Im doing a small game for college work and I don't understand very well how the garbage collector works
with EventListeners, I feel that the "preCastTimer" EventListener never gets removed on the code below. The problem is that I have no idea how to remove it once its complete.
below is the code Im using to cast a spell when a key is pressed
Here I have the casting functions called by KeyboardEvents, fireball is a MovieClip
preCast(fireball);
function preCast(spell)
{
var tempSpell:Object = new spell;//create an object for the spell so castTime is accessible.
var preCastTimer:Timer = new Timer(tempSpell.castTime,1);
var spellFunc:Function = cast(spell);
preCastTimer.addEventListener(TimerEvent.TIMER_COMPLETE, spellFunc);
preCastTimer.start();
}
function cast(spell):Function {
return function(e:TimerEvent):void {
parent.addChild(new spell);//For some reason if spell is not created here it never gets a parent
};
}
Here is the code for the fireball MovieClip:
package {
import flash.display.MovieClip;
public class fireball extends MovieClip {
public var castTime:uint = 1000;
public function fireball() {
// constructor code
}
}
}
The code below is in the fireball timeline. I understand it's better to use class, but I still don't understand parenting when the code is in the package and not on the timeline frame
import flash.events.Event;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.geom.Point;
if (parent)//only run if a parent exists, when created as object no parent is defined
{
x = parent.getChildByName("player").x;
y = parent.getChildByName("player").y;
var direction = new Point(parent.mouseX - x,parent.mouseY - y);
rotation = Math.atan2(parent.mouseY - y,parent.mouseX - x) * 180 / Math.PI;
direction.normalize(5);
if (direction.x == 0 && direction.y == 0)
{
parent.removeChild(this);
return;
}
var spellTimer:Timer = new Timer(500,1);
spellTimer.addEventListener(TimerEvent.TIMER_COMPLETE, spellKiller);
this.addEventListener(Event.ENTER_FRAME, motion);
spellTimer.start();
}
function spellKiller(e:TimerEvent):void
{
this.removeEventListener(Event.ENTER_FRAME, motion);
spellTimer.removeEventListener(TimerEvent.TIMER_COMPLETE, spellKiller);
parent.removeChild(this);
}
function motion(e:Event)
{
x += direction.x * 5;
y += direction.y * 5;
}
Notice that addEventListener has the useWeakReference argument (5th argument).
public function addEventListener(
type:String,
listener:Function,
useCapture:Boolean = false,
priority:int = 0,
useWeakReference:Boolean = false
):void;
From the EventDispatcher documentation:
If you no longer need an event listener, remove it by calling
removeEventListener(), or memory problems could result. Event
listeners are not automatically removed from memory because the
garbage collector does not remove the listener as long as the
dispatching object exists (unless the useWeakReference parameter is
set to true).
The solution would be to simply convert your addEventListener calls to use weak references, where appropriate.
foo.addEventListener(type, listener, false, 0, true);
Please let me know if you're not sure how this helps you.
So your code is a bit overly complicated with some important parts missing so I cannot really comment on that parent thing. As far as I understand the timer should fire once and then you want its listener removed, correct? Well, that's pretty easy to achieve:
function cast(spell):Function {
return function(e:TimerEvent):void {
parent.addChild(new spell);
e.target.removeEventListener(TimerEvent.TIMER_COMPLETE, spellFunc);
};
}
Why do you have the feeling that this is not the correct solution? You can test that the listener is removed by simply changing the TimerEvent.TIMER_COMPLETE to TimerEvent.TIMER (and removing the repeat count passed to the constructor of your timer). It should add the spell once and no more.
Also note that the garbage collector will not pick it up right away (well, very probably not!). It may pick it up somewhere in the future or never. Actually, the timer will probably never get picked if you don't set it to null or you don't create another timer object and assign it to the same variable as your reference will remain and therefore it will never get eligible for garbage collection.
Related
I was looking for this answer and had no luck. One place I looked actually had a very discouraging answer: "You cannot force mouse or keyboard events - they HAVE TO come from mouse or keyboard."
Huh?
I tried 'brute force' and came up with this solution. Maybe I'm going about it wrongly or stupidly; is there a better way?
I had a keyboard event that launched a class and wanted to put a sprite on the stage that would initiate this same action -- clicking on the sprite would launch the keyboard event (Escape key).
In the eventListener function, I traced the event e itself:
private function keys(e:KeyboardEvent):void {
trace("EscapeKey: ",e);
if (e.keyCode == 27) {
...
}
}
The output was
EscapeKey: [KeyboardEvent type="keyDown" bubbles=true cancelable=false eventPhase=2 charCode=27 keyCode=27 keyLocation=0 ctrlKey=false altKey=false shiftKey=false]
I then had the mouseClick listener create and dispatch a new keyboardEvent using the values I got from the above trace:
private function pauseClick(e:MouseEvent):void {
var a:KeyboardEvent = new KeyboardEvent("keyDown", true, false, 27, 27, 0, false, false, false);
stage.dispatchEvent(a);
}
Presto!
Hopefully, this post will come in handy to others looking for these types of mouse/keyboard event redundancies.
EDIT --- A complete class example requested in comments:
package{
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.KeyboardEvent;
public class KeyboardMouse extends Sprite {
private var pauseInfo:PauseInfo;
private var escapeKey:EscapeKey;
public function KeyboardMouse() {
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void {
removeEventListener(Event.ADDED_TO_STAGE, init);
stage.addEventListener(KeyboardEvent.KEY_DOWN, keys);
escapeKey = new EscapeKey();
stage.addChild(escapeKey);
pauseInfo = new PauseInfo();
pauseInfo.x = stage.stageWidth;
pauseInfo.y = stage.stageHeight;
pauseInfo.addEventListener(MouseEvent.CLICK,pauseClick);
addChild(pauseInfo);
}
private function keys(e:KeyboardEvent):void {
trace("KeyboardEvent ",e);
if (e.keyCode == 27) { // esc key
if (stage.contains(escapeKey)){
trace("remove escape");
escapeKey.visible = false;
}
else {
trace("show escape");
escapeKey.visible = true;
}
}
}
private function pauseClick(e:MouseEvent):void {
// The trace in 'keys' gives this:
//[KeyboardEvent type="keyDown" bubbles=true cancelable=false eventPhase=2 charCode=27 keyCode=27 keyLocation=0 ctrlKey=false altKey=false shiftKey=false]
var a:KeyboardEvent = new KeyboardEvent("keyDown", true, false, 27, 27, 0, false, false, false);
stage.dispatchEvent(a);
}
}
}
Alright, now I get this. I just don’t get it’s purpose. Also there is, I think, an annoying error in the code.
First: you’ve shown that you can essentially ‘cast’ one type of event (e.g. MouseEvent) as another (KeyboardEvent). But you still have a listener function registered for each Event type (which, at some point, you’ll have to remove for memory management purposes) and a newly dispatched Event, so you’re not exactly minimizing code. What, exactly, is the value of this trick? Why not just register a single listener function with multiple event types? Within that function you can discriminate between the Event types and do stuff accordingly, for instance with a line like this:
if(e.type == 'keyDown' || e.type == 'click')
Second: you say: if (stage.contains(escapeKey)) and then you try to make the ‘visible’ property of escapeKey dependent on that. But by making the escapeKey.visible = false you’re not changing the fact that the stage still contains escapeKey. So the escapeKey will never become visible again because the 'else' condition doesn't exist. I believe that you want to say “removeChild(escapeKey)” and then “addChild(escapeKey)” instead of setting “escapeKey.visible = false” and then “escapeKey.visible = true”. Then you’re little program does what I think you want it to.
+1 and big props to #Neal Davis for his comments!
As he suggests, having one listener for both events with an argument of (e:Event) is a cleaner, less convoluted way of achieving the same result:
pauseInfo.addEventListener(MouseEvent.CLICK,keys);
stage.addEventListener(KeyboardEvent.KEY_DOWN, keys);
private function keys(e:Event):void {
trace("EscapeKey: ",e);
if (e.keyCode == 27) {
...
}
}
Both listeners must still be removed at some point, though, even though only one Listener Function is handling both, of course!
I am building an Adobe Air AS3 IOS and Android App, in which i have a movie clip in the center of the stage. When you start touching this movie clip, you can move it all around the stage.
This is how i'm doing so :
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
MC_M1.alpha = 1;
MC_M1.addEventListener(Event.ENTER_FRAME, ifHitAct);
MC_M1.addEventListener(TouchEvent.TOUCH_BEGIN, onTouchBegin);
MC_M1.x = 0.516 * gameIntro.stageWidthToUse;
MC_M1.y = 0.75 * gameIntro.stageHeightToUse;
MC_M1.height = 0.2 * gameIntro.stageHeightToUse;
MC_M1.width = MC_M1.height / 1.4;
gameIntro.STAGE.stage.addChildAt(MC_M1,1);
function onTouchBegin(event:TouchEvent)
{
trace("TouchBegin");
if (touchMoveID != 0)
{
trace("It Did Not");
return;
}
touchMoveID = event.touchPointID;
gameIntro.STAGE.stage.addEventListener(TouchEvent.TOUCH_MOVE, onTouchMove);
gameIntro.STAGE.stage.addEventListener(TouchEvent.TOUCH_END, onTouchEnd);
}
function onTouchMove(event:TouchEvent)
{
if (event.touchPointID != touchMoveID)
{
return;
}
//trace("Moving")
MC_M1.x = event.stageX;
MC_M1.y = event.stageY;
}
function onTouchEnd(event:TouchEvent)
{
if (event.touchPointID != touchMoveID)
{
return;
}
//trace("Ending");
touchMoveID = 0;
gameIntro.STAGE.stage.removeEventListener(TouchEvent.TOUCH_MOVE, onTouchMove);
gameIntro.STAGE.stage.removeEventListener(TouchEvent.TOUCH_END, onTouchEnd);
}
When the player actually looses the game, what i am actually doing is the following :
MC_M1.removeEventListener(Event.ENTER_FRAME , ifHitAct);
MC_M1.removeEventListener(TouchEvent.TOUCH_BEGIN , onTouchBegin);
gameIntro.STAGE.stage.removeChild(MC_M1);
MC_M1.alpha = 0;
isDead = 1;
replayButToUse.x = 0.127 * gameIntro.stageWidthToUse;
replayButToUse.y = 0.91 * gameIntro.stageHeightToUse;
replayButToUse.addEventListener(MouseEvent.CLICK, gotoIntro);
This is all happening in a class called : introClassToUse.
So when the users looses, he will get a replay button, and when he clicks it, he will go back to the same class and reload everything, using the following code :
function gotoIntro(event:MouseEvent):void
{
replayButToUse.removeEventListener(MouseEvent.CLICK, gotoIntro);
replayButToUse.alpha = 0;
replayButToUse.removeEventListener(MouseEvent.CLICK, gotoIntro);
stop();
var reload:introClassToUse = new introClassToUse();
}
And so everything loads back up and the game restarts. My problem is, i'm facing a very weird behavior when i tend to replay the game more than 2-3 times. The MC_M1 just stops listening to any touch event, but keeps on listening to ENTER_FRAME events, in which i keep touching the MC_M1 but it seems to not respond to it. I even debugged it remotely from my iPhone, for the first couple of replays, i can see the trace("TouchBegin"); with it's outcome, it was showing me TouchBegin, but after a few replays, the touch events just froze. What am i missing?
Any help is really appreciated, i'm new in AS3, i need to learn so i could manage more
Edit 1 :
I have no code on any frame, i just have lots of AS Classes.
The fla file is linked to an AS Class called gameIntro. In this class, i have linked the following :
- STAGE is an object of type Stage.
- gameIntro.STAGE = stage
Later on, when the user clicks a play button, i call the class introClassToUse. This class has all the game functionalities. All the code present above is in introClassToUse. When the user looses and clicks the replay button, he will go to "goToIntro" function, im which i recall the introClassToUse.
It's all working fine, with several other timers implemented and all, the only problem is that after several replays, the MC_M1 just freezes over
I am removing the MC_M1 each time the user looses and re-add them when i call back the introClassToUse, because i tried to use the .visible property, it didn't work at all ( this is why i am using the gameIntro.STAGE.stage.removeChild(MC_M1)
I know the question is old but maybe someone is still wondering what is going on here (like me).
There are lot of problems in you code but I thing the root of your problem starts here:
function gotoIntro(event:MouseEvent):void{
//...
var reload:introClassToUse = new introClassToUse();
}
It is usually unwanted behavior if simply creating an instance does more than nothing to your program and you don't even need to assign it to variable in this case.
You mentioned this code is located in your introClassToUse class. This basically means that you are creating new instance of your game inside old one and this seem to be completely awry.
You should consider using only instance properties in your class definition and create new introClassToUse() in external classes;
You didn't include many important details about your code like
How the whole class structures look like - for example you can't place line like MC_M1.addEventListener(Event.ENTER_FRAME, ifHitAct);in the scope of your class so obviously you have this in some function and we don't know when and from where it is called.
Where and how your variables are declared, and assigned. It's hard to tell if your MC_M1 is property of an instance or a class, is it internal/public/private/...
Do you link library symbols to your classes or acquire it from stage.
There could be many things that could give you such result. Based on what you wrote I've reproduced behavior similar to what you've describe but using mouse event and a dummy loose condition. This ends the game each time you drop the mc partially outside right edge of the sage, show restart button and starts again if you click it (basically it's mostly your code). It works fine for about 10s and than suddely you can't move the mc anymore. The frame event is still tracing out but touch/mouse is not.
How can it be? I suspect that you could remove only listeners somewhere and have invisible mc stuck on the new one. And this could be easy overlooked, especially if you using static properties. Again we don't even know where is your movie clip coming from so we can only guess what is happening whit your code but I've tried to take the example simple this is how I did it. The problem may lay in some completely different place but you can guess for all scenarios.
Document class of the project - GameIntro.as
package
{
import flash.display.Sprite;
public class GameIntro extends Sprite
{
//Document class. this need to be compiled with strict mode off.
public function GameIntro() {
GameIntro.STAGE = stage;
GameIntro.stageWidthToUse = stage.stageWidth;
GameIntro.stageHeightToUse = stage.stageHeight;
var intro:IntroClassToUse = new IntroClassToUse();
stage.addChild(intro);
}
}
}
IntroClassToUse.as
package
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.TimerEvent;
import flash.utils.Timer;
/**
* You need to have library symbol linked to this class in .fla with two mcs -
* mcFromLibrarySymbol (dragable) and repButton (reapatButton)
*/
public class IntroClassToUse extends MovieClip
{
var t = 0; //timer ticks
var fc:uint = 0; //frames counter
var isDead = 0;
var mc;
static var repButton;
var logicContex:Timer = new Timer(30);
public function IntroClassToUse() {
trace("toUse", GameIntro.stageWidthToUse);
mc = mcFromLibrarySymbol;
if(!repButton) repButton = repButtonX;
logicContex.addEventListener(TimerEvent.TIMER, logicInterval);
logicContex.start();
init();
}
internal function init() {
trace("init");
mc.alpha = 1;
mc.addEventListener(Event.ENTER_FRAME, onFrame);
mc.addEventListener(MouseEvent.MOUSE_DOWN, onMDown);
mc.x = 0.516 * GameIntro.stageWidthToUse;
mc.y = 0.75 * GameIntro.stageHeightToUse;
mc.height = 0.2 * GameIntro.stageHeightToUse;
mc.width = mc.height / 1.4;
GameIntro.STAGE.stage.addChildAt(mc, 1);
}
internal function onLoose() {
trace("onLoose");
mc.removeEventListener(Event.ENTER_FRAME , onFrame);
mc.removeEventListener(MouseEvent.MOUSE_DOWN, onMDown);
GameIntro.STAGE.stage.removeChild(mc);
mc.alpha = 0;
isDead = 1;
repButton.x = 0.127 * GameIntro.stageWidthToUse;
repButton.y = 0.91 * GameIntro.stageHeightToUse;
repButton.addEventListener(MouseEvent.CLICK, onReplay);
repButton.alpha = 1;
}
internal function onReplay(e:MouseEvent):void {
trace("onReplay");
repButton.removeEventListener(MouseEvent.CLICK, onReplay);
repButton.alpha = 0;
stop();
new IntroClassToUse();
}
internal function onMDown(e:MouseEvent):void {
trace("mouseDow");
GameIntro.STAGE.stage.addEventListener(MouseEvent.MOUSE_MOVE, onMMove);
GameIntro.STAGE.stage.addEventListener(MouseEvent.MOUSE_UP, onMUp);
}
internal function onMMove(e:MouseEvent):void {
mc.x = e.stageX;
mc.y = e.stageY;
}
//you loose the game if you release you mc with part of it over rigth stage edge.
internal function onMUp(e:MouseEvent):void {
trace("mouseUp");
GameIntro.STAGE.stage.removeEventListener(MouseEvent.MOUSE_MOVE, onMMove);
GameIntro.STAGE.stage.removeEventListener(MouseEvent.MOUSE_UP, onMUp);
trace("Stage:", GameIntro.STAGE.numChildren);
if (mc.x + mc.width > GameIntro.STAGE.stageWidth) onLoose();
}
internal function onFrame(e:Event):void {
trace("frames", fc++);
}
internal function logicInterval(e:TimerEvent):void {
if (t++ < 300 || !isDead) return;
init();
mc.alpha = 0;
mc.removeEventListener(MouseEvent.MOUSE_DOWN, onMDown);
isDead = 0;
}
}
}
I'm making a game as a project for school and have recently encountered a little problem in as3. I'm making a game where you are maneuvering ship avoiding asteroids, and just added the function so that when you hit an asteroid your ship is removed from the stage via stage.removeChild. Everything is fine until you actually hit something, then this error comes up(and I mean alot, like it keeps repeating itself for as long as the game is on):
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display::DisplayObjectContainer/removeChild()
at Function/com.asgamer.basics1:Engine/private:loop/com.asgamer.basics1:krash()[C:\Users\nti\Desktop\Ship game\com\asgamer\basics1\Engine.as:54]
Here's the code(I marked out line 54):
package com.asgamer.basics1
{
import flash.display.MovieClip;
import flash.display.Stage;
import flash.events.Event;
public class Engine extends MovieClip
{
private var numStars:int = 80;
private var enemyList:Array = new Array();
private var ourShip:Ship;
public function Engine() : void
{
ourShip = new Ship(stage);
stage.addChild(ourShip);
ourShip.x = stage.stageWidth / 2;
ourShip.y = stage.stageHeight / 2;
for (var i:int = 0; i < numStars; i++)
{
stage.addChildAt(new Star(stage), stage.getChildIndex(ourShip));
}
addEventListener(Event.ENTER_FRAME, loop, false, 0, true);
}
private function loop(e:Event) : void
{
if (Math.floor(Math.random() * 14) == 5)
{
var enemy:Asteroid = new Asteroid(stage);
enemy.addEventListener(Event.REMOVED_FROM_STAGE, removeEnemy, false, 0, true);
enemyList.push(enemy);
stage.addChild(enemy);
stage.addEventListener(Event.ENTER_FRAME, krash);
function krash(e:Event):void{
if (enemy.hitTestObject(ourShip)==true){
stage.removeChild(ourShip); <-------------------------- LINE 54
}
}
}
}
private function removeEnemy(e:Event)
{
enemyList.splice(enemyList.indexOf(e.currentTarget), 1);
}
}
}
Please do remember that I'm sort of a beginner to coding, which would explain other possible "faults" in the code. :)
The problem is, as was mentioned a while ago, is that you don't clean up your ourShip after actually removing it from stage. See, once you call stage.removeChild() the ship is no longer on stage, but collision check still goes because you didn't remove the enter frame listener. You should add the remove listener statement to the code branch where you remove the ship.
stage.addEventListener(Event.ENTER_FRAME, krash);
... // other code
function krash(e:Event):void{
for each (var enemy in enemyList)
if (enemy.hitTestObject(ourShip)==true){
stage.removeChild(ourShip);
stage.removeEventListener(Event.ENTER_FRAME, krash); // THIS line
}
}
EDIT: first, move the addEventListener(Event.ENTER_FRAME, krash) line to the point where you add a loop listener, because you don't want to have more than a single one of these, and second, make a complete loop for hitTestObject versus enemyList. The code above is updated.
Note: Some validity checks may need to be present in the listener code, for example, if ourShip is already removed you might just return from the event listener function, or skip the hit test checks. This will also help you once you'll start advancing to a single master enter frame listener - it's generally faster having one function as event listener than many for the same event, and also helps you consolidate every bit of code you want to be executed in response for a particular event in one place, instead of searching where did you place that statement that bugs out. This also helps to not fiddle with adding/removing listeners on a regular basis, although sometimes playing with listeners can do you better.
Problem is caused by the fact that you're trying remove ourShip from the stage several times. More precisely on each Event.ENTER_FRAME event.
Is there a way to get the width of a MovieClip (that does have a name) on a different frame? I have tried to using .width and .getBounds(null).width, however, both of them will give me only the width of the current frame. I have tried to do gotoAndStop(frameiwant), but the information doesn't seem to be correct until at least the next frame
I would like to get the width of the frame instantly so I don't have to wait until the next frame for the width.
The only way I could think of doing this was to have an initial phase in your project which will:
Run through all of the frames in your timeline. Create an object which will hold information about the children in that frame. It can be called Frame.
Iterate over all the children that are added to the stage in that frame and add a definition object that describes that child. The description can be as basic or vast as you need. We can call this class an ObjectDefintion.
The downside of this process is that you need to wait for the FRAME_CONSTRUCTED event like #Larusso pointed out in his answer. This means that the frame actually has to finish rendering before you are able to get information about its children, which of course means you have to go through and render every single frame in your timeline during this phase. All you can really do to mitigate this problem is set the frameRate to something high and then set it back when you're done assessing all the frames.
I have set this up and it works well - I'll paste each class and try explain what they do.
So for your document class (or whichever MovieClip holds the frames you want to look at), I have this:
public class Main extends MovieClip
{
private var _userFrameRate:int;
private var _frames:Vector.<Frame> = new <Frame>[];
public function Main()
{
_userFrameRate = stage.frameRate;
stage.frameRate = 120;
addEventListener(Event.FRAME_CONSTRUCTED, _assess);
}
public function getFrame(index:int):Frame
{
return _frames[index - 1];
}
private function _assess(e:Event):void
{
var frame:Frame = new Frame(this);
_frames.push(frame);
if(currentFrame === totalFrames)
{
removeEventListener(Event.FRAME_CONSTRUCTED, _assess);
gotoAndStop(1);
stage.frameRate = _userFrameRate;
ready();
}
else play();
}
public function ready():void
{
// Start here.
// There is a MovieClip on frame 10 with the instance name 'test'.
// We can get the width of it like this.
trace( getFrame(10).define("test").property("width") );
}
}
This basically initializes the phase in which we will run over each frame in the MovieClip and assess its children. The ready() method is used as the entry point for your code post-assessment.
Next we have the Frame class, which serves to hold information about children related to a frame:
public class Frame
{
private var _main:Main;
private var _content:Object = {};
public function Frame(main:Main)
{
_main = main;
update();
}
public function update():void
{
_content = {};
for(var i:int = 0; i < _main.numChildren; i++)
{
var target:DisplayObject = _main.getChildAt(i);
// This will be explained below.
var definition:ObjectDefinition = new ObjectDefinition(target, "x", "y", "width", "height");
_content[target.name] = definition;
}
}
public function define(name:String):ObjectDefinition
{
return _content[name];
}
}
It's pretty straightforward - you give it a reference to Main so that it can check children that are existent within it each frame.
The ObjectDefinition class is also pretty straightforward, acting purely as a repository for data that you want to keep track of on each child of the frame:
public class ObjectDefinition
{
private var _definition:Object = {};
public function ObjectDefinition(target:DisplayObject, ...properties)
{
for each(var i:String in properties)
{
_definition[i] = target[i];
}
}
public function property(property:String):*
{
return _definition[property];
}
}
You'll notice that the constructor accepts the target DisplayObject that will be defined, as well as any amount of properties you want to keep track of as strings (see above within Frame for implementation).
Once complete, you can chain the methods Main.getFrame(), Frame.define() and ObjectDefinition.property() to get properties of children that will exist throughout the timeline. For example, if you have a MovieClip with the instance name square on frame 15 and you want to get its width and height, you can do this within .ready() like so:
var square:ObjectDefinition = getFrame(15).define("square");
trace(square.property("width"), square.property("height"));
Of course this process is not ideal - but unfortunately it is the only way I can see that what you want to achieve is possible.
You have to listen to a specific event before you can ask for the information.
clip.addEventListener(Event.FRAME_CONSTRUCTED, frameReadyHandler);
clip.gotoAndStop(frame);
function frameReadyHandler(event:Event):void
{
clip.removeEventListener(Event.FRAME_CONSTRUCTED, frameReadyHandler);
var width = clip.width;
}
The Frame constructed event is the first of several events that gets dispatched. It gets dispatches right before the frame script gets executed. You could also wait for the on enter frame event.
You could add an event listener for 1 millisecond and test if the previousWidth you had stored is different. If it is, there you go. If not, its probably listening to the same frame.
A 1 millisecond timer is not such a big deal, stop it if you don't need it, resume it if you do, else, keep it running constantly. When it changes, dispatch an event or whatever needs to happen.
If you know the maximum size of the MovieClip, you may try this:
// Create movie clip
var movie :MovieClip = new MovieClipWith3Frames();
// Move to second frame
movie.gotoAndStop(2);
// Create bitmap witch magenta background
var bd :BitmapData = new BitmapData(200, 200, false, 0xFF00FF);
// Draw second frame
bd.draw(movie);
// Found the bounds of shape
var movieBounds:Rectangle = bd.getColorBoundsRect(0xFFFFFF, 0xFF00FF, false);
trace(movieBounds); // (x=42, y=15, w=32, h=33)
I'm having trouble making something happen over and over without a for loop. Take a look at this:
package {
import flash.display.Sprite;
import flash.events.Event;
public class Main extends Sprite {
public function Main() {
addEventListener("done", caller);
caller();
}
public function caller(e:Event = null):void {
trace("hello!");
dispatchEvent(new Event("done"));
}
}
}
sing this will get you an "Error #2094: Event dispatch recursion overflow." really fast. It will show that the event dispatcher and caller() are getting called inside of them selves, nesting until the error happens.
What I want to do is this:
"When caller() is done, call it again"
not:
"call caller() before it finishes"
Now, before people start suggesting using a timer to guess how long it will take or use ENTER_FRAME, This caller() will not have any graphic data and won't be connected to a Sprite and the time it takes to finish may vary greatly from call to call. I'm really looking for a way to run it only after it has completely finished.
Thanks for your help.
Thank you for your responses. I used Timer and still could overflow with too many calls and too short a timer interval. So I simplified and tried to just make an Event based for loop class (A class that operates like a for loop, but with events to avoid gobbling up all the resources) The solution was to call the function, on it's completion call the timer; on the timer's completion call the function again and bounce them off of each other. Basically:
call function
wait
call function
wait etc.
Even if the timer is set to 0 and it freezes the swf until the all the functions are called, the function will complete before running again.
try it out:
package {
import flash.display.Sprite;
public class Efl extends Sprite { // the main class
public function Efl() {
// make four functions...
function init (o:Object):void { // akin to the first part of the for loop
o.value = 0;
}
function condition(o:Object):Boolean { // like the condition portion of the for loop
if (o.value <= 100) {
return (true);
} else {
return (false);
}
}
function next(o:Object):void { // the increment part of a for loop
o.value++;
}
function statements(o:Object):void { // the body of the for loop
trace(o.value);
}
// put the four functions in one new EventForLoop
var test1:EventForLoop = new EventForLoop(init, condition, next, statements, 1); // delay is 1 ms
test1.start(); // set it into motion
// do it again all in one line - not pretty but it works
var test2:EventForLoop = new EventForLoop(
function (o:Object):void { o.value = 0; },
function (o:Object):Boolean { if (o.value <= 50) return (true); else return (false); },
function (o:Object):void { o.value++ },
function (o:Object):void { trace("> " + o.value) },
20); // delay in 100ms
test2.start(); // start it up
// if you try this out, the two will run intertwined since the delays are different.
}
}
}
Here is the Class that runs the loop:
package {
import flash.events.EventDispatcher;
import flash.events.Event;
import flash.events.TimerEvent;
import flash.utils.Timer;
public class EventForLoop extends EventDispatcher {
// functions to call when simulating the for loop
private var initializer:Function; // is run once at the start of the loop
private var condition:Function; // returns boolean to tell the loop to continue or not
private var step:Function; // the function that runs after the loop is complete
private var statements:Function; // the actual body of the loop
private var timeout:Timer; // the timer to avaoid overflows
private var operator:Object = new Object(); // this is an object to hold and pass values across all the sub loop functions. it is the parameter passed to all four functions
// some event constants
static const NEXT:String = new String("EFLNext");
static const DONE:String = new String("EFLDone");
// constructor just loads vars and sets up timer
public function EventForLoop (init:Function, cond:Function, stepper:Function, stat:Function, delay:Number = 0) {
initializer = init;
condition = cond;
step = stepper;
statements = stat;
timeout = new Timer(delay, 1);
}
// the mail loop function...
private function next(e:Event = null):void {
// Try this and the lone afte the loop:
// trace ("start statements");
if (condition.call(null, operator)) { // if the condition is still true...
statements.call(null, operator); // do the body statements of the loop
step.call(null, operator); // increment
dispatchEvent(new Event(EventForLoop.NEXT)); // dispatch the event so that thw wait can start
} else { // condition returns false??
dispatchEvent(new Event(EventForLoop.DONE)); // tell the event dispatcher the loop is done
removeEventListener(EventForLoop.NEXT, wait); // stop event listeners
timeout.removeEventListener(TimerEvent.TIMER_COMPLETE, next);
}
// trace ("finish statements\n");
// this line and the one before the if() will show that the functcion ends before starting again, even if the Timer wait 0ms
}
// very simple function that waits and ten triggers the loop again
private function wait(e:Event):void {
timeout.reset();
timeout.start();
}
// metod used to set the loop running
public function start():void {
initializer.call(null, operator); // use the initioalizer to set the operator Object
addEventListener(EventForLoop.NEXT, wait); // when the loops done, wait
timeout.addEventListener(TimerEvent.TIMER_COMPLETE, next); // when done waiting, loop again
next(); //do the first loop
}
}
}
You might want to experiment with flash.utils.setTimeout(). Put it at the bottom of caller() and have it set a timeout for itself. If you give it a very small timeout interval, it will asynchronously recurse the next time Flash gets the chance.
Alternatively, an ENTER_FRAME event will do more or less the same thing (except at extremely high framerates). Flash will delay the rendering of the next frame until all the processing logic on one frame has finished. Furthermore, Flash is single-threaded, so you can be guaranteed that two copies of your function will never run simultaneously.
I've got questions similar to some of the other responders. How often do you want the call to happen? If what you want is for the call to immediately repeat as soon as it finishes, no other part of your program will ever get a chance to execute.
Is this for an assignment?
If you don't want for loops, how about a while loop?
Trying to use timers could work but it gets messy. If you absolutely must user a Timer then have some boolean flag set to true/false if your function is still running. The timer event would see if your function is finished, if so then call it again.
I would use enterFrame... Flash is frame based... when your process is finished, you check if you still have time for another call to the function, if not, just wait for the next frame to come...
addEventListener("enterFrame", loop);
function loop(e) {
var maxtime=1000/stage.frameRate;
var t1=getTimer();
while(getTimer()-t1 < maxtime) {
myProcess();
}
}
OK, I know you said
his caller() will not have any graphic data and won't be connected to a Sprite
And
I'm really looking for a way to run it only after it has completely finished.
So I'll address those and then tell you an enterframe is the best solution :)
You don't need a graphical representation, or access to the stage to use a enter frame event listener. You can simply do the following:
var s:Shape = new Shape();
s.addEventListener(Event.ENTER_FRAME, caller)
private function caller():void
{
//do stuff
}
Above we simple create a shape to listen for the enter frame events, and thats all we use it for.
As for the second part, when code is being interpreted at runtime and it comes to a function, caller in this case, it won't execute another function, or line of code outside that function, until it has finished it. So you know that it will never execute again until it has finished the previous call.
So an enterframe (or a timer) are your best / only solutions.
What you want to do is dispatch a new event when the Caller() finishes that then calls caller again.
But your need to have a max loop counter otherwise you will just get a stack overflow error.
Don't forget to use weak reference to your event listeners, as it will alway unused object to get garbage collected and help your app run smoother + faster.
package {
import flash.display.Sprite;
import flash.events.Event;
public class Main extends Sprite {
public function Main() {
addEventListener("Call_ME_AGAIN", callCaller, false, 0, true );
caller();
}
private var _counter:int = 0;
private const LOOP_TIMES:int = 100;
public function caller(e:Event = null):void {
trace("hello!");
if (counter != LOOP_TIMES)
{
dispatchEvent(new Event("Call_ME_AGAIN"));
counter++;
}
else if (counter == LOOP_TIMES)
{ //reset the counter so it can happen again when you want
counter = 0;
}
}
public function callCaller(e:Event = null):void {
e.stopImmediatePropagation();
caller(null);
}
}
}