Here is the problem, the object is moved together with the clicked object. I want it to be moveable following the mouse pointer, but let the clicked object stays. so when an object is clicked, there will be 2 objects in the stage(the static and moving one).
I think I've figured it out by adding a new object to be moved. in function onClickHero I've tried movingHero = new heroes but it says "call to a possibly undefined method heroes". My question is there any other way how to make another clone of the clicked object since I made it in array? And why does movingHero = new heroes doesn't work?
I'm still amateur at classes. Sorry if it's messed up. Thanks for helping.
package {
import flash.display.MovieClip
import flash.events.MouseEvent
import flash.events.Event
import flash.display.Sprite
public class Hero {
private var heroesArray:Array;
private var heroContainer:Sprite = new Sprite;
private var hero1:MovieClip = new Hero1();
private var hero2:MovieClip = new Hero2();
private var moveHero:Boolean = false;
private var movingHero:MovieClip;
private var _money:Money = new Money();
private var _main:Main;
public function Hero(main:Main)
{ _main = main;
heroesArray = [hero1,hero2];
heroesArray.forEach(addHero);
}
public function addHero(heroes:MovieClip,index:int,array:Array):void
{
heroes.addEventListener(Event.ENTER_FRAME, playerMoving);
heroes.addEventListener(MouseEvent.CLICK, chooseHero);
}
public function playerMoving(e:Event):void
{
if (moveHero == true)
{
movingHero.x = _main.mouseX;
movingHero.y = _main.mouseY;
}
}
public function chooseHero(e:MouseEvent):void
{
var heroClicked:MovieClip = e.currentTarget as MovieClip;
var cost:int = _main._money.money ;
if(cost >= 10 && moveHero == false)
{
_main._money.money -= 10;
_main._money.addText(_main);
onClickHero(heroClicked);
moveHero = true;
}
}
public function onClickHero(heroes:MovieClip):void
{
movingHero = heroes;
heroContainer.addChild(movingHero);
}
public function displayHero(stage:Object):void
{
stage.addChild(heroContainer);
for (var i:int = 0; i<2;i++)
{
stage.addChild(heroesArray[i]);
heroesArray[i].x = 37;
heroesArray[i].y = 80+i*70;
heroesArray[i].width=60;
heroesArray[i].height=55;
heroesArray[i].buttonMode = true;
}
}
}
}
EDIT: I've tried to make movingHero = new Hero1(); but since I don't know which hero will be clicked so I can't just use Hero1 from library. and If I use movingHero = heroClicked I only get the value of hero1 which is a var from Hero1 movieclip. So, is there any way to call the movie clip from library the same as which hero was clicked in stage?
You seemingly want to clone an object while not knowing its type. If that object also containg game logic, it's not the best idea to say spawn new heroes of either type, this might make a mess of your code. But if not, you can get the exact class of the object given, and make an object of that class via the following code:
public function onClickHero(heroes:MovieClip):void
{
if (!heroes) {
trace('heroes is null!');
return;
}
var heroClass:Class = getDefinitionByName(getQualifiedClassName(heroes)) as Class;
movingHero = new heroClass(); // instantiate that class
heroContainer.addChild(movingHero);
// movingHero.startDrag(); if needed
}
Don't forget to clean up the movingHero once it's no longer needed.
Related
This is in the main class
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.display.Sprite;
import flash.events.Event;
public class main extends MovieClip {
public var scene = 0;
public var _money = 0;
public var gain = 1;
public var clicks = 0;
public function main() {
addEventListener(Event.ENTER_FRAME, loop);
mainbtn.addEventListener(MouseEvent.CLICK, handler);
playbtn.addEventListener(MouseEvent.CLICK, playHandler);
}
var mainbtn:button = new button();
var playbtn:playbutton = new playbutton();
var playtxt:playtext = new playtext();
var cash:money_txt = new money_txt();
var scene0:MovieClip = new MovieClip();
var scene1:MovieClip = new MovieClip();
public function loop(e:Event):void {
if(scene == 0) {
addChild(scene0)
scene0.addChild(playbtn);
playbtn.x = 300;
playbtn.y = 200;
scene0.addChild(playtxt);
playtxt.x = 300;
playtxt.y = 100;
} else {
scene0.removeChild(playbtn);
scene0.removeChild(playtxt);
}
if(scene == 1) {
addChild(scene1);
scene1.addChild(mainbtn);
mainbtn.x = 300;
mainbtn.y = 200;
scene1.addChild(cash);
cash.text = 'Money: ' + _money.toString();
} else {
scene1.removeChild(mainbtn);
}
}
public function playclickHandler(e:MovieClip) {
scene = 1;
}
public function handler(e:MouseEvent):void {
_money += gain;
clicks++;
trace('yep');
}
public function playHandler(e:MouseEvent):void {
scene = 1;
}
}
}
And This is where the error would be
C:\Users\Slime\Desktop\Art-ish\game\main.as, Line 47, Column 10 1119: Access of possibly undefined property text through a reference with static type money_txt.
Thanks for helping if you can!
these should be defined as public
public var mainbtn:button = new button();
public var playbtn:playbutton = new playbutton();
public var playtxt:playtext = new playtext();
public var cash:money_txt = new money_txt();
public var scene0:MovieClip = new MovieClip();
public var scene1:MovieClip = new MovieClip();
also it is hard to tell if money_txt, playtext, playbutton and button are classes or MovieClip instances. Convention dictates that Classes should start with a capital letter and instances with lower.
update
The issue is that if button and playbutton are buttons and playtext and money_txt are MovieClips, you should instantiate them as such.
for example if you have
public var mainbtn:button = new button();
but there is no class with name of button, mainbtn will be null. What you may need to do is
public var mainbtn:Button;
public var cash:MovieClip;
and as a part of your main or some other function, assign the instances
mainbtn = this['button'];
cash = this['money_txt'];
you can check if this worked by checking trace(cash);, which will return null if the assignment did not work.
I should stress again though, it is hard to to know what exactly is going wrong without knowing what your setup is. I'm assuming money_txt and the other classes you are defining are not actually classes with their own linkage IDs, but buttons and movieclips inside the MovieClip or stage you are putting this code in.
I'm making a game where you are a soccer goalie and the ball(brazuca) keeps on falling down and you have to collect it, but I keep getting the incorrect number of arguments error. I'm fairly new to coding and I know that the error means something unexpected happened in the brackets where the error happened but I can't figure out how to fix it. It would be great if anyone can help me with this issue.
class Gamescreen2
package
{
import flash.display.MovieClip;
import flash.utils.Timer;
import flash.events.*;
import flash.ui.Mouse;
import flash.media.SoundChannel;
public class Gamescreen2 extends MovieClip
{
public var goalie:GoaliePlay;
var gameMusic:GameMusic;
var gameChannel:SoundChannel;
var speed:Number;
//public var army:Array;
public var army2:Array;
//public var gameTimer:Timer;
public var gameTimer2:Timer;
public static var tick:Number;
public static var score:Number;
public function Gamescreen2()
{
goalie = new GoaliePlay();
addChild (goalie);
gameMusic = new GameMusic;
gameChannel = gameMusic.play(0,999);
score = 0;
//army = new Array();
army2 = new Array();
//gameTimer = new Timer(25);
gameTimer2 = new Timer(25);
//gameTimer.addEventListener(TimerEvent.TIMER, onTick);
gameTimer2.addEventListener(TimerEvent.TIMER, onTick);
gameTimer2.start();
tick = 0;
}
public function onTick(timerEvent:TimerEvent):void
{
tick ++;
if (Math.random() < 0.05)
{
var randomX:Number = Math.random() * 550;
var goalieB= new GoalieB(0,0);
army2.push (goalieB);
addChild (goalieB);
}
for each (var goalieB:GoalieB in army2)
{
goalieB.moveDownABit();
if(goalieB.y == 420)
{
score--
trace(score);
this.scoreTxttwo.text = score.toString();
}
if (goalie.collisionArea.hitTestObject(goalieB))
{
goalieB.x == 550;
score += 10;
}
if (score < 1)
{
score = 0;
}
}
}
}
}
class BrazucaPlay
package
{
import flash.display.MovieClip;
public class BrazucaPlay extends MovieClip
{
var speed:Number;
public function BrazucaPlay(startX:Number, startY:Number)
{
x = startX;
y = startY;
speed = Math.random();
}
public function moveDownABit():void
{
//two speed enemies
if (speed >= .25)
{
y = y + 3;
}
}
}
}
Might be the constructor of your GameMusic class.
gameMusic = new GameMusic;
You should have brackets like so:
gameMusic = new GameMusic();
Same with this line:
var newBrazuca = new BrazucaPlay;
Should be:
var newBrazuca = new BrazucaPlay();
If, after adding brackets () you still receive the error, then you should check your custom classes BrazucaPlay and GoaliePlay and make sure their constructors aren't expecting parameters. Also check this function: brazuca.moveDownABitB().
The constructor is the function that is named after the class and is what first runs when instantiate an object. So you do var newBrazuca = new BrazucaPlay(); there is a constructor function in the BrazucaPlay class that would look something like this:
public function BrazucaPlay(){
//some code.
}
If that function actually looked something like this:
public function BrazucaPlay(myParameter:String){ }
Then that would throw the error you're getting because it's expecting you to pass a parameter to it (in this case a string like new BrazucaPlay("blah blah blah"))
EDIT
Now that you've posted more code, the cause is quite clear. The constructor of your BrazucaPlay class is expecting two arguments (a starting x/y position). So when you instantiate a new BrazucaPlay instance, you are required to pass it those two parameters:
var newBrazuca = new BrazucaPlay(0,0);//you need to pass two numbers (starting x and y)
If you don't want to do this, you can change the code to make those parameter OPTIONAL.
//this makes the parameters default to 0 if no value is passed in
public function BrazucaPlay(startX:Number = 0, startY:Number = 0)
{
x = startX;
y = startY;
speed = Math.random();
}
Welcome, user. Okay, a couple of things...
First, just so you know, we need the entire error, as CyanAngel said. It helps us prevent digging through the entire code. (For more tips about getting started, go to stackoverflow.com/help)
Second, this is what your error message means: You are passing the wrong number of arguments (values) to a function. The function requires exactly two, and you're passing more or less than you should.
This is why we need the error: it has the line number of the error, letting us/you narrow in on it directly.
I'm trying to have this hero shoot the bullet. Ex: The bullet has fire and ice type. if the hero placed is fire type then it will shoot fire bullet, if it's ice type then it will shoot ice bullet. And each bullet have each own effects and damages.
So, I've tried to get the index of hero chosen and later on the index will be used to define which bullet used by tracing (heroesArray.indexOf(heroClicked)); but the value of heroclicked is (object Hero1). so I can't use it since the array of heroesArray is [hero1,hero2]. I did splitting and joining too but it kinda messed up...
My question is how to get the String value that only contains the variable of clicked object (hero1 or hero2)? Is there any 'vocabulary' to get the variable name like getqualifiedclassname used for getting class name of an object?
Or is there any other idea to create bullet type the same as hero type without using indexOf ?
Thanks !
Here is the code :
package {
import flash.display.MovieClip
import flash.events.MouseEvent
import flash.events.Event
import flash.display.Sprite
import flash.utils.*
public class Hero {
private var heroesArray:Array;
private var heroContainer:Sprite = new Sprite;
private var hero1:MovieClip = new Hero1();
private var hero2:MovieClip = new Hero2();
private var bulletArray:Array;
private var bullet1:MovieClip = new Bullet1();
private var bullet2:MovieClip = new Bullet2();
private var moveHero:Boolean = false;
private var movingHero:MovieClip;
private var _money:Money = new Money();
private var _main:Main;
private var _enemy:Enemy = new Enemy(_main);
public function Hero(main:Main)
{ _main = main;
heroesArray = [hero1,hero2];
bulletArray = [bullet1,bullet2];
}
private function playerMoving(e:Event):void
{
if (moveHero == true)
{
movingHero.x = _main.mouseX;
movingHero.y = _main.mouseY;
}
}
private function chooseHero(e:MouseEvent):void
{
var heroClicked:MovieClip = e.currentTarget as MovieClip;
var cost:int = _main._money.money ;
if(cost >= 10 && moveHero == false)
{
_main._money.money -= 10;
_main._money.addText(_main);
moveHero = true;
var heroClass:Class = getDefinitionByName(getQualifiedClassName(heroClicked)) as Class;
movingHero = new heroClass();
heroContainer.addChild(movingHero);
movingHero.addEventListener(MouseEvent.CLICK, placeHero);
}
}
private function placeHero(e:MouseEvent):void
{
var heroClicked:MovieClip = e.currentTarget as MovieClip;
var heroRow:int = Math.floor(_main.mouseY/75);
var heroCol:int = Math.floor((_main.mouseX-10)/65);
if(heroRow>0 && heroCol>0 && heroRow<6 && heroCol<10&&
_main.field[heroRow][heroCol]==0)
{
movingHero.fireRate =75;
movingHero.recharge = 0;
movingHero.firing = false;
movingHero.heroRow = heroRow;
movingHero.x = 42+heroCol*65;
movingHero.y = 10+heroRow*75;
_main.field[heroRow][heroCol]=1;
moveHero = false;
movingHero.removeEventListener(MouseEvent.CLICK, placeHero);
}
}
public function displayHero(stage:Object):void
{
stage.addChild(heroContainer);
for (var i:int = 0; i<2;i++)
{
stage.addChild(heroesArray[i]);
heroesArray[i].x = 37;
heroesArray[i].y = 80+i*70;
heroesArray[i].width=60;
heroesArray[i].height=55;
heroesArray[i].buttonMode = true;
heroesArray[i].addEventListener(MouseEvent.CLICK, chooseHero);
heroesArray[i].addEventListener(Event.ENTER_FRAME, playerMoving);
}
}
}
}
You've pretty much got the answer right in front of you. The two heros are of classes Hero1 and Hero2, and you find the class via
var heroClass:Class = getDefinitionByName(getQualifiedClassName(heroClicked)) as Class;
All you need to do is compare heroClass to those two classes like so:
if(heroClass == Hero1)
{
...
}
else
{
...
}
Linking hero to bullet type
If you don't know, or don't want to learn classes (see my comment for an excellent tutorial) then you'll need a lookup table/Dictionary so that you can link bullet type to hero.
//Put this in your constructor after the bullet types and heroes have been declared
var bulletDict = new Dictionary();
bulletDict[hero1] = bulletTypeIce; //Note the lack of quotations around hero1 and 2
bulletDict[hero2] = bulletTypeFire;
So, to get the bullet type out:
var bulletType = bulletDict[heroClicked];
I am making a game in ActionScript 3. I have a Menu Class with a method that renders a Menu.
I make an instance of Menu in my Main class, and then call the method. When I debug the application I get a null reference error. This is the code of the menu class:
package
{
import flash.display.MovieClip;
import menucomponents.*;
public class Menu extends MovieClip
{
public function Menu()
{
super();
}
public function initMenuComponents():void{
var arrMenuButtons:Array = new Array();
var btnPlay:MovieClip = new Play();
var btnOptions:MovieClip = new Options();
var btnLikeOnFacebbook:MovieClip = new LikeOnFacebook();
var btnShareOnFacebook:MovieClip = new ShareOnFacebook()
arrMenuButtons.push(btnPlay);
arrMenuButtons.push(btnOptions);
arrMenuButtons.push(btnLikeOnFacebbook);
arrMenuButtons.push(btnShareOnFacebook);
var i:int = 0;
for each(var item in arrMenuButtons){
item.x = (stage.stageWidth / 2) - (item.width / 2);
item.y = 100 + i*50;
item.buttonMode = true;
i++;
}
}
}
}
Thanks in advance.
Your issue is likely that stage is not populated yet when your for loop runs. Try the following:
public class Main extends MovieClip {
public function Main() {
super();
var menu:Menu = new Menu();
//it's good practice - as sometimes stage actually isn't populated yet when your main constructor runs - to check, though in FlashPro i've never actually encountered this (flex/flashBuilder I have)
if(stage){
addedToStage(null);
}else{
//stage isn't ready, lets wait until it is
this.addEventListener(Event.ADDED_TO_STAGE,addedToStage);
}
}
private function addedToStage(e:Event):void {
menu.addEventListener(Event.ADDED_TO_STAGE,menuAdded); //this will ensure that stage is available in the menu instance when menuAdded is called.
stage.addChild(menu);
}
private function menuAdded(e:Event):void {
menu.initMenuComponents();
}
}
I would like to add a bunch of cars to the stage, and store them in an array as objects. The problem is I hate using external AS files and would like to keep it as simple as possible.
I tried doing :
var car:Object = {carcolor:String,carscale:Number,carpower:Number};
var test:Array = new Array()
for (var i:Number=0; i<10; i++) {
test.push(car)
}
The problem is if I try to set a value of one object in the like
test[1].carscale = 5
Every object in the array gets their attribute carscale set to 5.
Is there any way I can do this without using external class files?
While you should use external AS files (its a good practice), here's the reason why you are having the issue, and I'm going to explain line-by-line
var car:Object = {carcolor:String,carscale:Number,carpower:Number};
//This creates an object called car. Suppose it saves it in memory at "location" 0x12345
var test:Array = new Array();
//This creates an empty array
for (var i:Number=0; i<10; i++) {
test.push(car);
//This adds the object "car" to the array
//Since Object is a reference type, its memory location is actually added to the array
//This means you added 0x12345 to the array (10 times over the loop)
}
//The array now contains
[0x12345, 0x12345, 0x12345, .......];
//So now
test[1]; //returns the object at 0x12345
test[1].carscale=5; //sets the carscale property of the object at 0x12345
Since all objects in the array point to the same location, getting any of them will actually return the same object. This means that all of them will show carscale as 5
A solution to this would be:
var test:Array = new Array();
for (var i:Number=0; i<10; i++) {
var car:Object = {carcolor:String,carscale:Number,carpower:Number};
test.push(car);
}
A better, REAL Object oriented solution would be to create a class called Car and then instead of doing
var car:Object = {carcolor:String,carscale:Number,carpower:Number};
you use
var car:Car = new Car();
The Car.as class would be like this:
public class Car {
public function Car() {
//this is the constructor, initialize the object here
//Suppose the default values of the car are as follows:
carcolor="red";
carscale=5;
carpower=1000;
}
public var carcolor:String;
public var carscale:Number, carpower:Number;
}
In fact, you could even use another constructor that automatically sets the properties based on arguments:
public function Car(_color:String, _scale:Number, _power:Number) {
carcolor=_color;
carscale=_scale;
carpower=_power;
}
and call it as
var car:Car=new Car("red", 5, 1000);
In fact, the car before carcolor, carscale and carpower is not even necessary because it is obvious when you put them in a class called Car.
Like TheDarkIn1978 said you're pushing a reference of your car instance into your array. When you change the value of one instance's property the same happens for each reference.
The simple answer is to create a new object upon each interation of your for loop like in the following:
var test:Array = [];
for (var i:Number = 0; i < 10; i++)
{
var car:Object = {carcolor:String, carscale:Number, carpower:Number};
test.push(car);
}// end for
[UPDATE]
I know you said that you didn't want to use "external classes" but there are advantages to using a custom class object to store values as opposed to a Object object. Here is an example:
package
{
import flash.display.Sprite;
import flash.events.Event;
public class Main extends Sprite
{
public function Main():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}// end function
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
var cars:Vector.<Car> = new Vector.<Car>();
cars.push(new Car("red", 1, 1));
cars.push(new Car("blue", 2, 2));
cars.push(new Car("green", 3, 3));
trace(cars[2].color); // output: green
}// end function
}// class
}// end package
internal class Car
{
private var _color:String;
private var _scale:Number;
private var _power:Number;
public function get color():String { return color; }
public function get scale():String { return scale; }
public function get power():String { return power; }
public function Car(color:String, scale:Number, power:Number)
{
_color = color;
_scale = scale;
_power = power;
}// end function
}// end class
This is a good example of creating an object for the sole purpose of storing values that never change by only allowing the object's properties to be set upon initiation and using getter methods to make the values read only.
I feel dumb, I found the answer here :
http://board.flashkit.com/board/showthread.php?t=792345
You're pushing the Object reference to the array, not a unique Object each time. You have to do something like:
for(var temp=0;temp<100;temp++){
var roomData:Object=new Object;
roomData.first_time=true;
rooms.push(roomData);
}
you're adding the same object to the array multiple times. you need to create new instances of your car object.
EDIT:
although it would be a best practice to create your own "Car" class and create new instances of it, even if it's only a small object with 3 properties, here's a quick example that should get you started.
package
{
//Imports
import flash.display.Sprite;
//Class
public class Main extends Sprite
{
//Constants
private static const DEFAULT_CAR_COLOR:Number = 0x000000;
private static const DEFAULT_CAR_SCALE:Number = 1.0;
private static const DEFAULT_CAR_POWER:int = 50;
//Properties
private var carsArray:Array;
//Constructor
public function Main():void
{
init();
outputCarColors();
}
//Initialize
private function init():void
{
carsArray = new Array();
for (var i:int = 0; i < 10; i++)
{
carsArray.push(CreateCar(Math.random() * 0xFFFFFF));
}
}
//Output Car Colors
private function outputCarColors():void
{
for (var i:int = 0; i < carsArray.length; i++)
{
trace("Color of car " + i + " : " + carsArray[i].carColor);
}
}
//Create Car Object
private function CreateCar(carColor:Number = DEFAULT_CAR_COLOR, carScale:Number = DEFAULT_CAR_SCALE, carPower:int = DEFAULT_CAR_POWER):Object
{
var result:Object = new Object();
result.carColor = carColor;
result.carScale = carScale;
result.carPower = carPower;
return result;
}
}
}