I m currently converting my old game project which is in AS2 into AS3 by myself. And there was a problem. In the AS2 version of my game I used to check for a movieclip's sub movieclip's property and use it for some calculations, using
if (mc1.mc2.prop == undefined){
//do something
}
and during somepoint of the game the mc1 or mc2 is removed.
but in AS3 this no longer works because I cannot access the prop after mc1 or mc2 is removed.
Anyhelp? thanks.
It's hard to give a more concise answer without knowing how your game actually works, but this function will allow you to check if a hierarchical value exists on an object:
function hasProp(target:Object, prop:String):Boolean
{
var tests:Array = prop.split('.');
var test:* = target;
for each(var p:String in tests)
{
if(test.hasOwnProperty(p))
{
test = test[p];
}
else return false;
}
return true;
}
Used like:
if( hasProp(mc1, "mc2.prop") )
{
// Property exists.
}
Related
I'm creating a game where the user bakes a cake. If the user drags something (for example a jug of water) onto the next object (e.g saucepan) it should disappear from stage. The section of code in question is:
function mouseDownHandler(event:MouseEvent):void {
event.currentTarget.startDrag(true);
}
function mouseUpHandler(event:MouseEvent):void{
var obj = event.currentTarget;
var target = obj.dropTarget;
if (target != null){
test_match(target, obj);
}
obj.stopDrag();
trace(dropTarget);
}
function test_match(target, obj){
if (target == saucePan && obj == jug)
{
removeChild(obj);
}
}
The trace inside the mouseUpHandler function shows up "null" whenever I drop the jug on an object on the stage, hense why I don't think the code executes and removes the jug from stage.
obj.dropTarget vs. dropTarget
These are two different things.
Hi so recently I have been attempting to Drag a movie clip in AS3 but I'm having some trouble picking up with the hit tests anyone got any ideas? Just to clarify, the issue is that when the movieclips hit the drag test object, they're not executing the gotoframe() function.
initDrag() adds action listeners:
MOUSE_DOWN on the object
MOUSE_UP on the stage so it doesn’t matter if you are off the object
endDrag() removes the action listeners; call this (for each object) before you go to another frame
startADrag()create a rectangle within which the object can be dragged (in this case the stage)
call startDrag() on the object
stopADrag() call stopDrag() on the object from currentObject (but only if currentObject is not null).
var currentObject:MovieClip = null;
initDrag(block1);
initDrag(block2);
initDrag(block3);
initDrag(block4);
function initDrag(obj:MovieClip )
{
obj.addEventListener(MouseEvent.MOUSE_DOWN,startADrag);
stage.addEventListener(MouseEvent.MOUSE_UP,stopADrag);
}
function endDrag(obj:MovieClip )
{
obj.removeEventListener(MouseEvent.MOUSE_DOWN,startADrag);
stage.removeEventListener(MouseEvent.MOUSE_UP,stopADrag);
}
function startADrag(e:MouseEvent):void
{
currentObject = (MovieClip)(e.target);
var rect:Rectangle = new Rectangle(0,0,stage.stageWidth - currentObject.width,stage.stageHeight - currentObject.height + 100);
currentObject.startDrag(false,rect);
}
function stopADrag(e:MouseEvent):void
{
if (currentObject != null)
{
currentObject.stopDrag();
}
}
if(block1.hitTestObject(dragtest)){
gotoAndStop("lose");
}
if(block2.hitTestObject(dragtest)){
gotoAndStop(27);
}
if(block3.hitTestObject( dragtest)){
gotoAndStop("lose");
}
if(block4.hitTestObject( dragtest)){
gotoAndStop("lose");
}
thanks for any advice or answers.
The following code should work as expected. The problem is, as i already stated in my comment, that your calls to hitTestObject(obj) only get executed once, at the very beginning of your application. What you need to do though is to check it constantly.
Think about it, if your calls to hitTestObject-calls only get executed once at the beginning, when you didn't even have a chance to drag one of your objects, it will always return false, right? Because your objects are still in their initial position (outside of the dragtest objecti must assume).
With an event listener for Event.ENTER_FRAME you check it once per frame instead. So even if all the results for hitTestObject are false, it will check them all again on the next frame (if you are currently dragging, controlled through a simple boolean called dragging).
var currentObject:MovieClip = null;
var dragging:Boolean = false;
initDrag(block1);
initDrag(block2);
initDrag(block3);
initDrag(block4);
addEventListener(Event.ENTER_FRAME, checkForHit);
function checkForHit(e:Event):void{
if(dragging){
if(block1.hitTestObject(dragtest)){
gotoAndStop("lose");
}
if(block2.hitTestObject(dragtest)){
gotoAndStop(27);
}
if(block3.hitTestObject( dragtest)){
gotoAndStop("lose");
}
if(block4.hitTestObject( dragtest)){
gotoAndStop("lose");
}
}
}
function initDrag(obj:MovieClip )
{
obj.addEventListener(MouseEvent.MOUSE_DOWN,startADrag);
stage.addEventListener(MouseEvent.MOUSE_UP,stopADrag);
}
function endDrag(obj:MovieClip )
{
obj.removeEventListener(MouseEvent.MOUSE_DOWN,startADrag);
stage.removeEventListener(MouseEvent.MOUSE_UP,stopADrag);
}
function startADrag(e:MouseEvent):void
{
currentObject = (MovieClip)(e.target);
var rect:Rectangle = new Rectangle(0,0,stage.stageWidth - currentObject.width,stage.stageHeight - currentObject.height + 100);
currentObject.startDrag(false,rect);
dragging = true;
}
function stopADrag(e:MouseEvent):void
{
if (currentObject != null)
{
currentObject.stopDrag();
dragging = false;
}
}
I have a working drag and drop game, but it's not perfect. All my movieclips drag and drop to their targets when you are exactly lined up with the target.
However, if you let go of the mouse up when dragging the mc outside of the target zones, it will sometimes, but not always, throw the 1010 term undefined error and will not snap the mc back to its original start x/y coordinates (it just leaves the mc in the spot it was during mouse up). I ran the debugger and it deals with this line in my drop function:
if (event.currentTarget.dropTarget != null && MovieClip(event.currentTarget.dropTarget.parent).allowed.indexOf(event.currentTarget) >= 0){
FYI, allowed is a set of target arrays since I wanted "zones" for targets and not specific targets for some of the movieclips.
Any ideas?
Updated Code Below:
if (event.currentTarget.dropTarget != null) {
var mc:MovieClip=event.currentTarget.dropTarget as MovieClip;
if (mc==null) { // typecast fails. Say there's a Sprite below
reply_txt.textColor = 0xEE1212
reply_txt.text = "Oops! Try Again!";
event.currentTarget.alpha = 1;
event.currentTarget.x = startX;
event.currentTarget.y = startY;
return; // nothing to do here
}
mc=mc.parent;
if (mc && mc.allowed) {
// this MC has "allowed" property not "undefined" - we're in the grid
// so now we can check indexOf() safely
if (mc.allowed.indexOf(event.currentTarget)>=0){
reply_txt.textColor = 0x33BC10
reply_txt.text = "Good Job!";
event.currentTarget.alpha = 1;
event.currentTarget.removeEventListener(MouseEvent.MOUSE_DOWN, pickUp);
event.currentTarget.removeEventListener(MouseEvent.MOUSE_UP, dropIt);
event.currentTarget.buttonMode = false;
event.currentTarget.x = MovieClip(event.currentTarget.dropTarget.parent).x;
event.currentTarget.y = MovieClip(event.currentTarget.dropTarget.parent).y;
stored.push(event.currentTarget);
startXarray.push(startX);
startYarray.push(startY);
counter++;
}
}
}
Yes, when you stopDrag an object, it checks what kind of a DisplayObject is below the cursor, and that one is returned as dropTarget property in your event. So, if your object is dropped onto another MC that does not have allowed property, your 1010 error is thrown. You need to check this situation in a nested if statement like this:
if (event.currentTarget.dropTarget != null) {
var mc:MovieClip=event.currentTarget.dropTarget as MovieClip;
if (mc==null) { // typecast fails. Say there's a Sprite below
returnThisBack();
return; // nothing to do here
}
mc=mc.parent;
if (mc && mc.allowed) {
// this MC has "allowed" property not "undefined" - we're in the grid
// so now we can check indexOf() safely
if (mc.allowed.indexOf(event.currentTarget)>=0) snapThisToGrid();
} else returnThisBack();
} else returnThisBack();
I am working on an AS3 project and I am struggling with one particularly fragile part which will need a lot of refactoring in the near future. Just unit testing separate classes in isolation does not catch all issues we are running into. For example, we might forget to disable mouse events on a transparent overlay and thereby block all clicks on a button. Therefore, I am trying to write a test that simulates real user input.
I have tried to manually send a MouseEvent to the stage at the correct position:
stage.dispatchEvent(new MouseEvent(MouseEvent.CLICK, true, true, 380, 490, stage));
Since the stage has no click event handler, I expected the event to propagate through the hierarchy to the button that will actually handle it (as it does when I physically click the mouse). However, it doesn't.
I know that I could just dispatch the event on the button, but that will not detect if the object is somehow obstructed. Is there some way to simulate mouse events, such that they will properly propagate through the hierarchy?
Edit:
I managed to do it by re-implementing the propagation behavior of Flash:
Edit 2:
My previous solution didn't work if there was a partly transparent overlay with a click handler, like a Sprite with a few Shapes in it. The problem is that the hitTestPoint method returns true even if the object in question is completely transparent at that point. Therefore, I modified it to check the actual pixel value:
private function clickObject(obj:DisplayObject) : void
{
var relPos:Point = new Point(obj.width / 2, obj.height / 2);
var globalPos:Point = obj.localToGlobal(relPos);
simulateClick(obj.stage, globalPos);
}
private function simulateClick(obj:InteractiveObject, globalPos:Point) : Boolean
{
// first, check if we have any children that would rather handle the event
var container:DisplayObjectContainer = obj as DisplayObjectContainer;
if (container != null)
{
if (container.mouseChildren)
{
for (var i:int = 0; i < container.numChildren; ++i)
{
var child:DisplayObject = container.getChildAt(i);
var interactive:InteractiveObject = child as InteractiveObject;
if (interactive != null)
{
if (simulateClick(interactive, globalPos))
{
// if we have found a handler in the children, we are done
return true;
}
}
}
}
}
if (!obj.mouseEnabled) {
return false;
}
if (obj.hitTestPoint(globalPos.x, globalPos.y))
{
var localPos:Point = obj.globalToLocal(globalPos);
// check if object is visible at the clicked location
var pixel:BitmapData = new BitmapData(1, 1);
pixel.draw(obj, new Matrix(1, 0, 0, 1, -localPos.x, -localPos.y));
var color:uint = pixel.getPixel32(0, 0);
if ((pixel.getPixel32(0, 0) & 0xff000000) != 0)
{
// if yes, dispatch the click event
var e:MouseEvent = new MouseEvent(MouseEvent.CLICK, true, true, localPos.x, localPos.y, obj);
obj.dispatchEvent(e);
return true;
}
}
return false;
}
Unfortunately, there is still at least one case not covered: If the object is a mask for another object. I have no idea how to check for this, since it could be mask anywhere in the display hierarchy. I would have to traverse the whole tree and check every single display object to find this out.
So, my question remains: Isn't there an easier way to do this?
I've had issues with events in AS3 as well. I've found that the best way is to have the eventListeners added to the same object that's dispatching the events. In your case, adding the .addEventListener to the stage and sending the function as a function on a child clip. eg:
stage.addEventListener(MouseEvent.CLICK, object.object.clicked);
I hope this may help. I've used this method with success in the past.
You can use stage.getObjectsUnderPoint(new Point(pointerX , pointerY )); function , that will return You array with objects . Than remove overlay object and last instance in array should be deepest DisplayObject.
note: last instance can be graphic or such thing , so You should loop through parent objects to find nearest InteractiveObject .
Also , dont forget that parent objects can have mouseChildren = false or mouseEnabled = false
I get a very similar problem when I uncomment the mcMain. method calls. When I try to call an instance on the stage it says "1061: Call to a possibly undefined method addEventListener through a reference with static type Class."
I have done similar stuff before on another computer and I am not sure why this is doing this. I am Using Adobe Flash CS5.5 and AS3.0.
//These variables will note which keys are down
//We don't need the up or down key just yet
//but we will later
var leftKeyDown:Boolean = false;
var upKeyDown:Boolean = false;
var rightKeyDown:Boolean = false;
var downKeyDown:Boolean = false;
//the main character's speed
var mainSpeed:Number = 7;
//adding a listener to mcMain which will make it move
//based on the key strokes that are down
mcMain.addEventListener(Event.ENTER_FRAME, moveChar);
function moveChar(event:Event):void
{
//if certain keys are down then move the character
if (leftKeyDown)
{
trace("left");
//mcMain.x -= mainSpeed;
}
if (rightKeyDown)
{
trace("right");
//mcMain.x += mainSpeed;
}
//if(upKeyDown || mainJumping){
////mainJump();
//}
}
http://i.stack.imgur.com/PtR7F.png
I believe from your screenshot that you named the object mcMain as the class name but not as the instance of the object's name. Click the properties panel and give the instance a name, that's the name you'll use to refer to it in AS3, the other name you made is what you would use if you wanted to make new instances of the object in AS3 (it's effectively the class name).
Check how mcMain is defined. Should be something like var mcMain:MovieClip;.