClosing()
{
if(this.__isOpen)
{
this.__isOpen = false;
com.disney.dlearning.managers.DLSManager.__get__instance().pushOpcodeToHost(com.disney.dlearning.client.phone.DLearning.HOST,"STOP",com.disney.dlearning.client.phone.DLearning.CP_SPY_PHONE,this.dlsmCallback,"","","","");
}
}
And every time I get an error like this:
C:\Users\USername\CPSWF\Flippr AS3\Client\interface\com\disney\dlearning\client\phone\DLearning.as, Line 31 There is no method with the name '__get__instance'.
How can I successfully call this function? It seems I likely just need to know what to put instead of __get__instance. Thanks,
-Sandor
I believe all you need to call is com.disney.dlearning.managers.DLSManager.instance to access that singleton. I did AS3 programming for three years but its been a while so I could be wrong...
Related
I am having some issues with AS3 Object Arrays. I am trying to make an inventory system, which the user can navigate left and right (which is working). When the user presses ENTER the item should then equip.
I was going to use switch and case to equip the items, as there will only be around 8 items to the game. I get the result [object purpleSword] when using trace, but my switch isn't getting any results or firing anything. I need the equipItem function to find the purpleSword that's ben found in the arrayItems. Items are added to the arrayItems when picked up off the floor.
Does anyone have any tips for using Objects for an RPG inventory system? Many thanks in advance.
public var arrayItems: Array = new Array();
if (keyEvent.keyCode == Keyboard.ENTER) {
if (currentScreen == "inventory") {
if(inventoryCurrent >= 0) {
var actualCurrentItem = inventoryCurrent - 1;
equipItem(arrayItems[actualCurrentItem]);
}
}
}
public function equipItem(itemNumber) {
switch(itemNumber) {
case "purpleSword":
trace("equip purple sword");
break;
}
}
AS3 has a type system, you should use it to help you understand your own errors, and help others understand your code (like us).
Given the fact that you say your output gives you [object purpleSword] I can assume you have a class purpleSword. My guess is that this is an exported symbol, not a .as class file, but it could be either.
But those are all guesses because you haven't provided any type information. For example:
arrayItems:Array could contain anything, and you haven't told us what. You could use a items:Vector.<Object> to store objects, or Vector.<Sprite> to store symbols exported from your Flash library, or better yet create an InventoryItem class and use a Vector.<InventoryItem> to store them.
var actualCurrentItem should be var actualCurrentItem:int
equipItem(itemNumber) should be equipItem(itemNumber:int):void?
If you do this, you will realize (either through your own observation or the compiler telling you) that your equipItem() function is wrong: it expects an itemNumber but it will receive an object.
If my prior assumptions were correct, you could do this:
public var items:Vector.<Object> = new <Object>[];
if (keyEvent.keyCode == Keyboard.ENTER) {
if (currentScreen == "inventory") {
if(inventoryCurrent >= 0) {
var actualCurrentItem:int = inventoryCurrent - 1;
equipItem(items[actualCurrentItem]);
}
}
}
public function equipItem(item:Object):void {
switch(item.constructor) {
case purpleSword:
trace("equip purple sword");
break;
}
}
This works because Object/constructor is a reference to the class of any object, ie purpleSword class, etc. However, you really should use something more concrete than Object, which could be any kind of object and tells you nothing about what kind of properties it might have.
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";
}
I used to work on AS2 and make games, and now I wanna learn AS3 and have all its nice features (using Flash CS IDE). Now I m trying to rewrite a function to discard it.
function something():void{
//do something
}
function something():void{}
like this. please help or just give some alternatives, thanks.
What you're trying to do is very illogical - a function should be defined once and exist always. Not only that, but it should definitely always behave the same way, especially considering AS3 does not support overloading.
AS3 introduces the OOP paradigm for you to use - this further emphasises the above - you should create classes which define a fixed collection of properties and methods. This way, the intent of each class in your application is clear, and what you expect something to be able to do won't change.
If you absolutely must be able to delete functions, you can assign them to a dynamic object and remove or redefine them with the delete keyword:
var methods:Object = {
something: function():void
{
trace('Still here.');
}
};
methods.something(); // Still here.
delete methods.something;
methods.something(); // TypeError: something is not a function.
methods.something = function():void
{
// Define new function.
}
Or assign an anonymous function to a variable of type Function, from which point you can set the reference to null:
var something:Function = function():void
{
trace("Still here.");
}
something(); // Still here.
something = null;
something(); // TypeError: value is not a function.
something = function():void
{
// Define new function.
}
Okay so I have a function called changeHandler - it is called by several eventListeners in other functions. I want to write several if statements that evaluate the source of function call and change the dataProvider of my ComboBox depending on the originating function. Example: one of the many functions is called displayCarbs() and has an eventListener like so:
function displayCarbs(event:MouseEvent):void {
myComboBox.addEventListener(Event.CHANGE, changeHandler);
}
(I've removed all of the unnecessary code from the function above)
The if statement inside the changeHandler will look something like this:
if (****referring function = displayCarbs****) {
myComboBox2.dataProvider = new DataProvider(carbItems);
}
I've searched high and low for something that can achieve this, but I just don't have a good enough grasp of AS3 or vocabulary to describe what describe what I mean to get the answer from Google.
The simplest way I can think of... Couldn't you simply create a text string that updates to the name of function before going to changeHandler then in turn changeHandler can check string content and act accordingly..
public var referring_function:String;
function displayCarbs(event:MouseEvent):void
{
referring_function = "displayCarbs";
myComboBox.addEventListener(Event.CHANGE, changeHandler);
}
function displayCarbs(event:Event):void
{
if (referring_function == "displayCarbs")
{ myComboBox2.dataProvider = new DataProvider(carbItems); }
if (referring_function == "displayOthers")
{ myComboBox2.dataProvider = new DataProvider(otherItems); }
// etc etc
}
I cant remember right now if you need == or just = when checking the If statement against strings.
I know there is an accepted answer already, but based on what I gleaned about the problem, here is a solution that wouldn't require adding another variable to check :
function displayCarbs(event:MouseEvent):void
{
myComboBox.addEventListener(Event.CHANGE, changeHandler);
}
function changeHandler(event:Event):void
{
var comboBox:ComboBox = event.target as ComboBox;
if (comboBox.dataProvider == uniqueProvider)
{
myComboBox2.dataProvider = new DataProvider(appropriateItems);
}
}
This should work if the second dataProvider is determined based on the first dataProvider. This of course requires that your uniqueProvider is a class member variable so it has scope within the handler.
I'm writing a genetic fitness program, and I'm currently writing some code that will calculate the 'fitness' value of each organism.
I'm trying to call a function that initializes each genotype;
function random_genotype_initialisation():void
{
//stuff
}
By using the typical method-calling I'm used to in C# and Java;
random_genotyoe_initialisation();
However this returns the error: "TypeError: Error #1010: A term is undefined and has no properties."
I've looked elsewhere for help, and I've found suggestions such as declaring a variable and 'calling' that.
var rep = replicate_new_generation();
rep.call();
Any suggestions?
I assume there's an undefined value inside your random_genotype_initialisation() function. You are correct, you call a function in as3 same as in java/c/c++/c#/js/etc.
The snippet is a bit wrong because you store the result of the replcate_new_generation into rep, but that is a void function, so rep will be void and therefore not have call():
var rep = replicate_new_generation();//rep = void at this point
rep.call();//call does not exist for rep
Do you mean ?
var rep:Function = replicate_new_generation;
rep.call();
Which is same as: replicate_new_generation();
If the error is generating within the function perhaps you should post the body
of the function as well ?
C# is VERY similar to AS3, I have no idea what you are trying to do or why your code did not work since you didn't provide a very good example. But you can call functions directly as long as it is accessible just in any normal way.
say, inside a class you have:
class Boo {
private function foo():void {
trace("bar");
}
public function foobar():void {
foo();
}
}
class FoobarCaller {
public function FoobarCaller (){
var asdf:Boo = new Boo();
asdf.foobar();
}
}
that works, just as it would in C# or any other "standard coding language. However, without a better question it's impossible to say what it is you have done wrong