I am following a tutorial (http://flashdeveloptutorial.blogspot.com/2011/08/chapter-2.html) for AS3 using flash develop to create a pong clone and am having trouble with displaying a main menu. I previously had a functioning prototype with a moving paddle so I believe the error(s) is in my revised(or new) Main, MainMenu, PongGame or CustomEvents file(s). When I run the code as instructed through the tutorial I receive the error ; access of undefined property menu in my Main.as file:
package
{
import flash.display.Sprite;
import flash.events.Event;
/**
* ...
* #author
*/
public class Main extends Sprite
{
private var game:PongGame;
****private var menu:MainMenu;****
public function Main():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
// entry point
}
private function buildMenu():void {
menu = new MainMenu();
addChild(menu);
menu.addEventListener(CustomEvents.LAUNCH_GAME, startGame, false, 0, true);
}
private function startGame(e:CustomEvents):void {
removeChild(menu);
menu.removeEventListener(CustomEvents.LAUNCH_GAME, startGame);
menu = null;
game = new PongGame();
addChild(game);
}
}
}
So I added the "private var menu:MainMenu;" section but I do not know what class/ .as file to reference? or how to define var menu:
Sorry for the large amount of attached code. I did not change paddle.as which is the longest file.
assets.as
package
{
public class Assets
{
[Embed (source = '../lib/paddle.png')] public static const Pad:Class;
public function Assets(): void {
}
}
}
Paddle.as
package
{
import flash.display.Bitmap;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.KeyboardEvent;
public class Paddle extends Sprite {
private var pic:Bitmap = new Assets.Pad();
public function Paddle():void {
addEventListener(Event.ADDED_TO_STAGE, go);
}
private function die(e:Event):void {
removeChild(pic);
pic = null;
stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.removeEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
removeEventListener(Event.ENTER_FRAME, enterFrame);
removeEventListener(Event.REMOVED_FROM_STAGE, die);
}
private function go(e:Event) : void {
removeEventListener(Event.ADDED_TO_STAGE, go);
addChild(pic);
y = stage.stageHeight - pic.height;
x = stage.stageWidth * .5 - pic.width * .5;
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler, false, 0, true);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler, false, 0, true);
addEventListener(Event.ENTER_FRAME, enterFrame, false, 0, true);
addEventListener(Event.REMOVED_FROM_STAGE, die);
}
private var movingLeft:Boolean;
private var movingRight:Boolean;
private function enterFrame(e:Event):void {
if (movingLeft) {
if(x-speed >= 0) {
x -= speed;
}
else {
x = 0;
}
}
else if (movingRight) {
if (x + speed + pic.width <= 600) {
x += speed;
}
else {
x = 600 - pic.width;
}
}
}
private var speed:int = 10;
private function keyDownHandler(e:KeyboardEvent):void {
if (e.keyCode == 38 || e.keyCode == 87) {
if (!movingLeft) {
movingLeft = true;
}
}
else if (e.keyCode == 40 || e.keyCode == 83) {
if (!movingRight) {
movingRight = true;
}
}
}
private function keyUpHandler(e:KeyboardEvent):void {
if (e.keyCode == 38 || e.keyCode == 87) {
if (movingLeft) {
movingLeft = false;
}
}
if (e.keyCode == 40 || e.keyCode == 83) {
if (movingRight) {
movingRight = false;
}
}
}
}
}
mainmenu.as
package
{
import flash.events.Event;
import flash.display.Sprite;
import flash.text.TextField;
import flash.events.MouseEvent;
public class MainMenu extends Sprite
{
private var pongButton:Sprite;
public function MainMenu():void{
addEventListener(Event.ADDED_TO_STAGE, go);
}
private function go(e:Event):void {
removeEventListener(Event.ADDED_TO_STAGE, go);
pongButton = item("Play", 20, 30, launchGame, 0xFF0000);
addChild(pongButton);
}
private function launchGame(e:MouseEvent):void {
dispatchEvent(new CustomEvents(CustomEvents.LAUNCH_GAME));
}
private function item(buttonText:String, X:int, Y:int, Funct:Function, txtColor:uint = 0xFFFFFF):Sprite {
var item:Sprite = new Sprite();
item.graphics.beginFill(0);
item.graphics.lineStyle(1, txtColor, .5);
item.graphics.drawRect(0, 0, 250, 30);
var myText:TextField = new TextField();
myText.selectable = false;
myText.width = 250;
myText.height = 30;
item.addChild(myText);
myText.autoSize = "center";
myText.text = buttonText;
myText.textColor = txtColor;
item.addEventListener(MouseEvent.CLICK, Funct);
item.x = X;
item.y = Y;
return item;
}
}
}
PongGame.as
package
{
import flash.display.Sprite;
import flash.events.Event;
public class PongGame extends Sprite
{
private var paddle:Paddle;
public function PongGame():void {
addEventListener(Event.ADDED_TO_STAGE, go);
}
private function go(e:Event):void {
removeEventListener(Event.ADDED_TO_STAGE, go);
paddle = new Paddle();
addChild(paddle);
}
}
}
CustomEvents.as
package
{
import flash.events.Event;
public class CustomEvents extends Event
{
public static const LAUNCH_GAME:String = "launch_game";
public function CustomEvents(e:String):void {
super(e);
}
}
}
I'm not sure where to go from here to fix this error. Any help would be appreciated.
Although you've correctly added the menu property, the menu is never displayed because buildMenu() function is never called.
From your main class init(), call buildMenu() to instantiate and add menu to the stage:
Main.as
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
// entry point
buildMenu();
}
Related
I'm currently working on a game, and am fairly new to AS3.
I'm stuck on the character movement: I was following a guide and ended up with the following as my code. When I test the game it just plays the character animation and I can't control it.
package {
import flash.display.Stage;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.utils.Proxy;
import flash.utils.flash_proxy;
dynamic public class KeyObject extends Proxy {
private static var stage:Stage;
private static var keysDown:Object;
public function KeyObject(stage:Stage) {
construct(stage);
}
public function construct(stage:Stage):void {
KeyObject.stage = stage;
keysDown = new Object();
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);
}
flash_proxy override function getProperty(name:*):* {
return (name in Keyboard) ? Keyboard[name] : -1;
}
public function isDown(keyCode:uint):Boolean {
return Boolean(keyCode in keysDown);
}
public function deconstruct():void {
stage.removeEventListener(KeyboardEvent.KEY_DOWN,keyPressed);
stage.removeEventListener(KeyboardEvent.KEY_UP, keyReleased);
keysDown = new Object();
KeyObject.stage = null;
}
private function keyPressed(evt:KeyboardEvent):void {
keysDown[evt.keyCode] = true;
}
private function keyReleased(evt:KeyboardEvent):void {
delete keysDown[evt.keyCode];
}
}
}
package {
import flash.display.Sprite
import flash.events.Event;
import KeyObject;
public class Main extends Sprite{
private var key:KeyObject;
public function Main() {
addEventListener(Event.ADDED_TO_STAGE,setupKeyObject);
}
function setupKeyObject(e:Event){
key = new KeyObject(stage);
stage.addEventListener(Event.ENTER_FRAME,movePlayer);
}
function movePlayer(e:Event){
if(key.isDown(key.LEFT)){
roy.x -= 5;
}
if(key.isDown(key.RIGHT)){
roy.x +=5;
}
if(roy.x<0){
roy.x = 0;
}
if(roy.x > (stage.stageWidth - player.width)){
roy.x = stage.stageWidth - player.width;
}
}
}
}
Nothing is happening when I press the arrow keys, but neither are there any errors: what's wrong with this? If I remove the key press testing it accelerates accordingly...
At this stage I am just trying to move a block around a screen in an inertial manner using the arrow keys. However, this is my first foray into AS3 so I may be going about it in completely the wrong manner.
Any help would be greatly appreciated.
Unit.AS:
package {
import flash.display.MovieClip;
import flash.events.*
import flash.ui.Keyboard
public class Unit extends MovieClip {
var velocityX:Number = 1;
var velocityY:Number = 1;
var accellerationX:Number = 1;
var accellerationY:Number = 1;
public function Unit(){
addEventListener("enterFrame", move);
}
private function move(e:Event){
accellerate()
this.x += velocityX;
this.y += velocityY;
}
private function accellerate(){
if (Key.isDown(Keyboard.UP)){
velocityY += accellerationY;
trace("Accellerating");
}
if (Key.isDown(Keyboard.DOWN)){
velocityY -= accellerationY;
trace("Accellerating");
}
if (Key.isDown(Keyboard.RIGHT)){
velocityX += accellerationX;
trace("Accellerating");
}
if (Key.isDown(Keyboard.LEFT)){
velocityX -= accellerationX;
trace("Accellerating");
}
}
}
}
Key.AS:
package
{
import flash.display.Stage;
import flash.events.Event;
import flash.events.KeyboardEvent;
public class Key {
private static var initialized:Boolean = false;
private static var keysDown:Object = new Object();
public static function initialize(stage:Stage) {
if (!initialized) {
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);
stage.addEventListener(Event.DEACTIVATE, clearKeys);
initialized = true;
}
}
public static function isDown(keyCode:uint):Boolean
{
return Boolean(keyCode in keysDown);
}
private static function keyPressed(event:KeyboardEvent):void {
keysDown[event.keyCode] = true;
}
private static function keyReleased(event:KeyboardEvent):void {
if (event.keyCode in keysDown) {
delete keysDown[event.keyCode];
}
}
private static function clearKeys(event:Event):void {
keysDown = new Object();
}
}
}
On your unit constructor function call the initialize(stage) static function.
Key.initialize(stage);
Hey I seem to be having some problems inheriting Movie-clip from a class, I'm fairly new to as3, I've had a look around and can't tell if I'm doing something fundamentally wrong or not.
Let me show you
So I have a class I want to use to move EVERYTHING but the player sprite. So I want everything but the player to extend it. (or so I'm assuming.)
So I declare my class
package code {
import flash.display.*;
import flash.events.*;
import flash.ui.*;
import code.Main;
public class everythingContainer extends MovieClip {
function brackets and so on...
(I'm just importing everything in an attempt to avoid errors)
I then have a class I want to inherit everythingContainer and Movieclip
package code {
import flash.display.*;
import flash.events.*;
import flash.ui.*;
import code.Main;
import code.everythingContainer;
public class Tree1 extends everythingContainer {
Yet when I run this I get the error:
Line 1 5000: The class 'code.Tree1' must subclass 'flash.display.MovieClip' since it is linked to a library symbol of that type.
Why am I getting this error?
Any help would be greatly appreciated!
I haven't got the full code to run yet so there may still be other obvious bugs laying about.
everythingContainer
Full code:
package code {
import flash.display.*;
import flash.events.*;
import flash.ui.*;
import code.Main;
public class everythingContainer extends MovieClip {
var speed: Number = 4;
var wpressed: Boolean = false;
var apressed: Boolean = false;
var spressed: Boolean = false;
var dpressed: Boolean = false;
var xprev:int = 0;
var yprev:int = 0;
public function everythingContainer() {
// constructor code
trace ('Container started');
if(stage) init();
else
this.addEventListener(Event.ADDED_TO_STAGE, init);
}
function init(eventInfo:Event = null):void
{
if(eventInfo != null)
{
this.removeEventListener(Event.ADDED_TO_STAGE, init);
trace ('Container init removed');
}
// constructor code
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyPress);
stage.addEventListener(KeyboardEvent.KEY_UP, onKeyRelease);
this.addEventListener( Event.ENTER_FRAME, containerEveryFrame);
}
public function containerEveryFrame (Event): void {
if (stage.contains(Main.player)) {
xprev = this.x;
yprev = this.y;
checkPlayerMovement();
}
}
// check the set keypress variables
public function checkPlayerMovement () : void {
if (wpressed) {
this.y -= this.speed;
}
if (spressed) {
this.y += this.speed;
}
if (apressed){
this.x -= this.speed;
}
if (dpressed) {
this.x += this.speed;
}
}
//assign key presses to variables
public function onKeyPress (event:KeyboardEvent):void {
//up
if (event.keyCode == 87){
wpressed = true;
}
//down
if (event.keyCode == 83) {
spressed = true;
}
//left
if (event.keyCode == 65){
apressed = true;
}
//right
if (event.keyCode == 68) {
dpressed = true;
}
}
//reset key press variables
public function onKeyRelease (event:KeyboardEvent) : void {
//up
if (event.keyCode == 87){
wpressed = false;
}
//down
if (event.keyCode == 83) {
spressed = false;
}
//left
if (event.keyCode == 65){
apressed = false;
}
//right
if (event.keyCode == 68) {
dpressed = false;
}
}
}
}
Main (there's some other stuff going on in here, but at the minute I'm just trying to get the trees working with my other class.)
package code
{
import flash.display.*;
import flash.events.*;
import flash.ui.*;
import flash.geom.Rectangle;
import flashx.textLayout.container.ContainerController;
public class Main extends MovieClip
{
//public static var main
public static var player:PC;
//public static var firstenemy: WolfEnemy;
public static var MainContainer:everythingContainer;
public function Main()
{
// constructor code
trace('main started');
if (stage)
{
init();
}
else
{
this.addEventListener(Event.ADDED_TO_STAGE, init);
}
}
function init(eventInfo:Event = null):void
{
if (eventInfo != null)
{
this.removeEventListener(Event.ADDED_TO_STAGE, init);
trace('Main init removed');
}
MainContainer = new everythingContainer ;
MainContainer.x = stage.stageWidth / 2;
MainContainer.y = stage.stageHeight / 2;
stage.addChild(MainContainer);
player = new PC();
player.x = stage.stageWidth / 2;
player.y = stage.stageHeight / 2;
stage.addChild(player);
//firstenemy = new WolfEnemy();
//firstenemy.x = 100;
//firstenemy.y = 100;
//stage.addChild(firstenemy);
stage.addEventListener( Event.ENTER_FRAME, everyFrameMain);
}
// check if an enemy hits the player.
/*public function enemycollison(): void {
if(firstenemy.hitTestObject(player)){
trace ('hit enemy');
player.health--;
firstenemy.kill();
}
}*/
// manage events that need to haapen globally for every frame
public function everyFrameMain(Event):void
{
/*if (stage.contains(firstenemy)){
enemycollison();
} */
//root.scrollRect = new Rectangle(player.x - 400, player.y - 300, 800, 600);
}
// finish and close game
public function endgame():void
{
}
}
}
and finally my tree class
package code {
import flash.display.*;
import flash.events.*;
import flash.ui.*;
import code.Main;
import code.everythingContainer;
public class Tree1 extends everythingContainer {
public function Tree1()
{
// constructor code
trace ('Tree1 started');
if(stage) init();
else
this.addEventListener(Event.ADDED_TO_STAGE, init);
}
function init(eventInfo:Event = null):void
{
if(eventInfo != null)
{
this.removeEventListener(Event.ADDED_TO_STAGE, init);
trace ('Tree1 init removed');
}
this.addEventListener( Event.ENTER_FRAME, tree1EveryFrame);
}
public function tree1EveryFrame (Event): void {
playercollision();
}
public function playercollision(): void {
if(this.hitTestObject(Main.player)){
trace ('hit wall');
Main.player.x = Main.player.xprev;
Main.player.y = Main.player.yprev;
}
}
}
}
Probably due to linkage errors inside Fla-file.
RMB on library-item: Tree1
Export for ActionScript + Export in frame 1 + "class: code.Tree1"
File/Publish Settings/Actionscript Settings (the small wrench, right of Script-dropdown)
Source Path (add the linkage to where the compiler can find your package-folder), usually for me I crate a folder next to the fla file called src or something like that so the code-file would be found at "/MyProject/src/code/Tree1.as", in that case I add "./src/" inside Source path inside Advanced ActionScript 3.0 settings
Added an example project in Flash CS6 found at url:
https://user.iter.org/filesharing/?uid=927205f7-cdfe-4915-a175-bc87f64af444
that is available for ~40 days.
Project structure in that file:
"/MyProject/DeepInheritage.fla"
"/MyProject/src/code/Foobar.as"
"/MyProject/src/code/Tree1.as"
Foobar.as which extends MovieClip
Tree1 library item which extends Foobar
That should be the exact same thing that you described in your issue, meaning that there is nothing wrong with that approach, it is just a matter of finding what is wrong. Most likely that is due to errors inside FLA-file, but might be something else.
code files:
package code {
import flash.display.MovieClip;
public class Foobar extends MovieClip {
public function Foobar() {
trace("foobar ctor()");
}
}
}
package code {
import flash.display.MovieClip;
public class Tree1 extends Foobar {
public function Tree1() {
trace("Tree1 ctor()");
}
}
}
TypeError: Error #2007: Parameter hitTestObject must be non-null.
I am working on a game right now and trying to get it so the player will collide with the ground (he already collides with table)
It says the problem is happening in playerOneCollisions
table and ground are just classes with the basic class code linked to movieclips,
they are extended movieclips (if that matters), and they have imported stage and movieclip (again, if that matters)
(the parts I think are important)
Player.as
public var main:Main;
public var table:Table;
public var player:Player;
public var ground:Ground;
public function playerOneCollisions(table, ground)
{
if(this.hitTestObject(table))
{
trace("tabled");
animation = "kong";
}
if(this.hitTestObject(ground))
{
trace("grounded");
animation = "idle";
}
}
The function playerOneCollisions is called in Main.as
public function GameClock(timerEvent:TimerEvent):void
{
player.playerOnePress();
player.playerOneKeyResults();
player.playerOneCollisions(table, ground);
player.playerAnimaitons();
}
The rest of the code incase I was wrong about the important parts
Player.as
package
{
import flash.display.Stage;
import flash.display.MovieClip;
import flash.events.Event;
import KeyObject;
import Table;
public class Player extends MovieClip
{
public var stageRef:Stage;
public var key:KeyObject;
public var main:Main;
public var table:Table;
public var player:Player;
public var ground:Ground;
public var leftPressed:Boolean = false;
public var rightPressed:Boolean = false;
public var upPressed:Boolean = false;
public var downPressed:Boolean = false;
public var grounded:Boolean = false;
public var animation:String = "idle";
public var runSpeed:Number = 5;
public var animationState:String = "idle";
public function Player (stageRef:Stage, X:int, Y:int):void
{
this.stageRef = stageRef;
this.x = X;
this.y = Y;
key = new KeyObject(stageRef);
}
public function playerOnePress()
{
if(key.isDown(37) || key.isDown(65)){ // if left arrow or A is pressed
leftPressed = true;
//trace("left pressed");
} else {
leftPressed = false;
}
if(key.isDown(38) || key.isDown(87)){ // if up arrow or W is pressed
upPressed = true;
//trace("up pressed");
} else {
upPressed = false;
}
if(key.isDown(39) || key.isDown(68)){ //if right arrow or D is pressed
rightPressed = true;
//trace("right pressed");
} else {
rightPressed = false;
}
if(key.isDown(40) || key.isDown(83)){ //if down arrow or S is pressed
downPressed = true;
//trace("down pressed");
} else {
downPressed = false;
}
}
public function playerOneKeyResults()
{
if(leftPressed)
{
// trace("left");
this.x -= runSpeed;
}else if(rightPressed)
{
// trace("right");
this.x += runSpeed;
}
}
public function playerOneCollisions(table, ground)
{
if(this.hitTestObject(table))
{
trace("tabled");
animation = "kong";
}
if(this.hitTestObject(ground))
{
trace("grounded");
animation = "idle";
}
}
public function playerAnimaitons()
{
if(animation == "kong")
{
this.gotoAndStop(2);
}
if(animation == "idle")
{
this.gotoAndStop(1);
}
}
}
}
Main.as
package
{
import flash.display.Stage;
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.TimerEvent;
import flash.utils.Timer;
public class Main extends MovieClip
{
public var gameTimer:Timer;
public var player:Player;
public var table:Table;
public var ground:Ground;
public function Main():void
{
gameTimer = new Timer (30);
gameTimer.addEventListener(TimerEvent.TIMER, GameClock);
gameTimer.start();
player = new Player(stage, 80, 420);
stage.addChild(player);
}
public function GameClock(timerEvent:TimerEvent):void
{
player.playerOnePress();
player.playerOneKeyResults();
player.playerOneCollisions(table, ground);
player.playerAnimaitons();
}
}
}
One thing I notice is that you have table and ground as class properties of Player, and they are also parameters for the method you are having trouble with.
The table and/or ground properties of your Player class are likely null as I don't see code that sets them.
It's not good practice to have method parameters named the same as your class properties.
Try removing the properties in your Player class. (I don't see them being set or used)
If you still get the error, trace out their values at the beginning of the playerOneCollisions method and ensure they are not null.
If they are null, the problem exists outside this class and you are passing in a null value.
I should also note that I don't see anywhere in the Main class where you set the table or ground properties, so they are null unless you have not shown us all the code. If they are null, then that will certainly cause the issue you are experiencing.
How would one go about adding event listeners for multiple keystrokes, for example if the up and right buttons are pressed player goes diagonally in that direction.
Check out the following code, I store the pressed key in a object and then animated a sprite using the object :
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
public class Main extends Sprite
{
private var _keys:Object = { };
private var _sprite:Sprite = new Sprite;
public function Main():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
// entry point
_sprite.graphics.beginFill(0xff0000, 1);
_sprite.graphics.drawRect(0, 0, 40, 40);
_sprite.graphics.endFill();
_sprite.x = 100;
_sprite.y = 100;
addChild(_sprite);
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP, onKeyUp);
stage.addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onKeyDown(e:KeyboardEvent):void
{
_keys[e.keyCode] = true;
}
private function onKeyUp(e:KeyboardEvent):void
{
_keys[e.keyCode] = false;
}
private function onEnterFrame(e:Event):void
{
if (_keys[Keyboard.UP])
{
_sprite.y --;
}
if (_keys[Keyboard.DOWN])
{
_sprite.y ++;
}
if (_keys[Keyboard.RIGHT])
{
_sprite.x++;
}
if (_keys[Keyboard.LEFT])
{
_sprite.x--;
}
}
}
}