AS3 - Referencing the Stage after Preloader Implementation - actionscript-3

Ive just finished the basic structure of a little game and saved the simple preloader till last. Silly me.
After numerous tutorials I found this one that worked for me - Pre Loader in Flash Builder
The preloader works and the game is on the stage, but freezes instantly. Any reference to the stage in my LevelOne code throws up errors. error #1009: cannot access a property or method of a null object reference.
Before implementing the Preloader, my Application Class (RookiesGame) was used as a level switcher. Each level is contained in a Sprite. RookiesGame starts by adding LevelOne to stage, then once player completes it, RookiesGame removes LevelOne and adds LevelTwo to stage etc.
The level classes reference the stage with the _stage variable.
Since Ive been learning this structure, the preloader becoming the application class and RookiesGame becoming just another class has really confused me. Shouldn’t the _stage var still work? Is it okay to keep RookiesGame as a level switcher?
Anyway main problem is referencing the stage from the Level Classes.
Current code:
Preloader Class
Works fine, game starts.
package
{
import flash.display.DisplayObject;
import flash.display.Shape;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.utils.getDefinitionByName;
[SWF(width="650", height="450", backgroundColor="#FFFFFF", frameRate="60")]
public class Preloader extends Sprite
{
// Private
private var _preloaderBackground:Shape
private var _preloaderPercent:Shape;
private var _checkForCacheFlag:Boolean = true;
// Constants
private static const MAIN_CLASS_NAME:String = "RookiesGame";
public function Preloader()
{
trace("Preloader: Initialized.")
addEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
}
public function dispose():void
{
trace("Preloader: Disposing.")
removeEventListener(Event.ENTER_FRAME, onEnterFrame);
if (_preloaderBackground)
{
removeChild(_preloaderBackground);
_preloaderBackground = null;
}
if (_preloaderPercent)
{
removeChild(_preloaderPercent);
_preloaderPercent = null;
}
}
// Private functions
private function onAddedToStage(e:Event):void
{
trace("Preloader: Added to stage.");
removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
stage.scaleMode = StageScaleMode.SHOW_ALL;
stage.align = StageAlign.TOP_LEFT;
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onEnterFrame(e:Event):void
{
if (_checkForCacheFlag == true)
{
_checkForCacheFlag = false;
if (root.loaderInfo.bytesLoaded >= root.loaderInfo.bytesTotal)
{
trace("Preloader: No need to load, all " + root.loaderInfo.bytesTotal + " bytes are cached.");
finishedLoading();
}
else
beginLoading();
}
else
{
if (root.loaderInfo.bytesLoaded >= root.loaderInfo.bytesTotal)
{
trace("Preloader: Finished loading all " + root.loaderInfo.bytesTotal + " bytes.");
finishedLoading();
}
else
{
var percent:Number = root.loaderInfo.bytesLoaded / root.loaderInfo.bytesTotal;
updateGraphic(percent);
trace("Preloader: " + (percent * 100) + " %");
}
}
}
private function beginLoading():void
{
// Might not be called if cached.
// ------------------------------
trace("Preloader: Beginning loading.")
_preloaderBackground = new Shape()
_preloaderBackground.graphics.beginFill(0x333333)
_preloaderBackground.graphics.lineStyle(2,0x000000)
_preloaderBackground.graphics.drawRect(0,0,200,20)
_preloaderBackground.graphics.endFill()
_preloaderPercent = new Shape()
_preloaderPercent.graphics.beginFill(0xFFFFFFF)
_preloaderPercent.graphics.drawRect(0,0,200,20)
_preloaderPercent.graphics.endFill()
addChild(_preloaderBackground)
addChild(_preloaderPercent)
_preloaderBackground.x = _preloaderBackground.y = 10
_preloaderPercent.x = _preloaderPercent.y = 10
_preloaderPercent.scaleX = 0
}
private function updateGraphic(percent:Number):void
{
// Might not be called if cached.
// ------------------------------
_preloaderPercent.scaleX = percent
}
private function finishedLoading():void
{
var RookiesGame:Class = getDefinitionByName(MAIN_CLASS_NAME) as Class;
if (RookiesGame == null)
throw new Error("Preloader: There is no class \"" + MAIN_CLASS_NAME + "\".");
var main:DisplayObject = new RookiesGame() as DisplayObject;
if (main == null)
throw new Error("Preloader: The class \"" + MAIN_CLASS_NAME + "\" is not a Sprite or MovieClip.");
addChild(main);
dispose();
}
}
}
RookiesGame Class (used to be application class)
Any references to the stage threw up #1009 error, which stopped when I changed stage.addChild to this.addChild
Ive not got to the level switch handler yet with the preloader, so I dont know how stage.focus will work either!
package
{
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.Event;
public class RookiesGame extends Sprite
{
private var _levelOne:LevelOne;
private var _levelTwo:LevelTwo;
public function RookiesGame()
{
_levelOne = new LevelOne(stage);
_levelTwo = new LevelTwo(stage);
this.addChild(_levelOne);
this.addEventListener("levelOneComplete",levelTwoSwitchHandler);
}
private function levelTwoSwitchHandler(event:Event):void
{
this.removeChild(_levelOne);
_levelOne = null;
this.addChild(_levelTwo);
stage.focus = stage;
}
}
}
LevelOne Class
Lots of #1009 errors. Anything referencing the stage.
Class is huge so I'll highlight problem chunks.
The #1009 error when referencing stage, adding the keyboard listeners.
_stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
_stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
Also #1009 when referencing stage to check stage Boundaries. Cant just change stage. to this. anymore.
private function checkStageBoundaries(gameObject:MovieClip):void
{
if (gameObject.x < 50)
{
gameObject.x = 50;
}
if (gameObject.y < 50)
{
gameObject.y = 50;
}
if (gameObject.x + gameObject.width > _stage.stageWidth - 50)
{
gameObject.x = _stage.stageWidth - gameObject.width - 50;
}
if (gameObject.y + gameObject.height > _stage.stageHeight - 50)
{
gameObject.y = _stage.stageHeight - gameObject.height - 50;
}
}
I reference _stage later in the program to remove the event listeners. Thats it.
_stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
_stage.removeEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
How can I reference the stage, without these errors and keep RookiesGame as the level switcher.
LevelOne Class Structure
To show how I use(d) _stage.
package
{
//import classes
public class LevelOne extends Sprite
{
//Declare the variables to hold the game objects
//A variable to store the reference to the stage from the application class
private var _stage:Object;
public function LevelOne(stage:Object)
{
_stage = stage;
this.addEventListener(Event.ADDED_TO_STAGE, addedToStageHandler);
}
private function addedToStageHandler(event:Event):void
{
startGame();
this.removeEventListener(Event.ADDED_TO_STAGE, addedToStageHandler);
}
private function startGame():void
{
//Includes _stage references that mess everything up.
}
private function levelCleared():void
{
//When Level finished, dispatch event to tell RookiesGame to switch levels.
dispatchEvent(new Event("levelOneComplete", true));
}
}
}
Sorry if thats confusing, but if you can help me reference the stage via LevelOne and RookiesGame classes, It would be much appreciated.

You are passing in a null stage to LevelOne from your RookiesGame class. Whenever you instantiate a RookiesGame the constructor will run first, it has not been added to the display list yet so its inherited reference to stage is null. What you need to do is add an event listener for ADDED_TO_STAGE in the RookiesGame class:
package
{
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.Event;
public class RookiesGame extends Sprite
{
private var _levelOne:LevelOne;
private var _levelTwo:LevelTwo;
public function RookiesGame()
{
addEventListener( Event.ADDED_TO_STAGE, onAdded );
}
//added to stage event
private function onAdded( e:Event ):void {
removeEventListener( Event.ADDED_TO_STAGE, onAdded );
_levelOne = new LevelOne(stage);
_levelTwo = new LevelTwo(stage);
this.addChild(_levelOne);
this.addEventListener("levelOneComplete",levelTwoSwitchHandler);
}
...
}
Also if you are using addChild() call for LevelOne as in addChild(_levelOne) it has its own reference to stage after it's been added to the display list, you do not need to create a _stage variable for those classes if you are adding them to the display list.
Also you have the listener for ADDED_TO_STAGE in LevelOne, where the stage variable would have no longer been null, so you can remove your class variable _stage entirely.

Related

Correct method of incorporating Starling with Preloader

Hi would like to know the best method of adding a preloader. Then when the content is loaded create an instance of Starling framework. Here is what I have:
import flash.display.Loader;
import flash.display.Sprite;
import flash.events.Event;
import loaders.Preloader;
import starling.core.Starling;
//main class container
public class Game extends Sprite
{
//preloader class
private var _loader:Preloader;
//starling instance
private var _starling:Starling;
//constructor to initialise game
public function Game():void
{
this.addEventListener(Event.ADDED_TO_STAGE, onAddedToStage)
}
private function onAddedToStage(e:Event):void
{
this.removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
_loader = new Preloader();
addChild(_loader);
_loader.addEventListener("loaded_game", onGameLoaded);
}
private function onGameLoaded(e:Event):void
{
trace("game loaded");
_starling = new Starling(Game,stage,null,null,"auto","baseline");
_starling.start();
}
}
This is the Preloader class:
package loaders
{
import flash.events.Event;
import flash.display.Sprite;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
public class Preloader extends Sprite
{
private var textLoaded:TextField;
public function Preloader()
{
this.addEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
}
private function onAddedToStage(event:Event):void
{
// remove added to stage listener
this.removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
textLoaded = new TextField();
textLoaded.x = 300;
textLoaded.y = 300;
textLoaded.border = true;
textLoaded.autoSize = "center";
addChild(textLoaded);
//loop current load state
this.addEventListener(Event.ENTER_FRAME, loadGame);
this.addEventListener(Event.REMOVED_FROM_STAGE, onRemovedFromStage);
}
private function onRemovedFromStage(event:Event):void {
this.removeEventListener(Event.ENTER_FRAME, loadGame);
this.removeEventListener(Event.REMOVED_FROM_STAGE, onRemovedFromStage);
}
private function loadGame(e:Event):void
{
//vars
var total:Number = parent.stage.loaderInfo.bytesTotal;
var loaded:Number = parent.stage.loaderInfo.bytesLoaded;
textLoaded.text = Math.floor((loaded/total)* 100) + "%";
if (total == loaded)
{
this.removeEventListener(Event.ENTER_FRAME, loadGame);
dispatchEvent(new Event("loaded_game", true));
}
}
}//end of class
}
Is this the best way of doing it or is there a more efficient, practical option? As you can see I am making use of Flash classes before I instantiate Starling? The Preloader is simply a textfield listing what is loaded, this should allow the application to load up faster.
Don't you think that it would make more sense to create an external SWF that preloads your game? It is always a better solution than incorporating a preloader into your main game file.

Actionscript 3, adding an audio slider to my game

so I've really been struggling trying to add an audio slider to my game the last couple days and I've about had it, so, let me preface this by saying I have tried EXTREMELY hard and I would love to fully understand the solution, but at this point I really just want the solution, so the more specific you can be the better.
I've thought of a number of approaches, but my actionscript skills have been too faulty to pull any of them off. Let me explain my setup a bit. I have a fully functional class that is an audio slider. It plays music, slides, does everything perfect. Now, I'm sticking it in my document class. I thought it was easiest to call this function right at the very beginning (as my title screen shows up), EVEN THOUGH I don't want music to be playing right now at the title screen. So I thought I would call it, then just simply not play the music yet. So now I have it called from my document class. Now, I want to be able to click on the options button and then addChild the audio slider. I have actually accomplished this and it works. Finally....the hard part. I want to click the play game button and then have the music start playing WHILE BEING LINKED to the options slider which has the possibility of already being moved. Really...just a standard audio slider.
I'm really stuck on linking the options screen audio slider to the music actually playing in the game. I thought I would call the Volume() function (my audio slider), and then once my playscreen starts up, call it again and then just run a method of the Volume() class from within my playscreen class. This seems to lead to problems though...and this is where I lose it. By calling the Volume() class again, am I totally reinstating my audio? Like does this mean that I'm erasing everything I have done with my audio slider in the options panel? It seems to be...because it just starts playing at the default value.
So here's some detailed code of what I'm doing. I was thinking of using navigation events, but like I said, I'm not the greatest flash programmer yet and when I tried using them before I ran into trouble. Here are my main concerns in the code.
1) Calling new_Volume in my playScreen class (called SimpleMenuMain). Does this wipe out everything I've done in my document class when I called Volume()?
2) Towards the end of the Volume() class, I made a stopMusic function. Whenever I call it from my document class, it only works if I have not yet pressed play game, further leading me to believe I'm erasing whatever I do in the options panel before pressing play game.
3) Should I be using navigation events (custom events)? If so, how exactly do I do it? I understand how to use them in general (I've already used 5 in this game), but all of my navigation events go to my document class, so I'm guessing there's some subtlety with them I'm not quite understanding. I have a custom events class..I'll post that as well.
Thank you for all the help =) this has been killing me. I will wittle down these classes to the relavent info.
Document Class
package
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.ProgressEvent;
public class SMGDocClass extends MovieClip
{
public var playScreen:SimpleMenuMain;
public var titleScreen:TitleScreen;
public var gameOver:GameOver;
public var loadingProgress:LoadingProgress;
public var optionScreen:OptionScreen;
public var new_Volume:Volume;
public function SMGDocClass()
{
loadingProgress = new LoadingProgress();
loadingProgress.x = 0;
loadingProgress.y = 0;
addChild( loadingProgress );
loaderInfo.addEventListener( Event.COMPLETE, onCompletelyDownloaded,false,0,true );
loaderInfo.addEventListener( ProgressEvent.PROGRESS, onProgressMade,false,0,true );
}
public function showTitleScreen():void
{
titleScreen = new TitleScreen();
titleScreen.addEventListener(NavigationEvent.START,onRequestStart,false,0,true);
titleScreen.addEventListener(NavigationEvent.OPTIONS,onRequestOptions,false,0,true);
titleScreen.x = 0;
titleScreen.y = 0;
addChild(titleScreen);
removeChild(loadingProgress);
new_Volume = new Volume();
new_Volume.stopMusic();
stage.focus = playScreen;
stage.stageFocusRect = false;
}
public function onStickman1Death(stickman1Event:Stickman1Event):void
{
var finalScore:Number = playScreen.getFinalScore();
var finalClockTime:Number = playScreen.getFinalClockTime();
gameOver = new GameOver();
gameOver.addEventListener(NavigationEvent.RESTART,onRequestRestart,false,0,true);
gameOver.addEventListener(NavigationEvent.MAINMENU,onRequestMainMenu,false,0,true);
gameOver.x = 5;
gameOver.y = 6;
gameOver.setFinalScore( finalScore );
gameOver.setFinalClockTime( finalClockTime );
addChild(gameOver);
new_Volume.stopMusic();
removeChild(playScreen);
playScreen = null;
}
public function onRequestStart( navigationEvent:NavigationEvent ):void
{
playScreen = new SimpleMenuMain();
playScreen.addEventListener( Stickman1Event.DEAD, onStickman1Death,false,0,true );
playScreen.x = 0;
playScreen.y = 0;
addChild( playScreen );
dispatchEvent(new Stickman1Event(Stickman1Event.DEAD));
removeChild(titleScreen);
titleScreen = null;
stage.focus = playScreen;
stage.stageFocusRect = false;
}
public function restartGame():void
{
playScreen = new SimpleMenuMain();
playScreen.addEventListener(Stickman1Event.DEAD, onStickman1Death,false,0,true);
playScreen.x = 0;
playScreen.y = 0;
addChild(playScreen);
removeChild(gameOver);
gameOver = null;
}
public function onRequestMainMenu( navigationEvent:NavigationEvent):void
{
titleScreen = new TitleScreen();
titleScreen.addEventListener(NavigationEvent.START,onRequestStart,false,0,true);
titleScreen.addEventListener(NavigationEvent.OPTIONS,onRequestOptions,false,0,true);
titleScreen.x = 0;
titleScreen.y = 0;
while(numChildren > 0)
{
removeChildAt(0);
}
addChild(titleScreen);
stage.focus = playScreen;
stage.stageFocusRect = false;
}
public function onCompletelyDownloaded( event:Event ):void
{
gotoAndStop(3);
showTitleScreen();
}
public function onProgressMade( progressEvent:ProgressEvent ):void
{
loadingProgress.setValue( Math.floor( 100 * loaderInfo.bytesLoaded / loaderInfo.bytesTotal ) );
}
public function onRequestOptions(navigationEvent:NavigationEvent):void
{
optionScreen = new OptionScreen();
optionScreen.addEventListener(NavigationEvent.MAINMENU,onRequestMainMenu,false,0,true);
optionScreen.x = 0;
optionScreen.y = 0;
addChild(optionScreen);
removeChild(titleScreen);
}
}
}
Play Screen Class
package {
import flash.display.MovieClip;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.ui.Mouse;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.events.Event;
import flash.media.SoundChannel;
public class SimpleMenuMain extends MovieClip {
public var gameTimer:Timer;
public var stickman1:Stickman1;
public var new_Volume:Volume;
public function SimpleMenuMain() {
currentLevelData = new LevelData( 1 );
setBackgroundImage();
new_Volume = new Volume();
gameTimer = new Timer(25);
gameTimer.addEventListener(TimerEvent.TIMER, onTick, false, 0, true);
gameTimer.start();
addEventListener( Event.ADDED_TO_STAGE, onAddToStage );
}
public function onAddToStage(event:Event):void
{
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyPress,false,0,true);
stage.addEventListener(KeyboardEvent.KEY_UP, onKeyRelease,false,0,true);
}
public function onTick(timerEvent:TimerEvent):void
{
var stickman1HasBeenHit:Boolean = false;
var i:int = army1.length - 1;
var enemy1:Enemy1;
while ( i > -1 )
{
enemy1 = army1[i];
if (enemySpeed == 1)
{
enemy1.moveABit(3,-1.5);
}
if (enemySpeed == 2)
{
enemy1.moveABit(3.6,-1.8);
}
if ( PixelPerfectCollisionDetection.isColliding( stickman1, enemy1, this, true ) )
{
getFinalScore();
gameTimer.stop();
bgmSoundChannel.stop();
stickman1HasBeenHit = true;
}
if ( enemy1.y > 400 )
{
removeChild( enemy1 );
army1.splice( i, 1 );
}
i = i - 1;
}
var i:int = army2.length - 1;
var enemy2:Enemy2;
while ( i > -1 )
{
enemy2 = army2[i];
if (enemySpeed2 == 1)
{
enemy2.moveABit(6,-3);
}
if (PixelPerfectCollisionDetection.isColliding(stickman1, enemy2, this, true ) )
{
gameTimer.stop();
bgmSoundChannel.stop();
stickman1HasBeenHit = true;
}
if ( enemy2.y > 400 )
{
removeChild( enemy2 );
army2.splice( i, 1 );
}
i = i - 1;
}
if (stickman1HasBeenHit)
{
dispatchEvent(new Stickman1Event(Stickman1Event.DEAD));
}
}
}
Volume Class
package {
import flash.display.Sprite;
import flash.display.Graphics;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.net.URLRequest;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.media.SoundTransform;
import flash.geom.Rectangle;
public class Volume extends Sprite {
public var snd:Sound = new Sound();
public var channel:SoundChannel = new SoundChannel();
//URLRequest=new URLRequest("solitude.wav");
//Make sure you pass URLRequest an audio file on your computer.
public var req:BackgroundMusic = new BackgroundMusic();
public var boundary:Rectangle;
public var sprite:Sprite;
public var slider:Sprite;
public var xPos:Number;
public var yPos:Number;
public var vol:Number;
/*
Our request is loaded into the sound object and plays through
our channel. Volume is initially set at 50% and passed as a
transformation to our our channels soundTransform property
(a fancy way of saying volume). The init() function is called.
*/
public function Volume() {
this.addEventListener(Event.ADDED_TO_STAGE, onStage,false,0,true);
startMusic();
}
/*
The init function creates and draws a rectangle and circle
to the stage and centers them based on the height and
width of the stage. In addition, a rectangle object is
created to 'contain' the sliding circle, like an imaginary box.
We pass -100 as the x value because it is added relative
to our sprite. If we set its x value at 0, or the sprites default x
value,the boundary would stop and start at the slider sprite. Change
-100 to 0 in the rectangle object to get a better idea of its use.
*/
public function onStage(e:Event):void
{
//We remove it immediately so that it doesn't get called multiple times
//As the instance is added to the display list tree
this.removeEventListener(Event.ADDED_TO_STAGE, onStage);
xPos = 320;
yPos = 132;
/* Now that we have a reference to the stage, let's go ahead and create our slider */
init();
}
public function init():void {
sprite = new Sprite();
channel.stop();
sprite.graphics.beginFill(0x999999);
sprite.graphics.drawRect(xPos,yPos,100,5);
sprite.graphics.endFill();
addChild(sprite);
sprite.x-=sprite.width/2;
slider = new Sprite();
slider.graphics.beginFill(0xFF0000);
slider.graphics.drawCircle(xPos+50,yPos, 15);
slider.graphics.endFill();
addChild(slider);
slider.addEventListener(MouseEvent.MOUSE_DOWN, dragSlider);
stage.addEventListener(MouseEvent.MOUSE_UP, stopSlider);
boundary=new Rectangle(-100,0,100,0);
}
/*
dragSlider runs when the use holds the mouse button down. A
startDrag method is used on our sprite where we specify boundary
as our dragging limits. A new event handler designed
to change the mouse volume is subsequenlty called per frame, where
the slider.x property determines volume.
*/
public function dragSlider(event:MouseEvent):void {
slider.startDrag(false,boundary);
slider.removeEventListener(MouseEvent.CLICK, dragSlider);
slider.addEventListener(Event.ENTER_FRAME, changeVolume);
}
/*
Stops dragging and removes the event listener to save on space. Again,
volume will be based on the sliders current x position, which is
constantly being recalculated per frame because we used an
ENTER_FRAME event.
*/
public function stopSlider(event:MouseEvent):void {
slider.stopDrag();
slider.removeEventListener(MouseEvent.MOUSE_UP, stopSlider);
}
/*
This function is constantly recalculating the vol variable
based on the sliders x position, relative to the length of
our rectangle. Creates a decimal range from 0 to 1, where 1
represents 100% volume and 0 represents mute. Anything exceeding
100% causes distortion.
*/
public function changeVolume(event:Event):void {
vol=1+Math.round(slider.x)/100;
channel.soundTransform=new SoundTransform(vol);
}
public function onBackgroundMusicFinished(event:Event):void
{
channel = req.play();
channel.addEventListener( Event.SOUND_COMPLETE, onBackgroundMusicFinished );
vol=1;
channel.soundTransform=new SoundTransform(vol);
}
public function startMusic():void
{
channel=req.play();
channel.addEventListener( Event.SOUND_COMPLETE, onBackgroundMusicFinished,false,0,true );
vol=1;
channel.soundTransform=new SoundTransform(vol);
}
public function playMusic():void
{
channel = req.play();
}
public function stopMusic():void
{
channel.stop();
}
}
}
Navigation Event Class
package
{
import flash.events.Event;
public class NavigationEvent extends Event
{
public static const RESTART:String = "restart";
public static const START:String = "start";
public static const MAINMENU:String = "mainmenu";
public static const OPTIONS:String = "options";
public static const STOPMUSIC:String = "stopmusic"
public function NavigationEvent( type:String, bubbles:Boolean = false, cancelable:Boolean = false )
{
super( type, bubbles, cancelable );
}
public override function clone():Event
{
return new NavigationEvent( type, bubbles, cancelable );
}
public override function toString():String
{
return formatToString( "NavigationEvent", "type", "bubbles", "cancelable", "eventPhase" );
}
}
}
Options Screen Class
package {
import flash.display.MovieClip;
import flash.display.SimpleButton;
import flash.events.MouseEvent;
import flash.text.TextField;
import flash.ui.Mouse;
import flash.net.SharedObject;
import flash.events.Event;
public class OptionScreen extends MovieClip {
public var mainMenuButton:SimpleButton;
private var new_Volume:Volume;
public var myEvent:Event;
public function OptionScreen() {
Mouse.show();
new_Volume = new Volume();
addChild(new_Volume);
mainMenuButtonOptions.addEventListener(MouseEvent.CLICK, onClickMainMenu,false,0,true);
}
public function onClickMainMenu(mouseEvent:MouseEvent):void
{
dispatchEvent( new NavigationEvent(NavigationEvent.MAINMENU));
}
}
}
Finally....Title Screen Class
package
{
import flash.display.MovieClip;
import flash.display.SimpleButton;
import flash.events.MouseEvent;
import flash.ui.Mouse;
public class TitleScreen extends MovieClip
{
public var startButton:SimpleButton;
public function TitleScreen()
{
Mouse.show();
startButton.addEventListener( MouseEvent.CLICK, onClickStart,false,0,true );
titleOptionsButton.addEventListener( MouseEvent.CLICK, onClickOptions,false,0,true );
}
public function onClickStart( event:MouseEvent ):void
{
dispatchEvent( new NavigationEvent( NavigationEvent.START ) );
}
public function onClickOptions( event:MouseEvent ):void
{
dispatchEvent( new NavigationEvent( NavigationEvent.OPTIONS ) );
}
}
}
You can change the volume on individual SoundChannels, or globally on the SoundMixer class. Your current implementation is the former, and defined every time you instantiate your class.
See Adobe's Controlling sound volume and panning.
You can also set global volume and pan values for all sounds at once
using the soundTransform property of the SoundMixer class, as the
following example shows:
SoundMixer.soundTransform = new SoundTransform(1, -1);
You could also store your volume and reference it as a global/static variable.
public static var soundLevel:Number = 100;
public function changeVolume(event:Event):void {
soundLevel = 1+Math.round(slider.x)/100;
channel.soundTransform=new SoundTransform(soundVolume);
}
This way, any slider object changes the same variable. Of course, then you're left with needing to update N number of soundObjects to the new soundLevel, which is why using the SoundMixer is a better solution.
No. The new instance of Volume class doesn't overwrite the SoundChannel previously created. However, because Volume is a DisplayObject, if its only reference was on the stage, and starting your game takes to you a different frame, the old Volume object would be removed from the DisplayList and could be garbage collected.
Definitely sounds like you're moving between frames, in which case the older Volume object would be removed from DisplayList and GC'ed. This comes up a lot, but I'll reiterate: don't use stage frames. There are better (less headache inducing) ways of programming what you need.
Your choice of Nav events is discretional. You could just as easily write a nav class which handles all input events as they come from the system, and appropriately call your methods. Personally, I don't like Flash style events. There's often other data I want to pass to my methods apart from the usual variable suspects, thereby leading to clutter induced by custom events. You could also clear that up with global state tracking, and simply reference your current state from your generic methods to determine their response to any given nav event.

Error #1009 utilizing event listener in external class file

(New to AS3/Flash so go easy on me if I'm oblivious to something...)
Trying to utilize external class files to create a continuous scrolling background image. I got it to work by putting it in the document class file, but trying to put it in its own external class file and calling it from the document class file brings up the error in my title.
Document Class File:
package {
import flash.display.MovieClip;
import org.masteringmoneybasics.piggy._class_BG
public class Main extends MovieClip {
public function Main() {
//Create instance of background class
new _class_BG();
}
}
}
External Class File:
package org.masteringmoneybasics.piggy {
import flash.display.*
import flash.events.Event
import flash.display.Bitmap;
import flash.display.BitmapData;
public class _class_BG{
//BG Variables
var scrollSpeed:uint = 6;
var bgLeft:Bitmap
var bgRight:Bitmap
[Embed(source="../../../assets/side_of_mountain.png")]
private var bgImage:Class;
public function _class_BG() {
//This adds two instances of the background to the stage
bgLeft = new bgImage();
bgRight = new bgImage();
bgLeft.height = 500;
bgRight.height = bgLeft.height;
bgLeft.width = 1300;
bgRight.width = bgLeft.width;
bgLeft.x = 0;
bgRight.x = bgLeft.width;
addChild(bgLeft);
addChild(bgRight);
//Adds an event lsitener to the stage
stage.addEventListener(Event.ENTER_FRAME, moveScroll); //<<<<<< ERROR HERE
}
public function moveScroll(e:Event):void{
bgLeft.x -= scrollSpeed;
bgRight.x -= scrollSpeed;
if(bgLeft.x < -bgLeft.width){
bgLeft.x = bgRight.x + bgRight.width;
}else if(bgRight.x < -bgRight.width){
bgRight.x = bgLeft.x + bgLeft.width;
}
}
}
}
If I remove the stage. reference in the event listener, it runs without errors but the images don't appear on the stage like they are supposed to.
What am I doing wrong?
You tried to In Main class external class initialized in stage. In fact, stage not arrived. see a your _class_BG, addChild() is a little wrong. because you not check Main class, perfectly added stage.
FlashBuilder this problem must be careful. first added to stage on Main class after external class(related DisplayObject) fully loaded or initialized.
refer a following code.
In _class_BG Class Carefully addEventListener(Event.ADDED_TO_STAGE,init);
package {
import flash.display.MovieClip;
public class Main extends MovieClip {
public function Main() {
var sp:_class_BG = new _class_BG();
addChild(sp);
}
}
}
package {
import flash.display.*;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.events.Event;
public class _class_BG extends Sprite {
//BG Variables
private var scrollSpeed:uint = 6;
private var bgLeft:Bitmap
private var bgRight:Bitmap
[Embed(source="../asset/myTestImage.png")]
private var bgImage:Class;
public function _class_BG()
{
if(!stage)
addEventListener(Event.ADDED_TO_STAGE, init);
else
init();
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
//This adds two instances of the background to the stage
bgLeft = new bgImage();
bgRight = new bgImage();
bgLeft.height = 500;
bgRight.height = bgLeft.height;
bgLeft.width = 1300;
bgRight.width = bgLeft.width;
bgLeft.x = 0;
bgRight.x = bgLeft.width;
addChild(bgLeft);
addChild(bgRight);
//Adds an event lsitener to the stage
stage.addEventListener(Event.ENTER_FRAME, moveScroll);
}
public function moveScroll(e:Event):void{
bgLeft.x -= scrollSpeed;
bgRight.x -= scrollSpeed;
if(bgLeft.x < -bgLeft.width){
bgLeft.x = bgRight.x + bgRight.width;
}else if(bgRight.x < -bgRight.width){
bgRight.x = bgLeft.x + bgLeft.width;
}
}
}
}
Only the top level Displayable has access to scene. What's more, it is read-only, which means that you cannot pass it through the original stage attribute.
The simplest way to go would be... I don't know, perhaps passing the stage to your constructor? The relavant parts of the constructor would be:
public function _class_BG(myStage : Stage) {
// SNIP
//Adds an event lsitener to the stage
myStage.addEventListener(Event.ENTER_FRAME, moveScroll);
}
And in Main (in which you do have acces to the stage):
public class Main extends MovieClip {
public function Main() {
//Create instance of background class
addChild(new _class_BG(stage));
}
}
You should think about some other means of building your logic, passing stage around will get hairy quickly. But it should work.
EDIT:
stage -> myStage; also, addChild in Main().

Initialize Assets after Preload

Whenever I export the .swf file of my Flash game, I am receiving "TypeError: Error #1009: Cannot access a property or method of a null object reference.", along with a Runtime Shared Library Preloading Warning for my preloader. I have my timeline organized so that the first and third frames are both empty along with a stop(); command in the Actions layer. The second frame contains a single MovieClip that contains all of my exported assets, which are going to be initialized in the third frame of the timeline. None of my assets, except for the preloader, are exported in the first frame. What changes should I make to my Document Class for it to initialize the assets in the third frame?
Document Class:
package com.gameEngine.documentClass
{
import flash.events.*;
import flash.display.*;
import flash.geom.Point;
import com.gameEngine.assetHolders.*;
import com.gameEngine.assetHolders.Levels.*;
public class Document extends MovieClip
{
private static var _document:Document;
private var preloader:Preloader;
public var mcMain:Player;
public var restartButton:RestartButton;
public var spawnArea:SpawnArea;
public var level_1:Level_1;
public var level_2:Level_2;
public var level_3:Level_3;
public function Document()
{
addEventListener(Event.ADDED_TO_STAGE, init);
_document = this;
preloader = new Preloader(390, this.loaderInfo);
this.addChild(preloader);
preloader.addEventListener("loadComplete", loadAssets);
preloader.addEventListener("preloaderFinished", showLogo);
mcMain = new Player(this);
restartButton = new RestartButton(this);
spawnArea = new SpawnArea();
level_1 = new Level_1(this);
level_2 = new Level_2(this);
level_3 = new Level_3(this);
this.addChild(restartButton);
this.addChild(spawnArea);
this.preloader.x = 400;
this.preloader.y = 250;
restartButton.x = 822.95;
restartButton.y = 19;
spawnArea.x = 400;
spawnArea.y = 250;
trace ("Document Class Initialized");
// constructor code
}
public static function getInstance():Document
{
return _document;
}
private function loadAssets(event:Event):void
{
this.play();
}
private function showLogo(event:Event):void
{
this.removeChild(preloader);
}
public function init(event:Event)
{
if (stage.contains(spawnArea))
{
addChild(mcMain);
}
mcMain.x = spawnArea.x;
mcMain.y = spawnArea.y;
}
}
}
Preloader Class:
package com.gameEngine.assetHolders
{
import com.gameEngine.documentClass.*;
import flash.display.*;
import flash.events.*;
public class Preloader extends MovieClip
{
private var fullWidth:Number;
public var loaderInfo:LoaderInfo;
public function Preloader(fullWidth:Number = 0, loaderInfo:LoaderInfo = null)
{
this.fullWidth = fullWidth;
this.loaderInfo = loaderInfo;
addEventListener(Event.ENTER_FRAME, checkLoad);
}
private function checkLoad (event:Event):void
{
if (loaderInfo.bytesLoaded == loaderInfo.bytesTotal && loaderInfo.bytesTotal != 0)
{
dispatchEvent(new Event("loadComplete"));
phaseOut();
}
updateLoader(loaderInfo.bytesLoaded / loaderInfo.bytesTotal);
}
private function updateLoader(num:Number):void
{
progressBar.width = num * fullWidth;
}
private function phaseOut():void
{
removeEventListener(Event.ENTER_FRAME, checkLoad);
progressBar.gotoAndPlay(2);
if (progressBar.currentFrame == progressBar.totalFrames)
{
phaseComplete();
}
}
private function phaseComplete() : void
{
dispatchEvent(new Event("preloaderFinished"));
}
}
}
You have a lot of race conditions going on here. Many of these events could occur at relatively random times in relation to one another . . . you have to think asynchronously. That is, there can be no assumption that any object exists. E.g., in Document.init(), you check is if the spawnArea exists, but it is almost guaranteed not to at that point, and you never check for it again.
Without making any specific changes, I can recommend a generic solution. For any object (objB) you want loaded after another object (objA) is loaded, have objB created in the objA's ADDED_TO_STAGE handler. A simple example would be:
var objA:Whatever;
var objB:WhateverElse;
[...]
objA = new Whatever();
objA.addEventListener(Event.ADDED_TO_STAGE, objAAddedHnd);
[...]
public function objAAddedHnd(event:Event)
{
// remove the event, if no longer needed:
objA.removeEventListener(Event.ADDED_TO_STAGE, objAAddedHnd);
objB = new WhateverElse();
objB.addEventListener(Event.ADDED_TO_STAGE, objBAddedHnd);
}
[...]
public function objBAddedHnd(event:Event)
{
// remove the event, if no longer needed:
objB.removeEventListener(Event.ADDED_TO_STAGE, objBAddedHnd);
// and so on . . .
}
At this point, it shows that you would need to plan the timeline of object creation.

AS3 Cannot access stage from custom class

How can I access the stage and especially the width and mouse position of the flash Movie from a custom class?
package classes
{
import flash.events.*;
import flash.display.*;
public class TableManager extends Sprite
{
public function TableManager() {
sayStage();
}
public function sayStage():void
{
trace(stage);
}
}
}
This will only return nill. I know that DisplayObjects don't have any stage until they have been initiated so you can't access the stage in your constructor but even if I call sayStage() later as an instance method it won't work.
What am I doing wrong?
If TableManager is on the stage you can access the stage with this.stage.
The trick is you have to wait for the instance to be added to the stage. You can listen for the ADDED_TO_STAGE event so you know when that's happened.
package classes {
import flash.events.*;
import flash.display.*;
public class TableManager extends Sprite {
public function TableManager() {
this.addEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
}
private function onAddedToStage(e:Event):void {
this.removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
sayStage();
}
public function sayStage():void {
trace(this.stage);
}
}
}
The most defensive way to write this is:
public function TableManager() {
if(this.stage) init();
else this.addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void {
if(e != null) this.removeEventListener(Event.ADDED_TO_STAGE, init);
sayStage();
}
If the object is already on the stage at the time of initialization, then immediately call the init function with no arguments. If not wait until its been added to the stage. Then when the init function gets called, if it was called as the result of an event, then detach the event handler, and move along.
You can pass a reference of the root movieclip (i.e. the stage) to your custom class.
e.g.
package classes
{
import flash.events.*;
import flash.display.*;
public class TableManager extends Sprite
{
private var _rootMC:MovieClip;
public function TableManager(rootMC:MovieClip) {
_rootMC = rootMC;
sayStage();
}
public function sayStage():void
{
trace(_rootMC.stage);
trace(_rootMC.stage.stageWidth);
}
}
}
Then when instantiating your instance of TableManager from the root timeline:
//the keyword 'this' is the root movieclip.
var newTM:TableManager = new TableManager(this);
stage will be null as long as the Sprite hasn't been added to the display list - it's nothing to do with initiation. E.g.
var t:TableManager = new TableManager;
stage.addChild( t ); // or your root class, or any class that's already on the displaylist
trace( t.stage ); // [Stage stage]
t.parent.removeChild( t );
trace( t.stage ); // null
As #crooksy88 suggests, either pass in the stage to the constructor, or keep it as a static somewhere, say your main document class, so that you can access it everywhere.
i think usefull for You should be create static reference to stage :
in Your main class add line and set stage :
public static var stage:Stage;
...
public function Main():void { // constructor
Main.stage = stage;
...
and than in custom class :
public function sayStage():void
{
trace(Main.stage);
trace(Main.stage.stageWidth);
}
you may access this.stage when the current object(also a sprite) is already attached to the stage.
public class TableManager extends Sprite{
public function TableManager()
{
}
public function sayStage():void
{
trace(stage);
}
}
TableManager tm=new TableManager();
//tm.sayStage(); // no
addChild(tm);
tm.sayStage(); // fine
hope this could help
here is a pretty good solution you only need to reference the stage inside your class you just pass it as a simple object, here how to do that
package {
public class Eventhndl{
private var obj:Object;
public function Eventhndl(objStage:Object):void{
obj = objStage;
trace(obj); // now the obj variable is a reference to the stage and you can work as normal you do with stage (addChild, Events Etc..)
}
}
this is how you make instance to run it, i have used the constructor method but you can change it to any function as you wish and call it whenever you need it.
import Eventhndl;
var EH:Eventhndl = new Eventhndl(stage);
here is some few Examples how to access stage from class
https://stackoverflow.com/a/40691908/1640362
https://stackoverflow.com/a/40691325/1640362