Flash / pure AS3 preloader is seen after game is 100% loaded - actionscript-3

first of all I want to tell that I know there are hundreds of similar questions, but most of them are for projects/games which are built for "on stage development".
I'm using pure as3 approach to develop games. I don't use*main timeline and my project has only 1 frame*.
On my main class's constructor, I only add preloader to the stage.
But still my preloader is seen only when the game is completely loaded.
My question is simple: "Why?" and "How can I fix this?"
-When I try to "uncheck" export as3 on frame 1, flash gives error.(because some of my classes are imported on the main class.)
-Even if I create second frame and put every contents of the game except preloader, the problem is still unsolved.
Thank you very much for spending your time to read this and help me.
-Ozan

To make the preloader, you either need two SWFs or at least two frames. Even FlashDevelop has an ability to use two frames, for this the directive [frame factoryClass="ClassName"] is used in main AS file before public class Main. This is the core limitation of Flash player, that is, it first loads the first frame, and only then it can display that frame. Since you've said you have only one frame, then your game has to be loaded 100% (1/1 frames) before you will see a thing.
There's more - if you are referencing a certain class on frame 1 via its class name, the class with all its dependencies is embedded in the same frame (the first), so you're screwed again. To bypass this, execute stepos 10 through 14 from this instruction to set the frame for classes to be 2 (replace 10 for 2 while executing the instruction), clear "export in the first frame" for all classes except your preloader, and add an instance of game's main class to keyframe 2. Then in preloader code perform proper cleanup and do gotoAndStop(2).

Related

AS3 - My animated object is too detailed, it crashes flash if I run with more than 1 on the stage

I have a Movieclip for a soldier, who can load, aim and fire a rifle. The animations work fine, but if I put 2 or more of them on the stage, when I run it it immediately crashes flash.
Is there any way to reduce the quality of the Movieclip so that I can have multiple soldiers on the screen without it crashing flash?
I am making a game which requires at least 40-50 of them to be on the screen at once.
Thanks.
Actionscript compiled by external soft crashes when uses symbols with set to false "visibility" attribute after adding this symbol to the stage. But when you compile same code in Flash IDE nothing happens. It's very hard to find.
Try to make all layers except one inactive by setting them "guide" type. Trying one by one you can find this violator layer and faster find sub symbol with switched off visibility.

AS3 How to communicate between frames

I have been writing a game in timeline code. I want the different frames (rooms) in the game to be able to share information between each other. Of course, timeline code is limited to the frame it is written in.
After doing quite a bit of reading ("Foundation Game Design with Flash" and a number of articles, tutorials, forums etc) I decided to employ a document class. This did not work either. It seems it only works for frame one but not the rest of the frames (I have four).
How can I have frame four respond to something that happpened in frame one? For example, if the player achieves something in frame one, I want a movie clip in frame four to be visible.
If You are writing your code on the timeline, My suggestion would be to create two layers in the timeline, one for 'frame-actions' - in this layer you insert the code specific to a single frame (will work when the movieclip is stopped on that particular frame).. And also create one more layer called global-actions (for the entire timeline). Only the first frame will be a key frame and there should be empty frames till the end of the timeline.
In this layer actions write the code that you want to access from any keyframe in the same timeline.
If you define a variable in the actions which are written for the whole timeline (global-actions) then that will be available on all the frames.
Now if you want to go to a different frame based on some action, just write some functions in the layer which contains global actions and call that particular function through the frame actions. To go to a different frame use the 'gotoAndStop(frameNumber)' function of flash.
I want to tell you that while it will work, I would not recommend using it in this way.
HTH.
You can use static variables - these are variables which are linked to a class, rather than an instance of it.
Suppose your document class was called Document.as, and you wanted a variable, playerLives, to be visible from any part of the program.
Declare it inside Document.as:
public static var playerLives:int = 3;
You can then reference this directly from anywhere else in your code with:
Document.playerLives
(note that the variable is a member of the class itself, not an instance of it).
You could use a dedicated Statics class to hold these variables if you want to keep your document neat, or attach them to the relevant classes (eg Player.lives)
I've not used timeline/frames for some years but I believe this is how I used to do it!
NB Statics will be fine for your purposes but they are, in some ways, an equivalent to the _global variable in AS2 (at least, they can be used in the same manner) - many would not approve of their use, or over-use, as they are freely accessible from anywhere in your program (thus anathema to the OO concept of encapsulation), but personally I try not to worry about it in small cases - the most important thing to know about the rules of any design pattern is when they can be broken!
They are also slightly slower to access than instance members, but you won't notice this unless you are constantly accessing/changing them (making things like player velocity, which will need to be referenced/changed every frame, static, is not a good idea).
Hope this helps.
You may find the simplest way to link everything with the document class is to move your four frames into a movieclip together and have that on the first frame, then interact with that movieclip.
E.g. in the document class, where the movieclip instance on the timeline is called 'game'.
game.gotoAndStop(4);
game.objectToDisplay.visible = true;
If you encounter reference errors in the IDE then you can avoid these by using [] notation to refer to the properties of game, e.g. game["objectToDisplay"].visible = true;
Note that it's not really best practice to do this, but it will at least help you to finish that first game which is really more important at this stage in your learning. Afterwards, if you want to learn more then I'd recommend "The Essential Guide to Flash Games" by Jeff Fulton from 8bitrocket.com - it will teach you how to use the document class effectively.

How can I send control of the playhead back to a parent timeline from a movieclip using createJS?

I'm making a multi-part introductory animation for a game. It works when I preview in Flash, but not when I export using the CreateJS toolkit to get HTML5 output.
On my scene's timeline, I have this.stop(); on the first frame, as well as a movie clip that contains several seconds of animation (and which may have to change in length as we develop).
My second frame is labeled "sc2" and I would like the animation to pick up there when the first movieclip is finished. To accomplish this, I went into the first movie clip and put this on the last frame:
_parent.gotoAndPlay("sc2");
This works fine in Flash, but perhaps I can't use the _parent object in JS? Is there an alternative way to access the flow of control or another way to accomplish this? My goal is to avoid doing animation on the main timeline and to control the flow by scripting there so that if the length of the individual sections of animation changes, I don't have to change the start and end frames of the various sections in several places.

Internal AS3 preloader & stage issues

I need to create a single SWF with no external files, so I'm trying to add an internal preloader to my Flash project which has [embed] assets. I know [embed] causes problems with preloaders because it puts the assets on frame 1. I have tried the solutions recommended in these posts, where you set the document class to your preloader class:
Preloader for SWF with embed bytearray
How to create Preloader in AS3
I can get it to work, but ONLY if I comment out any lines of code that involve the stage, otherwise I get an "Error #1009: Cannot access a property or method of a null object reference." Those lines are essential though, so does anyone know how to fix those errors with the stage?
You haven't posted your code or your fla, so all I can do is share what works for me.
First, I wouldn't use Embed. Instead, use a swc. I have found that Embed can be unreliable as far as actually getting the entire asset in there (at least when publishing with Flash Builder + Flash Pro, which is my workflow).
Once you have your assets in a swc, try the following steps:
Set your export frame to Frame 10 (or any frame other than 1--I like frame 10 because then you can read the label that says "Preloader")
Put your actual content on frame 11. You can structure this a lot of ways. Since I program to Interfaces, I give whatever is on frame 11 an instance name and then use a setter to determine that my "first thing" has been placed on stage. I can get away with this because my main Document Class just knows the definition of the Interface, not the full implementation of the Class, so the Class does not need to load for the main Document Class to work. You probably aren't truly using the timeline and probably didn't program to interfaces, so you'll probably just set the base class of the symbol that's on frame 11 to the main logic of whatever you're trying to do.
Put your preloader graphics in Frame 1. I'm not sure why your stage references are so important. I, personally, don't use any logic in the preloader. Instead, I use a spinner that spans frames 1-10 (plus the word "Loading...". The spinner just spins while the classes load. The embed frame acts as a temporary "stop" that just holds the timeline back until those classes have been loaded. Once the classes have been loaded, the timeline will act like you called play() on it. So it really can be that simple. If you need it to be more complicated, give one of your preloader graphics an instance name and set up a getter/setter pair for it, then use the setter to trigger your logic that accesses the stage. You are pretty much guaranteed to have a valid stage at that point.
Word of warning: if you did make use of the timelime, you will get strange results if you try to jump to a frame that isn't loaded yet, so make sure to check to see if a given frame is loaded if it's near the end of your main timeline and your main timeline is heavy with assets before calling goToAndPlay() or goToAndStop().
Some references that might help you further:
Preloaders vs as 3 (I'd recommend you read the entire series this is part of. This is an amazing series I wish I'd found 3 years ago)
Solving the Frame 2 Problem Presentation and code
Combining the Timeline with OOP The example code for that is here (long story)

AS3 preloader sorrows, unable to load symbols from library

I created an AS3 preloader, and placed the code for that on frame one.
I then made a symbol, and placed it in the library. It was set to NOT export on frame 1, and the fla's settings had all classes exported on frame two. There were no references to the object until frame two.
Then, flash crashed whenever I compiled without the "Export in frame one" box checked.
To fix this, a friend suggested I start my game logic on frame 3, so it will have properly loaded frame 2. That seemed to work fine, the class was instantiating properly.
Then, it turned out that it was not loading the movieclip, only instantiating the class. Again, this could be fixed by exporting in frame 1, but I really cannot afford to do that.
The same friend suggested I place an instance of the symbol on the stage on frame 3, and perform game logic on frame 4. They said this would initialize the movieclip properly.
However, this was not the case. How can I load the entire symbol, graphics and all, without exporting to frame 1? This single symbol will contain probably 10-20 MB of graphics, so it needs to be preloaded.
Thanks for the help!
EDIT: To make a long story short, all I need is some way to load a movieclip so it can be used and visible and everything.
EDIT: Is there any way to force-load a movieclip via AS3?
Hard to figure out from descriptions.
If you make a new .fla file, paste your large(10-20MB) clip on frame 2,
set your export frame as 2, then try to preload from frame 1 and access the large clip's content in frame 2, do you get the same error ?
say you have this in frame 1:
stop();
this.loaderInfo.addEventListener(Event.COMPLETE, onComplete);
function onComplete(event:Event):void{
gotoAndStop(2);
}
and in frame 2:
trace(myLargeClip);//where myLargeClip would be your 10-20MB clip
It should be ok, otherwise, in case tracing your large clip returns null, you might want to try to invalidate the stage:
on frame 2:
stage.addEventListener(Event.RENDER,onRender);
stage.invalidate();
function onRender(event:Event):void{
trace(myLargeClip);
}
Basically what I'm suggesting is:
Isolate the problem. See if your large clip is causing problems in a similar, but simplified scenario and why, then once you got a fix use it in your main fla.
Try the stage invalidation, although, since I don't fully understand your setup, it's just a wild guess.
HTH,
George