Collision in flixel not working with updated tilemap - actionscript-3

I have been following the tutorial on jumper and I am now up to part 3. Here is the link for
referencing:
[url]http://chipacabra.blogspot.in/2010/12/project-jumper-part-3.html[/url]
For part 2, I have successfully made my player collide with the map but the collision stopped and my character started free falling again when I updated the game to include instructions from part 3. I made some modifications to the code in order to make the program compile (since some of the code written in the tutorial is out of date, and even the code written in the comments was out of date). Which leads to believe there's something more that might be missing in the code. The cvs and png files for the maps that I am using are those which are included in the source code made available at the end of part 3 through a download link.
Here is the code I have:
Playstate.as:
package com.chipacabra.Jumper
{
import org.flixel.*;
public class PlayState extends FlxState
{
[Embed(source = '../../../../levels/mapCSV_Group1_Map1.csv', mimeType =
'application/octet-stream')]public var levelMap:Class;
[Embed(source = "../../../../levels/mapCSV_Group1_Map1back.csv", mimeType =
"application/octet-stream")]public var backgroundMap:Class;
//[Embed(source = '../../../../art/tilemap.png')]public var levelTiles:Class;
// This was the old art, not using it anymore.
[Embed(source = "../../../../art/area02_level_tiles2.png")]public var levelTiles:Class;
//This is the new art.
public var map:FlxTilemap = new FlxTilemap;
public var background:FlxTilemap = new FlxTilemap;
public var player:Player;
override public function create():void
{
add(background.loadMap(new backgroundMap, levelTiles, 16, 16));
background.scrollFactor.x = background.scrollFactor.y = .5;
add(map.loadMap(new levelMap, levelTiles, 16, 16));
add(player = new Player(10, 10));
FlxG.camera.setBounds(0, 0, 1600, 800);
FlxG.camera.follow(player, FlxCamera.STYLE_PLATFORMER);
//FlxG.follow(player);
//FlxG.worldBounds.x = 0;
//FlxG.worldBounds.y = 0;
//FlxG.worldBounds.width = 1600;
//FlxG.worldBounds.height = 800;
super.create();
}
override public function update():void
{
super.update();
FlxG.collide(map, player);
}
}
}
Player.as:
package com.chipacabra.Jumper
{
import org.flixel.*;
/**
* ...
* #author A. Velitsky
*/
public class Player extends FlxSprite
{
[Embed(source = "../../../../art/helmutguy.png")]public var Helmutguy:Class;
protected static const RUN_SPEED: int = 80;
protected static const GRAVITY: int = 300; //originaly 420
protected static const JUMP_SPEED: int = 200;
public function Player(X:int,Y:int):void
{
super(X, Y);
loadGraphic(Helmutguy, true, true);
addAnimation("walking", [1, 2], 12, true);
addAnimation("idle", [0]);
drag.x = RUN_SPEED * 8
// Drag is how quickly you slow down when you're not
// pushing a button. By using a multiplier, it will
// always scale to the run speed, even if we change it.
acceleration.y = GRAVITY;
// Always try to push helmutguy in the direction of gravity
maxVelocity.x = RUN_SPEED;
maxVelocity.y = JUMP_SPEED;
}
public override function update(): void
{
super.update();
acceleration.x = 0;
// Reset to 0 when no button is
if (FlxG.keys.LEFT)
{
facing = LEFT;
acceleration.x = -drag.x;
}
else if (FlxG.keys.RIGHT)
{
facing = RIGHT;
acceleration.x = drag.x;
}
if (FlxG.keys.justPressed("UP") && !velocity.y)
{
velocity.y = -JUMP_SPEED;
}
//Animation
if (velocity.x != 0) { play("walking"); }
else if (!velocity.x) { play("idle"); }
super.update();
}
}
}
Jumper.as:
package
{
import org.flixel.*; //Allows you to refer to flixel objects in your code
import com.chipacabra.Jumper.PlayState;
[SWF(width = "640", height = "480", backgroundColor = "#000000")] //Set the size and color of the
Flash file
[Frame(factoryClass="Preloader")]
public class Jumper extends FlxGame
{
public function Jumper()
{
super(320, 240, PlayState, 2); //Create a new FlxGame object at 320x240 with 2x pixels,
then load PlayState
FlxG.bgColor = 0x8DEBFC;
}
}
}
Preloader.as:
package
{
import org.flixel.system.FlxPreloader;
/**
* ...
* #author A. Velitsky
*/
public class Preloader extends FlxPreloader
{
public function Preloader()
{
className = "Jumper";
super();
}
}
}
Edit: Um...I seem to have found out that the code I got from the comment to the tutorial...was almost correct...the only thing that was wrong was that the camera's view style was not specified. It also seems that FlxG.camera.setBounds(0, 0, 1600, 800); does not needs to be called... Although I would like to know why I would want to use FlxG.camera.setBounds(); I this something I would use perhaps in an airplane/spaceship shooter game?

FlxG.camera.setBounds() sets the boundaries of the level, which can be used to tell the camera where it is and is not allowed to move. If the setBounds are smaller than the actual world dimensions, then the game will not update in that area and the camera will stop moving as well.
In your example, FlxG.camera.setBounds(0, 0, 1600, 800) sets up a static width of 1600, which is probably more than you need, so you don't really see any effects on the camera.
I think it's best to set your bounds based on the actual width of your game. Some of my game code looks something like this:
//Set the max bounds of the stage
FlxG.worldBounds = new FlxRect (0,0,collisionMap.width-TILE_WIDTH,collisionMap.height);
//Attach the camera
FlxG.camera.setBounds(32,-64,FlxG.worldBounds.width-64,FlxG.worldBounds.height);
FlxG.camera.follow(player,FlxCamera.STYLE_PLATFORMER);
Hope that helps!

Related

Creating inline function after loading an image causes memory leak

I was analyzing an unexpected memory leak in our game project and found some strange results. I am profiling using Adobe Scout and eliminated all other factors like starling, texture or our loading library. I reduced the code to simply load a png and immediately allocate an empty inline function on its complete event.
Loading a png allocates image on default and if you do nothing after loading gc clears that image. But creating an inline function seems to prevent that image to be garbage collected somehow. My test code is;
public class Main extends Sprite
{
private var _callbacks:Array = new Array();
public function Main()
{
load("map.png", onPngLoaded);
}
private function onPngLoaded(bitmap:Bitmap):void
{
_callbacks.push(function():void { });
}
public function load(url:String, onLoaded:Function):void
{
var loader:Loader = new Loader;
var completeHandler:Function = function(e:Event):void {
loader.contentLoaderInfo.removeEventListener(Event.COMPLETE, completeHandler);
onLoaded(loader.content);
}
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, completeHandler);
loader.load(new URLRequest(url));
}
}
If you remove the code which creates an inline function;
private function onPngLoaded(bitmap:Bitmap):void
{
// removed the code here!
}
gc works and clears the image from memory.
Since having no logical explanation for this, I suspect of a flash / as3 bug. I will be glad to hear any comments who tests my code and gets the same results.
Note: To test, replace the main class of an empty as3 project with my code and import packages. You can load any png. I am using flashdevelop, flex-sdk 4.6.0 and flash player 14.
When you create an inline function, all local variables get stored with it in the global scope. So in this case, that would include the bitmap parameter.
For more information, see this:
http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WS5b3ccc516d4fbf351e63e3d118a9b90204-7f54.html
Here is the relevant part:
Any time a function begins execution, a number of objects and properties are created. First, a special object called an activation object is created that stores the parameters and any local variables or functions declared in the function body....Second, a scope chain is created that contains an ordered list of objects that Flash Player or Adobe AIR checks for identifier declarations. Every function that executes has a scope chain that is stored in an internal property. For a nested function, the scope chain starts with its own activation object, followed by its parent function’s activation object. The chain continues in this manner until it reaches the global object.
This is another reason why inline/anonymous functions are best avoided in most situations.
So using asc2, Flash/Air 19 : Yes I get the same results that you are seeing, but due to the anonymous function holding global references I expected that (like my original comment stated).
I rewrote it in my style based upon Adobe's GC technical articles and bulletins and no leaks are seen as all the global references are removed.
A cut/paste AIR example:
package {
import flash.events.MouseEvent;
import flash.text.TextField;
import flash.display.Sprite;
import flash.display.Bitmap;
import flash.display.Loader;
import flash.events.Event;
import flash.net.URLRequest;
import flash.system.System;
import flash.utils.Timer;
import flash.events.TimerEvent;
public class Main extends Sprite {
var timer:Timer;
var button:CustomSimpleButton;
var currentMemory:TextField;
var highMemory:TextField;
var hi:Number;
var _callbacks:Array = new Array();
public function Main() {
button = new CustomSimpleButton();
button.addEventListener(MouseEvent.CLICK, onClickButton);
addChild(button);
currentMemory = new TextField();
hi = System.privateMemory;
currentMemory.text = "c: " + hi.toString();
currentMemory.x = 100;
addChild(currentMemory);
highMemory = new TextField();
highMemory.text = "h: " + hi.toString();
highMemory.x = 200;
addChild(highMemory);
timer = new Timer(100, 1);
timer.addEventListener(TimerEvent.TIMER_COMPLETE, timerHandler);
timer.start();
}
function timerHandler(e:TimerEvent):void{
System.pauseForGCIfCollectionImminent(.25);
currentMemory.text = "c: " + System.privateMemory.toString();
hi = System.privateMemory > hi ? System.privateMemory : hi;
highMemory.text = "h: " + hi.toString();
timer.start();
}
function onClickButton(event:MouseEvent):void {
for (var i:uint = 0; i<100; i++) {
//load("foobar.png", onPngLoaded);
load2("foobar.png");
}
}
private function onPngLoaded2(bitmap:Bitmap):void {
var foobarBitMap:Bitmap = bitmap; // assuming you are doing something
foobarBitMap.smoothing = false; // with the bitmap...
callBacks(); // not sure what you are actually doing with this
}
private function callBacks():void {
_callbacks.push(function ():void {
});
}
public function completeHandler2(e:Event):void {
var target:Loader = e.currentTarget.loader as Loader;
// create a new bitmap based what is in the loader so the loader has not refs after method exits
var localBitmap:Bitmap = new Bitmap((target.content as Bitmap).bitmapData);
onPngLoaded2(localBitmap);
}
public function load2(url:String):void {
var loader2:Loader = new Loader;
loader2.contentLoaderInfo.addEventListener(Event.COMPLETE, completeHandler2, false, 0, true);
loader2.load(new URLRequest(url));
}
}
}
import flash.display.Shape;
import flash.display.SimpleButton;
class CustomSimpleButton extends SimpleButton {
private var upColor:uint = 0xFFCC00;
private var overColor:uint = 0xCCFF00;
private var downColor:uint = 0x00CCFF;
private var size:uint = 80;
public function CustomSimpleButton() {
downState = new ButtonDisplayState(downColor, size);
overState = new ButtonDisplayState(overColor, size);
upState = new ButtonDisplayState(upColor, size);
hitTestState = new ButtonDisplayState(upColor, size * 2);
hitTestState.x = -(size / 4);
hitTestState.y = hitTestState.x;
useHandCursor = true;
}
}
class ButtonDisplayState extends Shape {
private var bgColor:uint;
private var size:uint;
public function ButtonDisplayState(bgColor:uint, size:uint) {
this.bgColor = bgColor;
this.size = size;
draw();
}
private function draw():void {
graphics.beginFill(bgColor);
graphics.drawRect(0, 0, size, size);
graphics.endFill();
}
}

AS3 - How to copy sprites / graphics of sprites?

Let's say I have a 2D level that is build out of 2D blocks. Some of them are boxes.
The boxes look just the same. No difference! How can I "copy" or clone the graphics of one box to another ? The only difference the boxes will have is that sprite.x and sprite.y have different values. I would probably go that way:
public static function drawBox(graphics:Graphics):void
{
graphics.clear();
// draw box
}
drawBox(box1.graphics);
drawBox(box2.graphics);
drawBox(box3.graphics);
No textures will be used, only vector drawing!
Is this a good practice ? Is there another way to achieve the same ?
Update: Sometimes I draw sprites randomly (very hard to redraw them if I need many instances of one sprite and all its attributes).
You can use the function copyFrom.
Something like this:
var s:Sprite = new Sprite();
s.graphics.beginFill(0);
s.graphics.drawRect(0, 0, 100, 100);
s.graphics.endFill();
addChild(s);
var s2:Sprite = new Sprite();
// Copyfrom accepts a `Graphics` object.
s2.graphics.copyFrom(s.graphics);
s2.x = 100;
s2.y = 100;
addChild(s2);
Have a look at the documentation about copyFrom().
If you treat it like an object in your game you should probably rather consider the OOP-approach #Pier suggested.
This comes in a lot of flavors:
You could extend a class from Sprite and draw the box as soon as the box is ADDED_TO_STAGE by its parent.
public class box extends Sprite
{
protected var _color:uint;
protected var _size:int;
public function box(size:int=100, color:uint=0x000000)
{
super();
_size = size;
_color = color;
this.addEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
}
protected function onAddedToStage(event:Event):void
{
this.removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
draw();
}
protected function draw():void
{
this.graphics.beginFill(_color);
this.graphics.drawRect(0,0,_size,_size);
this.graphics.endFill();
}
}
This box can be constructed/created by calling:
var b:box = new box();
this.addChild(b);
Or you could let the box contain itself - which could be more feasible if you deal with a lot of Objects. The box would just need a reference to its parent then - and of course it should provide a dispose()-function
public class box
{
private var _parent:Sprite;
protected var s:Sprite;
public function box(parent:Sprite)
{
_parent = parent;
s = new Sprite();
s.graphics.beginFill(0x00000);
s.graphics.drawRect(0,0,100,100);
s.graphics.endFill();
_parent.addChild(s);
}
public function dispose():void
{
_parent.removeChild(s);
}
}
}
In this case you would construct the box as follows - it requires a reference to a Sprite (or any extension of) that has already been added to the stage:
var b:box = new box(this);
In both cases you could dynamically change attributes and make the object more versatile:
public function set size(val:int):void
{
_size = val;
draw();
}
public function set color(val:uint):void
{
_color = val;
draw();
}

Changing class properties in AS3

Okay, so I've recently been trying to get my head properly around OOP in AS3. Right now I have a really simple scenario where I've got a class, Paddle, which draws a rectangle. In my document class I create two instances of the Paddle class, paddle1 and paddle2.
I've also created a property for my Paddle class which I want to change the colour of the rectangle that it draws. I want to be able to adjust this property from the main class. I know I could do this by passing in attributes when instantiating the class but it seems like a property would be a better way, and now I want to know if this is the right way of thinking or not.
main class:
package
{
import flash.display.Sprite;
import flash.events.Event;
public class Engine extends Sprite
{
private var paddle1:Paddle = new Paddle();
private var paddle2:Paddle = new Paddle();
public function Engine()
{
paddle1.x = 30;
paddle1.color = 0xFF00FF;
stage.addChild(paddle1);
paddle2.x = stage.stageWidth - 45;
paddle2.color = 0xFF0000;
stage.addChild(paddle2);
}
}
}
Paddle class:
package
{
import flash.display.MovieClip;
import flash.display.Shape;
import flash.display.Graphics;
import flash.events.Event;
public class Paddle extends MovieClip
{
public var color:uint = 0xFFFFFF;
public function Paddle()
{
var child:Shape = new Shape();
child.graphics.beginFill(color);
child.graphics.drawRect(0, 260, 15, 80);
child.graphics.endFill();
addChild(child);
}
}
}
If changing the properties in this way is not the best way of doing things then of course say so. Otherwise, what am I doing wrong that it doesn't work? Seems like it's something to do with the order (by the time the main class changes the colour attribute, it's already created the rectangle and it's too late to change it?)
Thanks :D
EDIT: realised it might help to say what happens when I execute this code. Basically changing the color attribute from the Engine class doesn't change the colour of the rectangle and they both just stay white (FFFFFF)
The issue you're having is that when you do:
new Paddle();
Your constructor code is run. What this means is that the Rectangle has already been drawn with the color defined at the top of the class. You're then changing the color property after this, which as you can see has no effect.
I suggest you make a draw() function for your Paddle. It could accept a color and be used to draw the Rectangle. It might look like this:
public class Paddle extends MovieClip
{
private var _child:Shape;
public function Paddle()
{
_child = new Shape();
addChild(_child);
}
public function draw(color:uint):void
{
_child.graphics.clear();
_child.graphics.beginFill(color);
_child.graphics.drawRect(0, 260, 15, 80);
_child.graphics.endFill();
}
}
This way provides an advantage which is that you can modify the arguments of draw() to accept dimensions for your Rectangle or other elements that will affect the visuals. This will be cleaner and faster than having to add more properties to the class itself if you decide you want to do this.
You're then able to do this:
var paddle1:Paddle = new Paddle();
var paddle2:Paddle = new Paddle();
paddle1.draw(0xFF00FF);
paddle2.draw(0xFF0000);
What you might do is to allow the constructor to assign a color in addition to creating a setter for the color, having both calls subsequently drawing the paddle (which, by the way, could also be a simple flash.display.Shape):
Paddle.as:
package
{
//Imports
import flash.display.Sprite;
//Class
public class Paddle extends Sprite
{
//Constants
private static const DEFAULT_COLOR:uint = 0xFF0000;
//Properties
private var mColor:uint;
//Constructor
public function Paddle(color:uint = DEFAULT_COLOR)
{
mColor = color;
draw();
}
//Draw
private function draw():void
{
graphics.clear();
graphics.beginFill(mColor);
graphics.drawRect(0, 0, 15, 80);
graphics.endFill();
}
//Set Color
public function set color(value:uint):void
{
mColor = value;
draw();
}
//Get Color
public function get color():uint
{
return mColor;
}
}
}
so now you can create and position as many Paddle instances as you want, each having their own color setter:
Red Instance:
var paddleRed:Paddle = new Paddle();
paddleRed.y = 10;
addChild(paddleRed);
Green Instance:
var paddleGreen:Paddle = new Paddle(0x00FF00);
paddleGreen.y = 126;
addChild(paddleGreen);
Blue Instance:
var paddleBlue:Paddle = new Paddle();
paddleBlue.color = 0x00FF00;
paddleBlue.y = 260;
addChild(paddleBlue);
Why not do both? :D
public class Paddle extends MovieClip
{
private var color:uint;
private var rec:Shape;
public function Paddle(newColor:uint = 0xFFFFFF) // default color
{
color = newColor;
rec = new Shape();
drawShape();
addChild(rec);
}
public function drawShape()
{
child.graphics.clear();
child.graphics.beginFill(color);
child.graphics.drawRect(0, 260, 15, 80);
child.graphics.endFill();
}
public function setColor(newColor:uint)
{
color = newColor;
drawShape();
}
}

As3 magnify image

I want to create a image magnify application like following:
A masked small window showig big image area corresponding to the mouse X and Y on the small image. There are many magnifying image application exaples online such as:
http://www.flashandmath.com/intermediate/magglass/mag_glass.html
But here the mouse and mask moves with same X and Y. What i want is that masked window display only certain area corresponding to mouse X and Y on Small image.
Any help would be highly appreciated. thanks.
i wrote a recipe last year for exactly what you're looking for. i do not guarantee that's it's as refactored or efficient as it could be, but it works really well. change it up as much as you like. i post the code hear for anyone to freely use.
however, the photograph and loupe asset i do not permit anyone to use without prior request, please.
the class lets you alter your own magnification strength, even at runtime if you want. you can use your own loupe graphic, but one is also included in the source files (please ask me first if you want to use it in your project).
Description:
Magnifier: Creating A Customizable
Magnifier For Image Assets
The following code demonstrates the
solution for creating a customizable
magnifier for image assets using the
Magnifier class.
The Magnifier constructor receives 6
parameters. The first
loupeDisplayObject:DisplayObject
required parameter is a reference to a
display object that is used as the
virtual loupe. In order for the class
to function properly, the
loupeDisplayObject:DisplayObject must
contain a circular or elliptically
shaped void or alpha transparency at
its center.
The second imageURL:String required
parameter supplies the URLLoader’s
load function’s URLRequest with the
URL of the target image asset. The
image provides BitmapData for both
thumbSprite:Sprite and
magnificationSprite:Sprite objects,
which are scaled using the third
thumbScale:Number and fourth
magnificationScale:Number optional
parameters. The scale of the
thumbSprite:Sprite is exhibited on
stage, while the scale of the
magnificationSprite:Sprite is visible
during magnification.
The Magnifier class operates by
employing mouse events to toggle the
visibility of a virtual loupe over an
image asset. A maskSprite:Sprite
ellipse, both indexed below and based
on the size of the
loupeDisplayObject:DisplayObject, is
created to mask the
magnificationSprite:Sprite. However,
the fifth maskWidth:Number and sixth
maskHeight:Number optional parameters
can be set to manually size a
maskSprite:Sprite that is more
suitable for a
loupeDisplayObject:DisplayObject with
a complex shape.
Calling the public deallocate()
function of the Magnifier instance
prior to its nullification will mark
it as being available for garbage
collection.
Class FIle:
package
{
import flash.display.Sprite;
import flash.display.DisplayObject;
import flash.display.Loader;
import flash.display.BitmapData;
import flash.display.Bitmap;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.events.IOErrorEvent;
import flash.geom.Matrix;
import flash.net.URLRequest;
import flash.ui.Mouse;
import fl.transitions.Tween;
import fl.transitions.TweenEvent;
import fl.transitions.easing.Regular;
public class Magnifier extends Sprite
{
//Class Variables
private var loupeDisplayObject:DisplayObject;
private var imageWidth:Number;
private var imageHeight:Number;
private var thumbScale:Number;
private var magnificationScale:Number;
private var maskWidth:Number;
private var maskHeight:Number;
private var imageBitmapData:BitmapData;
private var maskSprite:Sprite;
private var magnificationSprite:Sprite;
private var thumbSprite:Sprite;
private var loupeTween:Tween;
private var magnificationTween:Tween;
//Constructor
public function Magnifier (
loupeDisplayObject:DisplayObject,
imageURL:String,
thumbScale:Number = 0.5,
magnificationScale:Number = 1.0,
maskWidth:Number = NaN,
maskHeight:Number = NaN
)
{
this.loupeDisplayObject = loupeDisplayObject;
this.thumbScale = Math.max(0.1, Math.min(thumbScale, 1.0));
this.magnificationScale = Math.max(0.1, magnificationScale);
this.maskWidth = maskWidth;
this.maskHeight = maskHeight;
init(imageURL);
}
//Load And Handle Image
private function init(imageURL:String):void
{
var imageLoader:Loader = new Loader();
imageLoader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, errorHandler);
imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageHandler);
imageLoader.load(new URLRequest(imageURL));
}
private function errorHandler(evt:IOErrorEvent):void
{
throw(evt.text);
}
private function imageHandler(evt:Event):void
{
evt.target.removeEventListener(IOErrorEvent.IO_ERROR, errorHandler);
evt.target.removeEventListener(Event.COMPLETE, imageHandler);
imageWidth = evt.target.content.width;
imageHeight = evt.target.content.height;
imageBitmapData = new BitmapData(imageWidth, imageHeight);
imageBitmapData.draw(evt.target.content);
createComponents();
}
//Create Components
private function createComponents():void
{
//Loupe Visibility
loupeDisplayObject.alpha = 0;
//Mask
if (isNaN(maskWidth)) maskWidth = loupeDisplayObject.width;
if (isNaN(maskHeight)) maskHeight = loupeDisplayObject.height;
maskSprite = new Sprite();
maskSprite.graphics.beginFill(0x00FF00, 0.5);
maskSprite.graphics.drawEllipse(0, 0, maskWidth, maskHeight);
maskSprite.graphics.endFill();
maskSprite.mouseEnabled = false;
//Magnification
magnificationSprite = scaleImage(new Matrix(magnificationScale, 0, 0, magnificationScale));
magnificationSprite.mouseEnabled = false;
magnificationSprite.alpha = 0;
magnificationSprite.mask = maskSprite;
//Thumb
thumbSprite = scaleImage(new Matrix(thumbScale, 0, 0, thumbScale));
thumbSprite.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);
//Add Components To The Display List
addChild(thumbSprite);
addChild(magnificationSprite);
addChild(maskSprite);
addChild(loupeDisplayObject);
}
private function scaleImage(matrix:Matrix):Sprite
{
var scaledResult:Sprite = new Sprite();
scaledResult.graphics.beginBitmapFill(imageBitmapData, matrix, false, true);
scaledResult.graphics.drawRect(0, 0, imageWidth * matrix.a, imageHeight * matrix.d);
scaledResult.graphics.endFill();
return scaledResult;
}
//Mouse Event Handlers
private function mouseDownHandler(evt:MouseEvent):void
{
thumbSprite.addEventListener(MouseEvent.MOUSE_MOVE, mouseMoveHandler);
thumbSprite.addEventListener(MouseEvent.MOUSE_OUT, mouseOutHandler);
stage.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
mouseMoveHandler(evt);
setLoupeAsVisible(true);
}
private function mouseMoveHandler(evt:MouseEvent):void
{
loupeDisplayObject.x = evt.localX - loupeDisplayObject.width / 2;
loupeDisplayObject.y = evt.localY - loupeDisplayObject.height / 2;
maskSprite.x = evt.localX - maskSprite.width / 2;
maskSprite.y = evt.localY - maskSprite.height / 2;
magnificationSprite.x = 0 - evt.localX / thumbSprite.width * (magnificationSprite.width - thumbSprite.width);
magnificationSprite.y = 0 - evt.localY / thumbSprite.height * (magnificationSprite.height - thumbSprite.height);
}
private function mouseOutHandler(evt:MouseEvent):void
{
thumbSprite.addEventListener(MouseEvent.MOUSE_OVER, mouseOverHandler);
setLoupeAsVisible(false);
}
private function mouseOverHandler(evt:MouseEvent):void
{
thumbSprite.removeEventListener(MouseEvent.MOUSE_OVER, mouseOverHandler);
setLoupeAsVisible(true);
}
private function mouseUpHandler(evt:MouseEvent):void
{
if (thumbSprite.hasEventListener(MouseEvent.MOUSE_OVER)) thumbSprite.removeEventListener(MouseEvent.MOUSE_OVER, mouseOverHandler);
thumbSprite.removeEventListener(MouseEvent.MOUSE_MOVE, mouseMoveHandler);
thumbSprite.removeEventListener(MouseEvent.MOUSE_OUT, mouseOutHandler);
stage.removeEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
setLoupeAsVisible(false);
}
//Loupe Tween And Visibility
private function setLoupeAsVisible(response:Boolean):void
{
var targetAlpha:Number;
if (response)
{
targetAlpha = 1.0;
Mouse.hide();
}
else
{
targetAlpha = 0.0;
Mouse.show();
}
loupeTween = new Tween(loupeDisplayObject, "alpha", Regular.easeIn, loupeDisplayObject.alpha, targetAlpha, 0.25, true);
magnificationTween = new Tween(magnificationSprite, "alpha", Regular.easeIn, magnificationSprite.alpha, targetAlpha, 0.25, true);
}
//Clean Up
public function deallocate():void
{
thumbSprite.removeEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);
}
}
}

Actionscript: Am I deleting this class instance correctly?

Okay by deleting correctly I mean am I actually getting rid of the instance or is it just not being drawn anymore? I should mention that I'm trying to delete the instance from within its own class, that is it deletes itself. It 'works' in that the square it draws no longer appears on the screen but again I'm not sure if it's really gone or just not being drawn. Anyway here's the class:
package
{
import flash.display.*;
import flash.events.*;
public class OBJECT_bullet_1 extends Sprite
{
public var X:int = 0; public var Y:int = 0;
public var Y_SPEED:int = 5;
public var DEPTH:int = 9;
public var CONTAINER:Sprite = new Sprite();
public function CREATE(CONTAINER:Sprite,X:int,Y:int):void
{
this.CONTAINER = CONTAINER;
CONTAINER.stage.addEventListener(Event.ENTER_FRAME,STEP);
this.X = X; this.Y = Y;
DRAW();
}
public function STEP(event:Event):void
{
this.graphics.clear();
Y -= Y_SPEED;
if (Y < 20) {Y = 300; CONTAINER.removeChild(this); CONTAINER.stage.removeEventListener(Event.ENTER_FRAME,STEP); CONTAINER.(delete this); CONTAINER = null; return;}
DRAW();
}
public function DRAW():void
{
this.graphics.beginFill(0xCCCC00,1);
this.graphics.drawRect(X - 2,Y - 2,4,4);
this.graphics.endFill();
CONTAINER.addChild(this);
}
}
}
The part I'm concerned about is in the STEP function when it checks to see if Y < 20. You'll notice that it does several things afterwords. Am I deleting it correctly? If so is there anything I am doing to delete it that I don't need to?
Yes to both questions. To ensure an object is deleted, all you have to do is remove all references to it. The child reference and event callback are the only ones the above code is aware of, and you have taken care to remove them both. Nullifying your own container reference is unnecessary, as is whatever you think CONTAINER.(delete this) does.
There are some other significant problems with your supplied code. I made some improvements and heavily commented all changes to explain why I made them.
// You should avoid using the default package. Using the default package
// can make it difficult later on if you start having naming conflicts.
package com.stackoverflow.example {
import flash.display.Sprite;
import flash.events.Event;
import flash.geom.Point;
import flash.utils.getTimer;
// Class names are spelled in CamelCase by convention. Also, note
// that "Object" has a special meaning in AS3 so you should avoid
// using it to refer to anything else. I used here "Entity" instead.
public class EntityBullet1 extends Sprite {
// ALLCAPS when used are reserved for static const names.
// A good use of static consts is to store "magic numbers".
public static const DEFAULT_COLOR:uint = 0xCCCC00;
public static const DEFAULT_SPEED_X:Number = 0;
public static const DEFAULT_SPEED_Y:Number = -100;
public static const DEFAULT_SIZE:Number = 4;
// I'm calculating the time between frames for smoother movement.
public var lastTime:int;
public var color:uint = DEFAULT_COLOR;
public var size:int = DEFAULT_SIZE;
// Instead of separate x and y vars, you can use the Point class.
public var pos:Point;
public var speed:Point;
// Instead of a "create" method do all creation inside the constructor!
public function EntityBullet1(x:Number = 0, y:Number = 0) {
pos = new Point(x, y);
speed = new Point(DEFAULT_SPEED_X, DEFAULT_SPEED_Y);
// You don't need the parent container to access the ENTER_FRAME
// event. Every DisplayObject has its own. Much simpler.
addEventListener(Event.ENTER_FRAME, firstStep);
}
public function draw():void {
// Keep all drawing inside the draw function. Previously,
// clear() was being called inside the step method.
graphics.clear();
graphics.beginFill(color);
graphics.drawRect(pos.x - size/2, pos.y - size/2, size, size);
graphics.endFill();
}
// On the first frame, the field "lastTime" is still uninitialized.
// This method initializes it to the current time and hands off
// future events to the proper step() method.
public function firstStep(event:Event):void {
removeEventListener(Event.ENTER_FRAME, firstStep);
addEventListener(Event.ENTER_FRAME, step);
lastTime = getTimer();
step(event);
}
public function step(event:Event):void {
// To move at a fixed rate regardless of how fast the framerate is,
// you need to calculate the time delta.
var cur:int = getTimer();
var delta:Number = (cur - lastTime) / 1000.0;
lastTime = cur;
// Position equals velocity times time.
pos.x += speed.x * delta;
pos.y += speed.y * delta;
draw();
// Note that all DisplayObjects already have references to their
// parent containers called "parent"!
if (pos.y < 20) {
if (parent != null) parent.removeChild(this);
removeEventListener(Event.ENTER_FRAME, step);
}
}
}
}