How to add a unique function to all the movieclips in AS3? - actionscript-3

I would like to add a specific function to every movieclip. I've added an event listener but all the movieclips are doing the same thing.
I've noticed that I can't do it with the i variable because it's 11 could you help me find another way?
package
{
import flash.desktop.NativeApplication;
import flash.desktop.SystemIdleMode;
import flash.display.MovieClip;
import flash.display.Stage;
import flash.display.StageAlign;
import flash.display.StageOrientation;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.KeyboardEvent;
import flash.events.StageOrientationEvent;
import flash.system.Capabilities;
import flash.text.TextField;
import flash.ui.Keyboard;
import com.thanksmister.touchlist.renderers.TouchListItemRenderer;
import com.thanksmister.touchlist.events.ListItemEvent;
import com.thanksmister.touchlist.controls.TouchList;
[SWF( width = '480', height = '800', backgroundColor = '#000000', frameRate = '24')]
public class AS3ScrollingList extends MovieClip
{
private var touchList:TouchList;
private var textOutput:TextField;
private var stageOrientation:String = StageOrientation.DEFAULT;
public function AS3ScrollingList()
{
// needed to scale our screen
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
if(stage)
init();
else
stage.addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
stage.removeEventListener(Event.ADDED_TO_STAGE, init);
stage.addEventListener(KeyboardEvent.KEY_DOWN, handleKeyDown);
stage.addEventListener(Event.RESIZE, handleResize);
// if we have autoOrients set in permissions we add listener
if(Stage.supportsOrientationChange) {
stage.addEventListener(StageOrientationEvent.ORIENTATION_CHANGE, handleOrientationChange);
}
if(Capabilities.cpuArchitecture == "ARM") {
NativeApplication.nativeApplication.addEventListener(Event.ACTIVATE, handleActivate, false, 0, true);
NativeApplication.nativeApplication.addEventListener(Event.DEACTIVATE, handleDeactivate, false, 0, true);
}
// add our list and listener
touchList = new TouchList(stage.stageWidth, stage.stageHeight);
touchList.addEventListener(ListItemEvent.ITEM_SELECTED, handlelistItemSelected);
addChild(touchList);
// Fill our list with item rendreres that extend ITouchListRenderer.
for(var i:int = 1; i < 3; i++) {
var item:TouchListItemRenderer = new TouchListItemRenderer();
item.index = i;
item.data = "This is list item " + String(i);
item.itemHeight = 120;
item.addEventListener(MouseEvent.CLICK, gotostore);
item.buttonMode = true;
touchList.addListItem(item);
}
//not nested function
function gotostore (e:MouseEvent) {
switch(e.currentTarget.name) {
case "firstMovieClip":
trace("buton1");
//first movieclip clicked
break;
case "secondMovieClip":
trace("buton2");
//second movieclip clicked
break;
//etc...
}
}
}
/**
* Handle stage orientation by calling the list resize method.
* */
private function handleOrientationChange(e:StageOrientationEvent):void
{
switch (e.afterOrientation) {
case StageOrientation.DEFAULT:
case StageOrientation.UNKNOWN:
//touchList.resize(stage.stageWidth, stage.stageHeight);
break;
case StageOrientation.ROTATED_RIGHT:
case StageOrientation.ROTATED_LEFT:
//touchList.resize(stage.stageHeight, stage.stageWidth);
break;
}
}
private function handleResize(e:Event = null):void
{
touchList.resize(stage.stageWidth, stage.stageHeight);
}
private function handleActivate(event:Event):void
{
NativeApplication.nativeApplication.systemIdleMode = SystemIdleMode.KEEP_AWAKE;
}
private function handleDeactivate(event:Event):void
{
NativeApplication.nativeApplication.exit();
}
/**
* Handle keyboard events for menu, back, and seach buttons.
* */
private function handleKeyDown(e:KeyboardEvent):void
{
if(e.keyCode == Keyboard.BACK) {
e.preventDefault();
NativeApplication.nativeApplication.exit();
} else if(e.keyCode == Keyboard.MENU){
e.preventDefault();
} else if(e.keyCode == Keyboard.SEARCH){
e.preventDefault();
}
}
/**
* Handle list item seleced.
* */
private function handlelistItemSelected(e:ListItemEvent):void
{
trace("List item selected: " + e.renderer.index);
}
}
}

Your gotostore function is a nested function which is a really bad design practice, do not use nested functions. You can check which movieclip did the user click with the e.currentTarget.name, this will give you the INSTANCE NAME of the movieclip which the user "selected".
for(var i:int = 1; i < 11; i++) {
var item:TouchListItemRenderer = new TouchListItemRenderer();
item.index = i;
item.data = "This is list item " + String(i);
item.itemHeight = 120;
item.addEventListener(MouseEvent.CLICK, gotostore);
item.buttonMode = true;
touchList.addListItem(item);
}
//not nested function
function gotostore (e:MouseEvent) {
switch(e.currentTarget.name) {
case "firstMovieClip":
//first movieclip clicked
break;
case "secondMovieClip":
//second movieclip clicked
break;
//etc...
}
}

Related

AS3 - Space Shooter Enemy Shots

I'm very new to AS3 and programming in general and I've been developing a space shooter game in AS3 and have run into trouble regarding the enemy shots. The enemies fly vertically down from the top of the screen and should fire two shots (one going left and one going right) once their y coordinates equal that of the player. This works fine, except after anything from 30 seconds to 2 minutes, the following errors occur.
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at EnemyShip2/fireWeapon()[G:\Games Related\1942\src\EnemyShip2.as:78]
at EnemyShip2/loop2()[G:\Games Related\1942\src\EnemyShip2.as:65]
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at EnemyShot/removeSelf()[G:\Games Related\1942\src\EnemyShot.as:43]
at EnemyShot/loop()[G:\Games Related\1942\src\EnemyShot.as:36]
Below is the relevant code, for the enemy ship class as well as the enemy shot class.
Enemy Ship
package
{
import flash.display.Sprite;
import flash.display.Bitmap;
import flash.display.Stage;
import flash.events.Event;
import flash.events.TimerEvent;
import flash.utils.Timer;
/**
* ...
* #author D Nelson
*/
[Embed(source = "../assets/enemyship2.png")]
//This enemy moves relatively slowly and fires horizontal shots
public class EnemyShip2 extends Bitmap
{
private var vy:Number = 3;
//private var ay:Number = .2;
private var target:HeroShip;
private var enemyShip2:EnemyShip2;
private var enemyfireTimer:Timer;
private var enemycanFire:Boolean = true;
public function EnemyShip2(target:HeroShip):void
{
this.target = target;
scaleX = 0.3;
scaleY = 0.3;
x = Math.floor(Math.random() * 550);
y = -105;
addEventListener(Event.ENTER_FRAME, loop2, false, 0, true);
enemyfireTimer = new Timer(1000, 1);
enemyfireTimer.addEventListener(TimerEvent.TIMER, handleenemyfireTimer, false, 0, true);
}
private function handleenemyfireTimer(e:TimerEvent) : void
{
//the timer runs, so a shot can be fired again
enemycanFire = true;
}
private function removeSelf2():void
{
removeEventListener(Event.ENTER_FRAME, loop2);
if (stage.contains(this))
{
stage.removeChild(this);
}
}
private function loop2 (e:Event):void
{
//vy += ay;
y += vy;
if (y > stage.stageHeight)
{
removeSelf2();
}
if (y >= target.y && (enemycanFire))
{
fireWeapon();
enemycanFire = false;
enemyfireTimer.start();
}
if (this.x > 540 || this.x < 10)
{
removeSelf2();
}
}
private function fireWeapon():void
{
stage.addChild(new EnemyShot(target, x, y, -4));
stage.addChild(new EnemyShot(target, x, y, +4));
}
}
}
Enemy Shot
package
{
import flash.display.Sprite;
import flash.display.Bitmap;
import flash.events.Event;
import flash.display.Stage;
/**
* ...
* #author D Nelson
*/
[Embed(source="../assets/enemyshot.png")]
public class EnemyShot extends Bitmap
{
private var speed:Number;
private var target:HeroShip;
private var vx:Number;
public function EnemyShot(target:HeroShip, x:Number, y:Number, vx:Number)
{
this.target = target;
this.x = x;
this.y = y;
this.vx = vx;
scaleX = 0.3;
scaleY = 0.3;
addEventListener(Event.ENTER_FRAME, loop, false, 0, true);
}
private function loop(e:Event) : void
{
x += vx;
if (x >= 600 || x <= -50)
{
removeSelf();
}
}
private function removeSelf():void
{
removeEventListener(Event.ENTER_FRAME, loop);
if (stage.contains(this))
{
stage.removeChild(this);
}
}
}
}
Also provided is the main class, in case that is of any help.
package
{
import flash.display.Sprite;
import flash.display.MovieClip;
import flash.display.DisplayObject;
import flash.display.Stage;
import flash.events.*;
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.events.KeyboardEvent;
import flash.events.TimerEvent;
import flash.ui.Mouse;
import flash.utils.*;
import flash.utils.ByteArray;
import flash.utils.Timer;
import flash.text.*;
import flash.media.Sound;
import flash.media.SoundChannel;
/**
* ...
* #author D Nelson
*/
public class Main extends MovieClip
{
[Embed(source = "snd/gamemusic2.mp3")]
private var MySound : Class;
private var mainsound : Sound;
private var shootsound: Sound = new ShootSound;
private var sndChannel:SoundChannel = new SoundChannel;
public var heroShip:HeroShip;
public var enemyShip1:EnemyShip1
public var enemyShip2:EnemyShip2
public var enemyShip3:EnemyShip3
public var enemyShip4:EnemyShip4
public var bossShip: BossShip
public var enemyShot: EnemyShot;
public var playerShot: PlayerShot;
private var background1:Background1;
private var background2:Background2;
public static const scrollspeed:Number = 2;
public var playerShotArray:Array = new Array()
public var enemyShotArray:Array = new Array()
public var enemies1Array:Array = new Array()
public var enemies2Array:Array = new Array()
private var fireTimer:Timer; //this creates a delay between each shot
private var canFire:Boolean = true; //this checks if a shot can be fired
public function Main():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
mainsound = (new MySound) as Sound;
shootsound = (new ShootSound) as Sound;
mainsound.play();
background1 = new Background1();
background2 = new Background2();
//setting the backgrounds one below another
background1.y = 0;
background2.y = background1.height;
//add background at the lowest depth level
stage.addChildAt(background1,0);
stage.addChildAt(background2, 0);
//sets up the timer and its listener
fireTimer = new Timer(250, 1);
fireTimer.addEventListener(TimerEvent.TIMER, handlefireTimer, false, 0, true);
stage.addEventListener(KeyboardEvent.KEY_DOWN, handleCharacterShoot);
//background scrolling effect
stage.addEventListener(Event.ENTER_FRAME, backgroundScroll);
//loop for enemy1 variety
stage.addEventListener(Event.ENTER_FRAME, loop1, false, 0, true);
//loop for enemy2 variety
stage.addEventListener(Event.ENTER_FRAME, loop2, false, 0, true);
//speed of player shots
setInterval(playerShootMovement, 10);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
//entry point
heroShip = new HeroShip();
stage.addChild(heroShip);
//test values for enemies
/*enemyShip1 = new EnemyShip1();
stage.addChildAt(enemyShip1, 2);
enemyShip1.y = stage.stageWidth * 0.3;
enemyShip1.x = 300;
enemyShip2 = new EnemyShip2();
stage.addChildAt(enemyShip2, 2);
enemyShip2.y = stage.stageWidth * 0.3;
enemyShip2.x = 200;
enemyShip3 = new EnemyShip3();
stage.addChildAt(enemyShip3, 2);
enemyShip3.y = stage.stageWidth * 0.3;
enemyShip3.x = 100;
enemyShip4 = new EnemyShip4();
stage.addChildAt(enemyShip4, 2);
enemyShip4.y = stage.stageWidth * 0.3;
enemyShip4.x = 400;
bossShip = new BossShip();
stage.addChildAt(bossShip, 1);
bossShip.y = 10;
bossShip.x = 130;*/
Mouse.hide();
}
private function handlefireTimer(e:TimerEvent) : void
{
//the timer runs, so a shot can be fired again
canFire = true;
}
public function playerShoot():void
{
//if canFire is true, allow a shot to be fired, then set canFire to false and start the timer again
//else, do nothing
if (canFire)
{
//Add new line to the array
playerShotArray.push(playerShot = new PlayerShot);
//Spawn missile in ship
playerShot.y = heroShip.y;
playerShot.x = heroShip.x+11;
addChild(playerShot);
canFire = false;
fireTimer.start();
sndChannel = shootsound.play();
}
}
public function playerShootMovement():void
{
//code adapted from the Pie Throw tutorial
for (var i:int = 0; i < playerShotArray.length; i++)
{
playerShotArray[i].y -= 10;
if (playerShotArray[i].y == 850)
{
playerShotArray.shift();
}
}
}
public function handleCharacterShoot(e:KeyboardEvent):void
{
/**
* SpaceBar = 32
*/
if (e.keyCode == 32)
{
playerShoot();
}
}
public function backgroundScroll (evt:Event):void
{
background1.y += scrollspeed;
background2.y += scrollspeed;
if (background1.y >= stage.stageHeight)
{
//the background is below the visible stage area, put it above the other background
background1.y = background2.y - background2.height;
}
else if (background2.y >= stage.stageHeight)
{
background2.y = background1.y - background2.height;
}
}
//EnemyShip 1 spawning
private function loop1(e:Event):void
{
//generates probability for the ship to spawn (lower number to increase odds, decrease it to decrease odds)
if (Math.floor(Math.random() * 55) == 5)
{
var enemyShip1:EnemyShip1 = new EnemyShip1(heroShip);
enemyShip1.addEventListener(Event.REMOVED_FROM_STAGE, removeEnemy1, false, 0, true);
enemies1Array.push(enemyShip1);
stage.addChild(enemyShip1);
}
}
private function removeEnemy1(e:Event):void
{
//removes the enemy that most recently left the screen from the array
enemies1Array.splice(enemies1Array.indexOf(e.currentTarget), 1);
}
//EnemyShip2 spawning
private function loop2(e:Event):void
{
if (Math.floor(Math.random() * 40) == 5)
{
var enemyShip2:EnemyShip2 = new EnemyShip2(heroShip);
enemyShip2.addEventListener(Event.REMOVED_FROM_STAGE, removeEnemy2, false, 0, true);
enemies2Array.push(enemyShip2);
stage.addChild(enemyShip2);
}
}
private function removeEnemy2(e:Event):void
{
enemies2Array.splice(enemies2Array.indexOf(e.currentTarget), 1);
}
}
}
Initially I thought it was to do with enemies firing shots while being too far to either side of the screen, but that doesn't seem to be the case. Any help would be greatly appreciated.
You need to make sure you remove the ENTER_FRAME listeners whenever you remove the object.
Actually, my advise is to not add ENTER_FRAME handlers throughout your game objects. This gets hard to manage and leads to bugs like you've encountered. Instead, add a single ENTER_FRAME as your core game loop, and update objects by calling an update() function on a list of game objects you maintain in your main game class. When you remove an object you simply won't call update() anymore. It also becomes easy to pause the game by just removing the ENTER_FRAME handler.
For example, here's a pattern I like to use for simple games:
interface IGameObject {
update():void;
}
class Enemy extends Sprite implements IGameObject {
public update():void {
// move, fire, etc
}
}
class Player extends Sprite implements IGameObject {
public update():void {
// move, fire, etc
}
}
class Bullet extends Bitmap implements IGameObject {
public update():void {
// move, collide, etc
}
}
class Main extends Sprite {
private objects:Vector.<IGameObject> = new <IGameObject>[];
public start():void {
addEventListener(Event.ENTER_FRAME, update);
}
public stopGame():void {
removeEventListener(Event.ENTER_FRAME, update);
}
private function update(e:Event):void {
for each (var object:IGameObject in objects) {
object.update();
}
}
public addObject(object:IGameObject):void {
objects.push(object);
addChild(object as DisplayObject);
}
public removeObject(object:IGameObject):void {
objects.splice(objects.indexOf(object), 1);
removeChild(object as DisplayObject);
}
}
Add and remove objects using addObject and removeObject. You can invoke them through a reference to Main or through event handlers you dispatch from your objects.

5006: An ActionScript file can not have more than one externally visible definition: AND TypeError: Error #1006: hitTestObject is not a function

I have 2 issues in this code.
The first is:
5006: An ActionScript file can not have more than one externally visible definition: Sprayer, bugs
I've put multiple Actionscripts together to create this, i've seperated out the classes and am hoping to play this on a frame from a symbol.
and the second relates to:
Error #1006: hitTestObject is not a function
For this i'm trying to get the aagun/Sprayer to lose health then lives if the bugs touch it, but i'm not sure why it's saying it's not a function. Am I using the wrong words?
Thanks for your help, here's the code
package Shooter{
import flash.display.*;
import flash.events.*;
import flash.utils.getTimer;
class Sprayer extends MovieClip{
const speed:Number = 150.0;
var lastTime:int; // animation time
function Sprayer() {
// initial location of gun
this.x = 275;
this.y = 340;
// movement
addEventListener(Event.ENTER_FRAME,moveGun);
}
function moveGun(event:Event) {
// get time difference
var timePassed:int = getTimer()-lastTime;
lastTime += timePassed;
// current position
var newx = this.x;
// move to the left
if (MovieClip(parent).leftArrow) {
newx -= speed*timePassed/1000;
}
// move to the right
if (MovieClip(parent).rightArrow) {
newx += speed*timePassed/1000;
}
// check boundaries
if (newx < 10) newx = 10;
if (newx > 540) newx = 540;
// reposition
this.x = newx;
}
// remove from screen and remove events
function deleteGun() {
parent.removeChild(this);
removeEventListener(Event.ENTER_FRAME,moveGun);
}
}
}
package BigBug{
import flash.display.*;
import flash.events.*;
import flash.utils.Timer;
import flash.text.TextField;
import flash.display.MovieClip;
class bugs extends MovieClip {
var dx:Number; // speed and direction
var lastTime:int; // animation time
function bugs(side:String, speed:Number, altitude:Number) {
if (side == "left") {
this.x = -50; // start to the left
dx = speed; // fly left to right
this.scaleX = 1; // reverse
} else if (side == "right") {
this.x = -50; // start to the right
dx = -speed; // fly right to left
this.scaleX = 1; // not reverse
}
this.y = altitude; // vertical position
// choose a random plane
this.gotoAndStop(Math.floor(Math.random()*4+1));
// set up animation
addEventListener(Event.ENTER_FRAME,movePlane);
lastTime = getTimer();
}
function movePlane(event:Event) {
// get time passed
var timePassed:int = getTimer()-lastTime;
lastTime += timePassed;
// move plane
this.x += dx*timePassed/2000;
// check to see if off screen
if ((dx < 0) && (x < -50)) {
deletePlane();
} else if ((dx > 0) && (x > 350)) {
deletePlane();
}
}
}
}
package Missiles{
import flash.display.*;
import flash.events.*;
import flash.utils.Timer;
import flash.text.TextField;
import flash.display.MovieClip;
class Bullets extends MovieClip {
var dx:Number; // vertical speed
var lastTime:int;
function Bullets(x,y:Number, speed: Number) {
// set start position
this.x = x;
this.y = y;
// get speed
dx = speed;
// set up animation
lastTime = getTimer();
addEventListener(Event.ENTER_FRAME,moveBullet);
}
function moveBullet(event:Event) {
// get time passed
var timePassed:int = getTimer()-lastTime;
lastTime += timePassed;
// move bullet
this.x += dx*timePassed/1000;
// bullet past top of screen
if (this.x < 0) {
deleteBullet();
}
}
// delete bullet from stage and plane list
function deleteBullet() {
MovieClip(parent).removeBullet(this);
parent.removeChild(this);
removeEventListener(Event.ENTER_FRAME,moveBullet);
}
}
}
package MainGame{
import flash.display.*;
import flash.events.*;
import flash.utils.Timer;
import flash.text.TextField;
import flash.display.MovieClip;
import Missiles.Bullets;
import Shooter.Sprayer;
import BigBug.bugs;
public class AirRaid extends MovieClip {
private var aagun:Sprayer;
private var airplanes:Array;
private var buggood:Array;
private var bullets:Array;
public var leftArrow, rightArrow:Boolean;
private var nextGbug:Timer;
private var nextPlane:Timer;
private var shotsLeft:int;
private var shotsHit:int;
public function startAirRaid() {
// init score
shotsLeft = 20;
shotsHit = 0;
showGameScore();
// create gun
aagun = new Sprayer();
addChild(aagun);
// create object arrays
buggood = new Array();
airplanes = new Array();
bullets = new Array();
// listen for keyboard
stage.addEventListener(KeyboardEvent.KEY_DOWN,keyDownFunction);
stage.addEventListener(KeyboardEvent.KEY_UP,keyUpFunction);
// look for collisions
addEventListener(Event.ENTER_FRAME,checkForHits);
// start planes flying
setNextPlane();
setNextGbug();
}
public function setNextPlane() {
nextPlane = new Timer(1000+Math.random()*1000,1);
nextPlane.addEventListener(TimerEvent.TIMER_COMPLETE,newPlane);
nextPlane.start();
}
public function newPlane(event:TimerEvent) {
// random side, speed and altitude
if (Math.random() > .5) {
var side:String = "left";
} else {
side = "right";
}
var altitude:Number = Math.random()*50+20;
var speed:Number = Math.random()*150+150;
// create plane
var p:bugs = new bugs(side,speed,altitude);
addChild(p);
airplanes.push(p);
// set time for next plane
setNextPlane();
}
public function setNextGbug() {
nextGbug = new Timer(1000+Math.random()*1000,1);
nextGbug.addEventListener(TimerEvent.TIMER_COMPLETE,newGbug);
nextGbug.start();
}
public function newGbug(event:TimerEvent) {
// random side, speed and altitude
if (Math.random() > .5) {
var side:String = "left";
} else {
side = "right";
}
var altitude:Number = Math.random()*50+20;
var speed:Number = Math.random()*150+150;
// create Gbug
var p:Good_bug = new Good_bug(side,speed,altitude);
addChild(p);
buggood.push(p);
// set time for next Gbug
setNextGbug();
}
// check for collisions
public function checkForHits(event:Event) {
for(var bulletNum:int=bullets.length-1;bulletNum>=0;bulletNum--){
for (var airplaneNum:int=airplanes.length-1;airplaneNum>=0;airplaneNum--) {
if (bullets[bulletNum].hitTestObject(airplanes[airplaneNum])) {
airplanes[airplaneNum].planeHit();
bullets[bulletNum].deleteBullet();
shotsHit++;
showGameScore();
break;
}
}
for(var bulletNum:int=bullets.length-1;bulletNum>=0;bulletNum--){
for (var Good_bugNum:int=buggood.length-1;Good_bugNum>=0;Good_bugNum--) {
if (bullets[bulletNum].hitTestObject(buggood[Good_bugNum])) {
buggood[Good_bugNum].GbugHit();
bullets[bulletNum].deleteBullet();
shotsHit--;
showGameScore();
break;
}
}
}
if ((shotsLeft == 0) && (bullets.length == 0)) {
endGame();
}
}
if ((shotsLeft == 0) && (bullets.length == 0)) {
endGame();
}
}
// key pressed
public function keyDownFunction(event:KeyboardEvent) {
if (event.keyCode == 37) {
leftArrow = true;
} else if (event.keyCode == 39) {
rightArrow = true;
} else if (event.keyCode == 32) {
fireBullet();
}
}
// key lifted
public function keyUpFunction(event:KeyboardEvent) {
if (event.keyCode == 37) {
leftArrow = false;
} else if (event.keyCode == 39) {
rightArrow = false;
}
}
// new bullet created
public function fireBullet() {
if (shotsLeft <= 0) return;
var b:Bullets = new Bullets(aagun.x,aagun.y,-300);
addChild(b);
bullets.push(b);
shotsLeft--;
showGameScore();
}
public function showGameScore() {
showScore.text = String("Score: "+shotsHit);
showShots.text = String("Shots Left: "+shotsLeft);
}
// take a plane from the array
public function removePlane(plane:bugs) {
for(var i in airplanes) {
if (airplanes[i] == plane) {
airplanes.splice(i,1);
break;
}
}
}
// take a Gbug from the array
public function removeGbug(Gbug:Good_bug) {
for(var i in buggood) {
if (buggood[i] == Gbug) {
buggood.splice(i,1);
break;
}
}
}
// take a bullet from the array
public function removeBullet(bullet:Bullets) {
for(var i in bullets) {
if (bullets[i] == bullet) {
bullets.splice(i,1);
break;
}
}
}
// game is over, clear movie clips
public function endGame() {
// remove planes
for(var i:int=airplanes.length-1;i>=0;i--) {
airplanes[i].deletePlane();
}
for(var i:int=buggood.length-1;i>=0;i--) {
buggood[i].deleteGbug();
}
airplanes = null;
buggood = null;
aagun.deleteGun();
aagun = null;
stage.removeEventListener(KeyboardEvent.KEY_DOWN,keyDownFunction);
stage.removeEventListener(KeyboardEvent.KEY_UP,keyUpFunction);
removeEventListener(Event.ENTER_FRAME,checkForHits);
nextPlane.stop();
nextPlane = null;
nextGbug.stop();
nextGbug = null;
gotoAndStop("gameover");
}
}
}
1.
5006: An ActionScript file can not have more than one externally visible definition: Sprayer, bugs
As it says exactly: you can't have more than one public definition in a file. You have to either split the code to several files or move definitions, that you don't need public, out of the package.
This would be Ok in one file:
package
{
import flash.display.MovieClip;
// public is the default access modifier
public class Test1 extends MovieClip
{
public function Test1()
{
trace("test1");
var t2:Test2 = new Test2();
var t3:Test3 = new Test3();
}
}
}
// Test2 and Test3 are defined outside of the package, otherwise it wouldn't compile.
// These definitions will only be visible to code in this file.
import flash.display.MovieClip;
class Test2 extends MovieClip
{
public function Test2()
{
trace("test2");
}
}
class Test3 extends MovieClip
{
public function Test3()
{
trace("test3");
}
}
2.
Error #1006: hitTestObject is not a function
This usually means that hitTestObject() is not defined on the object (or it's ancestors) you are trying to call it from (although there could be different kinds of errors for that).
hitTestObject() is accessed in two ways in your code: airplanes.hitTestObject() and bullets[bulletNum].hitTestObject(). You will have to debug your code to see what is actually airplanes and bullets[bulletNum], what types they are and whether they inherit hitTestObject() method. You could at least trace() them.

AS3 How to remove objects from the stage from various classes

So I'm Creating a game that generates different types of fish. I have the main class initilize everything then the fish are generated with another class. I then have another class listen for when they are added to the stage that controls their movement. After the fish leaves the scene I have gotten them to be deleted but I cannot get them all to be deleted once the fish is clicked. I have a listener that gets when a fish is clicked but I am having trouble deleting all the other generated fish so that I can load the fish information.
I probably have tons of problems but here is my Main class:
package
{
import flash.display.MovieClip;
import flash.display.SimpleButton;
import flash.display.*;
import flash.events.*;
import flash.ui.*;
import Crappie;
/*import Bass;
import Bluegill;
import LongGar;
import Muskellunge;
import Perch;
import PumpkinSeed;
import ShortGar;
import SpotGar;*/
import GenerateFish;
public class FishGame extends MovieClip
{
private var randomFish:Number;
public function FishGame() //First function to be called
{
startMenu();
}
public function startMenu() //Loads the start menu
{
gotoAndStop("Start Menu");
StartButton.addEventListener(MouseEvent.CLICK, gotoStartGame);
}
private function gotoStartGame(evt:MouseEvent) //links to the start of th game
{
StartButton.removeEventListener(MouseEvent.CLICK, gotoStartGame);
gotoAndStop("Game");
game();
}
public function game() /generates fish
{
var genFish:GenerateFish = new GenerateFish();
this.addChild(genFish);
var genFish2:GenerateFish = new GenerateFish();
this.addChild(genFish2);
}
//This is where I need help. All the fish are children of other class. I tried deleting them in their own class but it seems like it would work best if it was in this class but I'm having trouble calling this class.
public function removeFish()
{
trace("Here");
}
}
}
Here is the generating fish class:
package {
import flash.display.MovieClip;
import flash.events.*;
import flash.display.*;
import Crappie;
//import Bass;
//import Bluegill;
//import LongGar;
//import Muskellunge;
//import Perch;
//import PumpkinSeed;
//import ShortGar;
//import SpotGar;
import FishGame;
public class GenerateFish extends MovieClip {
private var randomFish:Number;
public function GenerateFish() //When this is added via addchild it adds a fish
{
this.addEventListener(Event.ADDED_TO_STAGE, addFish, false, 0, true);
//addFish();
}
private function addFish(e:Event) //adds fish to scrence
{
this.removeEventListener(Event.ADDED_TO_STAGE, addFish);
randomFish = Math.floor(Math.random() * 2);
randomFish = 0; //for testing purposes
switch(randomFish)
{
case 0:
var crappie:Crappie = new Crappie();
this.addChild(crappie); //Calls the crappy funciton
break;
case 1:
var longgar:LongGar = new LongGar();
this.addChild(longgar);
break;
case 2:
var bluegill:Bluegill = new Bluegill();
this.addChild(bluegill);
break;
case 3:
var spotgar:SpotGar = new SpotGar();
this.addChild(spotgar);
break;
case 4:
var muskellunge:Muskellunge = new Muskellunge();
this.addChild(muskellunge);
break;
case 5:
var pumpkinseed:PumpkinSeed = new PumpkinSeed();
this.addChild(pumpkinseed);
break;
case 6:
var bass:Bass = new Bass();
this.addChild(bass);
break;
case 7:
var perch:Perch = new Perch();
this.addChild(perch);
break;
case 8:
var pike:Pike = new Pike();
this.addChild(pike);
break;
default:
break;
}
}
}
}
And here is one of the specific fish classes:
package
{
import flash.display.MovieClip;
import flash.events.*;
import flash.display.*;
import FishGame;
import GenerateFish;
public class Crappie extends MovieClip
{
private var Speed:Number;
private var randomBoolean:Boolean = (Math.random() > .5) ? true : false;
private var fishOnScreen:Boolean = false;
//public var remFish:FishGame = new FishGame();
public function Crappie() //Adds event listeners to control the fish
{
this.addEventListener(Event.ADDED_TO_STAGE, Setup, false, 0, true);
this.addEventListener(MouseEvent.CLICK, GoToFishInfo);
fishOnScreen =true;
}
public function GoToFishInfo(evt:MouseEvent):void //When fish is clicked Info pops up. It is here i want every fish to be deleted.
{
this.removeEventListener(Event.ADDED_TO_STAGE, Setup);
/*while (MovieClip(root).numChildren >= 1) //What I tried to delete all objects
{
MovieClip(root).removeChildAt(1);
}*/
var remFish:FishGame = new FishGame(); //Creates The SWF file file:///FishGame/classes/FishGame.swf contains invalid data.
remFish.removeFish();
MovieClip(root).gotoAndStop("FishInfo", "Scene 1");
var crappieinfo:CrappieInfo = new CrappieInfo();
stage.addChild(crappieinfo);
crappieinfo.x = 512;
crappieinfo.y = 384;
crappieinfo.alpha = 100;
}
private function Setup(e:Event) //Setup the fish position and adds info for movement
{
var randomBoolean:Boolean = (Math.random() > .5) ? true : false;
//true forwards
//false is backwards
if (randomBoolean)
{
this.x = 1030;
}
else
{
this.scaleX = -1;
this.x = -10;
}
this.y = this.GetRandomYPosition();
this.alpha = 100;
this.addEventListener(Event.ENTER_FRAME, MoveCircle);
Speed = GetRandomSpeed();
if (randomBoolean)
{
Speed *= -1
}
}
private function GetRandomSpeed():Number
{
return (Math.floor(Math.random() * 5) +5);
}
private function GetRandomYPosition():Number
{
//
//basic formula: Math.floor(Math.random()*(1+High-Low))+Low;
//
return (Math.floor(Math.random() * (650-this.height)) + 230);
}
public function MoveCircle(e:Event) //Moves the fish
{
if (fishOnScreen)
{
this.x += Speed;
if (this.x >1024 || this.x < -10 || this.y >768 || this.y < 200)
{
var genExtraFish:GenerateFish = new GenerateFish();
stage.addChild(genExtraFish);
this.parent.removeChild(this);
fishOnScreen = false;
this.removeEventListener(MouseEvent.CLICK, GoToFishInfo);
}
}
}
}
}
Thanks I'd appreciate all the help I can get!
////////
//Edit//
////////
I have modified my main class to package
{
import flash.display.MovieClip;
import flash.display.SimpleButton;
import flash.display.*;
import flash.events.*;
import flash.ui.*;
import BaseFish;
import GenerateFish;
public class FishGame extends MovieClip
{
private var randomFish:Number;
private var basefish:BaseFish = new BaseFish();
public function FishGame()
{
startMenu();
}
public function startMenu()
{
gotoAndStop("Start Menu");
StartButton.addEventListener(MouseEvent.CLICK, gotoStartGame);
}
private function gotoStartGame(evt:MouseEvent)
{
StartButton.removeEventListener(MouseEvent.CLICK, gotoStartGame);
gotoAndStop("Game");
basefish.StartFish();
}
}
}
And I Created the basefish class as so:
package
{
import flash.display.MovieClip;
import flash.events.*;
import flash.display.*;
import FishGame;
public class BaseFish extends MovieClip
{
public var FishOnScreen:Array = new Array();
public var FishSpeed:Array = new Array();
private var Speed:Number;
private var randomBoolean:Boolean = (Math.random() > .5) ? true : false;
public var NumFish:int = -1;
private var randomFish:Number;
public function BaseFish()
{
}
public function StartFish()
{
addFish(5);
this.addEventListener(Event.ENTER_FRAME, MoveCircle);
}
public function addFish(NumAdd:Number)
{
for (var i:Number = 0; i < NumAdd; i++)
{
randomFish = Math.floor(Math.random() * 2);
randomFish = 0;
switch(randomFish)
{
case 0:
var crappie:Crappie = new Crappie();
this.addChild(crappie);
crappie.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(crappie);
trace(FishOnScreen[1]);
Setup(crappie);
NumFish += 1;
break;
case 1:
var longgar:LongGar = new LongGar();
this.addChild(longgar);
longgar.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(longgar);
Setup(longgar);
NumFish += 1;
break;
case 2:
var bluegill:Bluegill = new Bluegill();
this.addChild(bluegill);
bluegill.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(bluegill);
Setup(bluegill);
NumFish += 1;
break;
case 3:
var spotgar:SpotGar = new SpotGar();
this.addChild(spotgar);
spotgar.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(spotgar);
Setup(spotgar);
NumFish += 1;
break;
case 4:
var muskellunge:Muskellunge = new Muskellunge();
this.addChild(muskellunge);
muskellunge.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(muskellunge);
Setup(muskellunge);
NumFish += 1;
break;
case 5:
var pumpkinseed:Pumpkinseed = new Pumpkinseed();
this.addChild(pumpkinseed);
pumpkinseed.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(pumpkinseed);
Setup(pumpkinseed);
NumFish += 1;
break;
case 6:
var bass:Bass = new Bass();
this.addChild(bass);
bass.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(bass);
Setup(bass);
NumFish += 1;
break;
case 7:
var perch:Perch = new Perch();
this.addChild(perch);
perch.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(perch);
Setup(perch);
NumFish += 1;
break;
case 8:
var pike:Pike = new Pike();
this.addChild(pike);
pike.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(pike);
Setup(pike);
NumFish += 1;
break;
default:
this.addChild(crappie);
crappie.addEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.push(crappie);
Setup(crappie);
NumFish += 1;
break;
}
}
}
private function Setup(mc: MovieClip)
{
var randomBoolean:Boolean = (Math.random() > .5) ? true : false;
//true forwards
//false is backwards
if (randomBoolean)
{
MovieClip(mc).x = 1030;
}
else
{
MovieClip(mc).scaleX = -1;
MovieClip(mc).x = -10;
}
MovieClip(mc).y = GetRandomYPosition();
MovieClip(mc).alpha = 100;
FishSpeed[NumFish] = GetRandomSpeed();
if (randomBoolean)
{
FishSpeed[NumFish] *= -1
}
}
private function GetRandomSpeed():Number
{
return (Math.floor(Math.random() * 5) +5);
}
private function GetRandomYPosition():Number
{
//
//basic formula: Math.floor(Math.random()*(1+High-Low))+Low;
//
return (Math.floor(Math.random() * (650-this.height)) + 230);
}
public function MoveCircle(e:Event)
{
//trace(FishOnScreen.length);
for (var i:Number = 0; i < FishOnScreen.length; i++)
{
if (FishOnScreen[i]!=null)
{
MovieClip(FishOnScreen[i]).x += FishSpeed[i];
if (MovieClip(FishOnScreen[i]).x >1024 || MovieClip(FishOnScreen[i]).x < -10 || MovieClip(FishOnScreen[i]).y >768 || MovieClip(FishOnScreen[i]).y < 200)
{
addFish(1);
this.removeChild(MovieClip(FishOnScreen[i]));
MovieClip(FishOnScreen[i]).removeEventListener(MouseEvent.CLICK, GoToFishInfo);
FishOnScreen.splice(i, 1);
FishSpeed.splice(i,1);
}
}
//else trace("null");
}
}
public function GoToFishInfo(evt:MouseEvent):void
{
dispose();
MovieClip(root).gotoAndStop("FishInfo", "Scene 1");
var crappieinfo:CrappieInfo = new CrappieInfo();
stage.addChild(crappieinfo);
crappieinfo.x = 512;
crappieinfo.y = 384;
crappieinfo.alpha = 100;
}
public function dispose():void
{
for (var i : int = this.numChildren-1 ; i >= 0 ; i--)
{
if(this.getChildAt(i) is MovieClip)
{
this.removeChildAt(i);
MovieClip(FishOnScreen[i]).removeEventListener(Event.ADDED_TO_STAGE, Setup);
MovieClip(FishOnScreen[i]).removeEventListener(MouseEvent.CLICK, GoToFishInfo);
}
}
}
}
}
It doesn't give me any errors but it doesn't display any fish. If you could take a look at my updated code I would be grateful!
To make things better and avoid duplication of code, extend all your classes such as Crappie, Bass etc from a Base Class, call it BaseFish for example. You should create a dispose() method in this base class. That way this dispose method will be automatically available to all classes extending it. In fact, you can use this method to write common code at one place and avoid duplication.
Also, if you feel it suits the need, extend GenerateFish also from the base class, or create a similar method called dispose() in this class.
Then when you call your removeFish() method, you can call these dispose methods for your individual classes.
Create the method like this (this is just to get you started):
public function dispose():void
{
for (var i : int = this.numChildren-1 ; i >= 0 ; i--)
{
if(this.getChildAt(i) is MovieClip)
{
this.removeChildAt(i);
}
}
}
This code removes every child which is a movie clip. You may also want to remove any Event Listeners which are added in your class inside this method.
Then, move your variables genFish and genFish2 to class variables, and not declare them inside your method game()
Now in your removeFish() method do this:
public function removeFish()
{
genFish.dispose();
genFish2.dispose();
}
Follow the same logic inside your GenerateFish class to dispose all the children as they will now be instances of the same base class.
Another thing, which could be very important from a performance perspective is the ENTER_FRAME event that you are adding. Notice that this event is being added to each instance that you create inside GenerateFish. So, every instance will have its own enter frame. Maybe it will work ok in your current situation as the number of instances may be less, but this approach is not scalable, and tomorrow if you have many instances, it will certainly hinder performance.
Ideally, you should try to have only one ENTER_FRAME event listener in your main class and use the handler to change things inside your child classes.
Hope this helps you.

Actionscript 3: Error #1009: Cannot access a property or method of a null object reference. (parent)

This is a bit difficult to explain, but I will try.
In my Main() class, let's say I have the main movieclip (bg_image) being created, and also some lines that create an instance of another class. (look at the code below)
var route = Route(Airport.return_Route);
This route instance, is then purposed to dynamically add sprite-childs to the main background from the Main() class.
I have tried to to this with the following line:
new_flight = new Flight(coordinates)
Main.bg_image.addChild(new_flight);
This seem to work pretty fine. Let's switch focus to the new_flight instance. At the Flight class, this line trace(this.parent) would return "[object Image]".I would consider this successful so far since my intention is to add the new_flight as child to bg_image, which I guess is an "object image".
The problem, however, occurs when trying to delete the "new_flight"-instance. Obviously the ideal way of doing this would be through bg_image with removeChild.
But, when my script reaches this line: Main.bg_image.removeChild(this), my script stops and returns ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller., at that line. I have also tried replacing Main.bg_image.removeChild(this) with this.parent.removeChild(this), with no luck.
I think the solution may be to use some sort of "EventDispatching"-method. But I haven't fully understood this concept yet...
The code follows. Please help. I have no idea how to make this work...
Main class:
package
{
import flash.display.MovieClip;
import flash.utils.Dictionary;
import flash.events.MouseEvent;
import flash.display.Sprite;
import flash.text.TextField;
import fl.controls.Button;
import flash.display.DisplayObject;
import Airport;
public class Main extends Sprite
{
// ------------------------
// Buttons
public var create_new_route;
public var confirm_new_route;
// images
public static var bg_image:MovieClip;
public var airport:MovieClip;
//-------------------------------
public var routeArray:Array;
public static var airportDict:Dictionary = new Dictionary();
public static var collectedAirportArray:Array = new Array();
public function Main()
{
addEventListener(Event.ADDED_TO_STAGE, init);
create_new_route = new Button();
create_new_route.label = "Create new route";
create_new_route.x = 220;
create_new_route.y = 580;
this.addChild(create_new_route)
create_new_route.addEventListener(MouseEvent.CLICK, new_route)
confirm_new_route = new Button();
confirm_new_route.label = "Confirm route";
confirm_new_route.x = 220;
confirm_new_route.y = 610;
this.addChild(confirm_new_route)
confirm_new_route.addEventListener(MouseEvent.CLICK, confirm_route)
}
public function init(e:Event):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
bg_image = new Image();
addChild(bg_image);
S_USA["x"] = 180.7;
S_USA["y"] = 149.9;
S_USA["bynavn"] = "New York";
S_Norway["x"] = 423.7;
S_Norway["y"] = 76.4;
S_Norway["bynavn"] = "Oslo";
S_South_Africa["x"] = -26;
S_South_Africa["y"] = 146;
S_South_Africa["bynavn"] = "Cape Town";
S_Brazil["x"] = 226;
S_Brazil["y"] = 431.95;
S_Brazil["bynavn"] = "Rio de Janeiro";
S_France["x"] = 459.1;
S_France["y"] = 403.9;
S_France["bynavn"] = "Paris";
S_China["x"] = 716.2;
S_China["y"] = 143.3;
S_China["bynavn"] = "Beijing";
S_Australia["x"] = 809.35;
S_Australia["y"] = 414.95;
S_Australia["bynavn"] = "Sydney";
// ----------------------------------------------------
airportDict["USA"] = S_USA;
airportDict["Norway"] = S_Norway;
airportDict["South Africa"] = S_South_Africa;
airportDict["Brazil"] = S_Brazil;
airportDict["France"] = S_France;
airportDict["China"] = S_China;
airportDict["Australia"] = S_Australia;
for (var k:Object in airportDict)
{
var value = airportDict[k];
var key = k;
startList.addItem({label:key, data:key});
sluttList.addItem({label:key, data:key});
var airport:Airport = new Airport(key,airportDict[key]["bynavn"]);
airport.koordinater(airportDict[key]["x"], airportDict[key]["y"]);
collectedAirportArray.push(airport);
airport.scaleY = minScale;
airport.scaleX = minScale;
bg_image.addChild(airport);
}
// --------------------------------------------
// --------------------------------------------
// -----------------------------------------------
}
private function new_route(evt:MouseEvent):void
{
Airport.ROUTING = true;
}
public function confirm_route(evt:MouseEvent):void
{
Airport.ROUTING = false;
trace(Airport.return_ROUTE);
var route = new Route(Airport.return_ROUTE); // ***
this.addChild(route); // **
Airport.return_ROUTE = new Array();
}
}
}
Airport class:
package
{
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.display.SimpleButton;
import flash.display.Stage;
import flash.text.TextField;
import flash.text.TextFormat;
import flashx.textLayout.formats.Float;
public class Airport extends MovieClip
{
public static var ROUTING = false;
public static var return_ROUTE:Array = new Array();
//-----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
protected var navn:String;
protected var bynavn:String;
// ----------------------------------------------------------------------------
public function Airport(navninput, bynavninput)
{
this.bynavn = bynavninput;
this.navn = navninput;
this.addEventListener(MouseEvent.CLICK, clickHandler);
this.addEventListener(MouseEvent.MOUSE_OVER, hoverHandler);
}
public function zoomHandler():void
{
trace("testing complete");
}
public function koordinater(xc, yc)
{
this.x = (xc);
this.y = (yc);
}
private function clickHandler(evt:MouseEvent):void
{
trace(ROUTING)
if (ROUTING == true)
{
return_ROUTE.push([this.x, this.y])
}
}
private function hoverHandler(evt:MouseEvent):void
{
if (ROUTING == true)
{
this.alpha = 60;
this.width = 2*this.width;
this.height = 2*this.height;
this.addEventListener(MouseEvent.MOUSE_OUT, awayHandler);
}
}
private function awayHandler(evt:MouseEvent):void
{
this.width = 13;
this.height = 13;
}
}
}
Route class
package
{
import flash.events.TimerEvent;
import flash.utils.Timer;
import flash.display.MovieClip;
import Main;
public class Route
{
public var income:Number;
public var routePoints:Array;
private var routeTimer:Timer;
private var new_flight:Flight;
public function Route(route_array:Array)
{
this.routePoints = route_array
routeTimer = new Timer(2000);// 2 second
routeTimer.addEventListener(TimerEvent.TIMER, route_function);
routeTimer.start();
}
private function route_function(event:TimerEvent):void
{
for (var counter:uint = 0; counter < routePoints.length - 1; counter ++)
{
trace("Coords: ", routePoints[counter][0],routePoints[counter][1],routePoints[counter + 1][0],routePoints[counter + 1][1]);
new_flight = new Flight(routePoints[counter][0],routePoints[counter][1],routePoints[counter + 1][0],routePoints[counter + 1][1]);
Main.bg_image.addChild(new_flight);
var checkTimer:Timer = new Timer(15);// 1 second
checkTimer.addEventListener(TimerEvent.TIMER, check_function);
checkTimer.start();
function check_function(event:TimerEvent):void
{
if (new_flight.finished = true)
{
checkTimer.stop();
}
}
}
}
}
}
Flight class
package
{
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.display.SimpleButton;
import flash.display.Stage;
import flash.events.TimerEvent;
import flash.utils.Timer;
import fl.controls.Button;
import flash.display.DisplayObject;
public class Flight extends MovieClip
{
public static var speed:uint = 1
public var finished:Boolean = false;
protected var absvector:Number;
protected var vector:Array;
protected var myTimer:Timer;
//protected var parentContainer:MovieClip;
protected var utgangspunkt_x;
protected var utgangspunkt_y;
protected var destinasjon_x;
protected var destinasjon_y;
protected var vector_x;
protected var vector_y;
public function Flight(utgangspunkt_x, utgangspunkt_y, destinasjon_x, destinasjon_y):void
{
addEventListener(Event.ADDED_TO_STAGE, init);
this.utgangspunkt_x = utgangspunkt_x;
this.utgangspunkt_y = utgangspunkt_y;
this.x = utgangspunkt_x;
this.y = utgangspunkt_y;
this.destinasjon_x = destinasjon_x + 10;
this.destinasjon_y = destinasjon_y + 10;
this.vector_x = Math.abs(this.destinasjon_x-this.utgangspunkt_x);
this.vector_y = Math.abs(this.destinasjon_y-this.utgangspunkt_y);
this.height = 20;
this.width = 20;
}
public function init(evt:Event):void
{
trace(this.parent)
if (utgangspunkt_x < destinasjon_x)
{
this.rotation = -(Math.atan((utgangspunkt_y-destinasjon_y)/(destinasjon_x-utgangspunkt_x)))/(Math.PI)*180;
}
else
{
this.rotation = 180-(Math.atan((utgangspunkt_y-destinasjon_y)/(destinasjon_x-utgangspunkt_x)))/(Math.PI)*180;
}
absvector = Math.sqrt(Math.pow((destinasjon_x - utgangspunkt_x),2) + Math.pow((utgangspunkt_y - destinasjon_y),2));
vector = [(destinasjon_x - utgangspunkt_x) / absvector,(utgangspunkt_y - destinasjon_y) / absvector];
stage.addEventListener(Event.ENTER_FRAME, movement)
}
private function movement(evt:Event):void
{
if (this.vector_x > this.vector_y)
{
if (destinasjon_x>utgangspunkt_x)
{
if (this.x < destinasjon_x)
{
this.x += speed*vector[0];
this.y -= speed*vector[1];
}
else
{
finished = true
Main.bg_image.removeChild(this)
}
}
else if (destinasjon_x<utgangspunkt_x)
{
if (this.x > destinasjon_x)
{
this.x += speed*vector[0];
this.y -= speed*vector[1];
}
else
{
finished = true
Main.bg_image.removeChild(this)
}
}
}
else
{
if (destinasjon_y>utgangspunkt_y)
{
if (this.y < destinasjon_y)
{
this.x += speed*vector[0];
this.y -= speed*vector[1];
}
else
{
finished = true
Main.bg_image.removeChild(this)
}
}
else if (destinasjon_y<utgangspunkt_y)
{
if (this.y > destinasjon_y)
{
this.x += speed*vector[0];
this.y -= speed*vector[1];
}
else
{
finished = true
Main.bg_image.removeChild(this)
}
}
}
}
}
}
I am confused what your asking and what your trying to do, but I will give it my best shot.
this.addchild(new_class2)
This line adds your object to the display list. Adding another object to the display is done the same way you added the first. Flash adds objects in the sequentially, so the objects you want in the back need to be declared and added first.
This is probably what you want:
var new_flight:Flight = new Flight();
this.addchild(new_flight);
Also you forgot your type declaration for Class2:
var new_class2:Class2 = new Class2();
Try replacing:
Main.bg_image.addChild(new_flight);
with
Main(this.parent).bg_image.addChild(new_flight);
... assuming the 'main' class you refer to is infact named 'Main' and it has a named instance called 'bg_image'
Please leave a comment if it works, I can explain in more detail what is actually happening here.
Why you are adding new_flight to bg_image?
Anyway, if you are adding new_flight to bg_image, then you have bg_image already declared as public static (which I do not recommend),
Try removing the flight in your Flight class it-self like so,
Main.bg_image.removeChild(this) // *
You can also use Event Dispatching instead of declaring bg_image as static.
If you want to remove flight then dispatch event from Flight class to Route class and there you again dispatch event to main class.
And, inside main class capture this event and access the MovieClip.

Multitouch as3 problems

I have a little problem with multitouch in as3.
Recently started a project in connection with my student practice.
This is to be a small game for android.
Are used to control two virtual joysticks and that's the problem with them.
As long as I use one of them or the other separately all works very well. However, when I try to use two at the same time, one of them is blocked and the object which moves begin to move in a random way and I can not control it.
Here is my code:
joystick.as:
package com.controls {
import flash.events.TouchEvent;
import flash.ui.Multitouch;
import flash.ui.MultitouchInputMode;
import flash.display.Sprite;
import flash.events.Event;
import flash.display.MovieClip;
import flash.geom.Rectangle;
import com.controls.JoystickKnob;
import com.Hero;
import com.Fire;
import com.greensock.*;
import com.greensock.easing.*;
public class Joystick extends MovieClip {
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
private var my_x:Number;
private var my_y:Number;
private var knob:JoystickKnob;
private var hero:Hero;
private var fire:Fire;
private var knob_tween:TweenLite;
public function Joystick(margin_left, margin_bottom, hero_mc) {
var circle:Sprite = new Sprite();
circle.graphics.beginFill(0x696969);
circle.graphics.drawCircle(50, 50, 60);
circle.graphics.endFill();
addChild(circle);
my_x = margin_left;
my_y = margin_bottom;
hero = hero_mc;
if (stage) {
init();
} else {
addEventListener(Event.ADDED_TO_STAGE,init);
}
}
private function init(e:Event = null):void {
if (hasEventListener(Event.ADDED_TO_STAGE)) {
removeEventListener(Event.ADDED_TO_STAGE,init);
}
this.x = my_x + this.width / 2;
this.y = stage.stageHeight - my_y - this.height / 2;
knob = new JoystickKnob();
knob.x = 0;
knob.y = 0;
knob.origin_x = 0;
knob.origin_y = 0;
addChild(knob);
this.addEventListener(TouchEvent.TOUCH_BEGIN, onTouchBegin, true);
knob.addEventListener(TouchEvent.TOUCH_MOVE, onTouchMove, true);
stage.addEventListener(TouchEvent.TOUCH_END, onTouchEnd, true);
knob.buttonMode = true;
}
private function onTouchBegin(event:TouchEvent):void {
knob.x = this.mouseX;
knob.y = this.mouseY;
onTouchMove(null);
}
private function onTouchMove(event:TouchEvent):void {
if (knob_tween) {
knob_tween.kill();
}
this.addEventListener(Event.ENTER_FRAME, knobMoved);
knob.startDrag(false, new Rectangle( - this.width /2, - this.height /2, this.width, this.height));
}
private function knobMoved(event:Event):void {
// LEFT OR RIGHT
if (knob.x > 15) {
hero.move_right = true;
hero.move_left = false;
} else if (knob.x < -15) {
hero.move_right = false;
hero.move_left = true;
} else {
hero.move_right = false;
hero.move_left = false;
}
// UP OR DOWN
if (knob.y > 15) {
hero.move_down = true;
hero.move_up = false;
} else if (knob.y < -15) {
hero.move_down = false;
hero.move_up = true;
} else {
hero.move_down = false;
hero.move_up = false;
}
}
private function onTouchEnd(event:TouchEvent):void {
knob.stopDrag();
hero.move_left = false;
hero.move_up = false;
hero.move_right = false;
hero.move_down = false;
if (this.hasEventListener(Event.ENTER_FRAME)) {
this.removeEventListener(Event.ENTER_FRAME, knobMoved);
}
mover();
}
private function mover():void {
knob_tween = new TweenLite(knob, 0.5, {x: knob.origin_x, y:knob.origin_y, ease:Bounce.easeOut});
}
}
}
joystickKnob.as:
package com.controls {
import flash.display.Sprite;
import flash.display.MovieClip;
public class JoystickKnob extends MovieClip {
private var _origin_x:Number;
private var _origin_y:Number;
private var knob:Class;
public function JoystickKnob() {
var circle:Sprite = new Sprite();
circle.graphics.beginFill(0x32CD32);
circle.graphics.drawCircle(50, 50, 35);
circle.graphics.endFill();
addChild(circle);
}
public function get origin_x():Number {
return _origin_x;
}
public function set origin_x(o_x:Number):void {
_origin_x = o_x;
}
public function get origin_y():Number {
return _origin_x;
}
public function set origin_y(o_y:Number):void {
_origin_y = o_y;
}
}
}
Second joystick code looks the same, except that it is stored in files joystick2.as, joystickKnob2.as.
This is the main class of my program:
package com {
import flash.events.TouchEvent;
import flash.display.MovieClip;
import flash.events.MouseEvent;
import com.controls.Joystick;
import com.controls.Joystick2;
import com.Hero;
import com.Fire;
public class MyApp extends MovieClip {
private var joystick:Joystick;
private var hero:Hero;
private var joystick2:Joystick2;
private var fire:Fire;
public function MyApp() {
hero = new Hero();
hero.x = stage.stageWidth/1.7;
hero.y = stage.stageHeight/1.7;
addChild(hero);
fire = new Fire();
fire.x = stage.stageWidth/1.7;
fire.y = stage.stageHeight/1.7;
addChild(fire);
joystick = new Joystick(-350, 100, hero);
addChild(joystick);
joystick2 = new Joystick2(600, 100, fire);
addChild(joystick2);
}
}
}
When using the two joysticks at the same time, the problem also occurs with the knob graphics - instead move in a specific area, one of them almost always moves to the other end of the screen, near the area of the second joystick.
Has anyone of you already encountered such a problem and knows how to remedy it?
Best regards and thank you in advance for your help
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT; does not support multiple fingers as written in de documentation:
For user interaction with multiple points of contact (such as several fingers moving across a touch screen at the same time) use the related GestureEvent, PressAndTapGestureEvent, and TransformGestureEvent classes. And, use the properties and methods of these classes to construct event handlers that respond to the user touching the device.
so you want Multitouch.inputMode = MultitouchInputMode.GESTURE;
This post shows up when searching for info on touch_point so I want to make sure it's correct.
TOUCH_POINT does support multiple touch points. Each touch is unique and given a unique id. You can have 100s of simultaneous touches.
TOUCH_POINT is what you use if you want to code your own touch handlers. GESTURE is TOUCH_POINTs handled for you. GESTURE decides if the touchpoints are swiping, tapping, etc. TOUCH_POINT is like a mouse event - the raw event.