I am getting the error in the title when trying to access a method in another class. I have the main class, ZombieBots, which is linked to a movie clip of the same name. I then have 3 more movie clips which all get added to the ZombieBots clip during runtime, and each of these have their own classes.
When I attempt to access a method within the ZombieBots class from one of the other 3 classes, I get error 1006.
The function I am attempting to access in the ZombieBots class, that cannot be accessed:
package {
import flash.events.*;
import flash.display.MovieClip;
import flash.geom.Rectangle;
public class ZombieBots extends MovieClip{
private var pLives:int;
private var pScore:int;
private var pSkill:int;
private var pItems:int;
private var characterMC:Character;
private var cGameObjs:Array;
public function ZombieBots() {
/*cGameObjs = new Array();
addCharacter();
addItems();
addBots();
pLives = 5 - pSkill;
pScore = 0;
pItems = pSkill + 5;*/
resetGame();
}
private function addCharacter():void{
trace("Adding the character");
if (!characterMC){
var myBorder:Rectangle = new Rectangle(35,35,600,480);
var myXY:Array = [38, 400];
var myChar:int = Math.ceil(Math.random()*3);
var myKeys:Array = [37,39,38,40];
var myDistance:int = myChar * 3;
characterMC = new Character(myBorder, myXY, myKeys, myChar, myDistance);
addChild(characterMC);
}
else{
characterMC.x = 38;
characterMC.y = 510;
characterMC.gotoAndStop(pSkill);
}
}
private function addItems():void{
trace("yeah boi");
var mySkill:int = Math.ceil(Math.random() *3);
var myMaxItems:int = mySkill + 5;
trace(mySkill);
trace(myMaxItems);
trace(this);
for (var i:int = 0; i < myMaxItems; i++){
var thisItem:Item = new Item(this, characterMC, mySkill);
thisItem.name = "item" + i;
cGameObjs.push(thisItem);
addChild(thisItem);
}
pSkill = mySkill;
updateScores();
}
private function addBots():void{
trace("adding the bots bra");
var myBorder:Rectangle = new Rectangle(100,100,400,350);
var mySkill:int = Math.ceil(Math.random()*3);
var myMaxBots:int = mySkill +10;
for (var i:int = 0; i < myMaxBots; i++){
var thisBot:Bot = new Bot(myBorder, characterMC, mySkill);
thisBot.name = "bot" + i;
cGameObjs.push(thisBot);
addChild(thisBot);
}
}
private function updateScores():void{
scoreDisplay.text = String(pScore);
itemsDisplay.text = String(pItems);
livesDisplay.text = String(pLives);
msgDisplay.text = "Orc Invasion";
}
public function updateLives(myBot:MovieClip):void{
trace("update lives");
pLives--;
pScore -= myBot.getPts();
var myIndex:int = cGameObjs.indexOf(myBot);
cGameObjs.splice(myIndex, 1);
if (pLives > 0){
updateScores();
}
else{
gameOver(false);
}
}
public function updateItems(myItem:MovieClip):void{
trace("update items");
pItems--;
pScore += myItem.getPts();
var myIndex:int = cGameObjs.indexOf(myItem);
cGameObjs.splice(myIndex, 1);
if (pItems > 0){
updateScores();
}
else{
gameOver(true);
}
}
private function gameOver(bool:Boolean):void{
trace("Game over dawg");
updateScores();
if(bool){
msgDisplay.text = "Good job buddy";
}
else{
msgDisplay.text = "You suck dawg";
}
removeLeftovers();
}
private function resetGame():void{
playAgainBtn.visible = false;
playAgainBtn.removeEventListener(MouseEvent.CLICK,playAgain);
cGameObjs = new Array();
addCharacter();
addItems();
addBots();
pLives = 5 - pSkill;
pScore = 0;
pItems = pSkill + 5;
updateScores();
}
private function playAgain(evt:MouseEvent):void{
resetGame();
}
private function removeLeftovers():void{
trace("Removing leftover items and bots");
for each(var myObj in cGameObjs){
myObj.hasHitMe();
myObj = null;
}
playAgainBtn.visible = true;
playAgainBtn.addEventListener(MouseEvent.CLICK, playAgain);
}
}
}
and this is the class where I am attempting to access this function within one of the other 3 classes:
package {
import flash.display.MovieClip;
import flash.events.*;
import ZombieBots;
public class Item extends MovieClip{
private var cNumItem:int;
private var cNumPts:int;
private var characterMC:MovieClip;
private var ZombieBot:ZombieBots;
public function Item(myZB:ZombieBots, myChar:MovieClip, mySkill:int=1) {
ZombieBot = myZB;
cNumItem = Math.ceil(Math.random() * (mySkill * 3 + 1));
characterMC = myChar;
this.addEventListener(Event.ADDED_TO_STAGE,initItem);
addEventListener(Event.ENTER_FRAME, checkCollision);
}
private function initItem(evt:Event):void{
this.gotoAndStop(cNumItem);
cNumPts = cNumItem * 25;
setPosition();
this.removeEventListener(Event.ADDED_TO_STAGE,initItem);
}
private function setPosition():void{
this.x = (Math.ceil(Math.random() * 10)*50);
this.y = (Math.ceil(Math.random()*10)*35);
}
private function checkCollision(evt:Event){
if (characterMC.hitTestObject(this)){
ZombieBot.updateItems(this);
hasHitMe();
}
}
public function hasHitMe():void{
trace("remove");
removeEventListener(Event.ENTER_FRAME, checkCollision);
this.parent.removeChild(this);
}
public function getPts():int{
return cNumPts;
}
}
}
can anyone help?
updateItems is not a MovieClip method. It's a method of your ZombieBots class.
Casting your ZombieBots instance (which I am assuming is root) as a MovieClip, will only allow you to use it's class methods or methods it has inherited.
Try this :
var zombieBotsInstance:ZombieBots = root as ZombieBots;
zombieBotsInstance.updateItems(this);
Related
i'm just getting started programming and wanted to know how to make the cards i made in actions script a random color with a MouseEvent. I have to do this for a a school project in Animate (adobe). (This is also the first time using this website). This is my code:
This is the card.as:
package {
import flash.display.MovieClip;
import flash.geom.ColorTransform;
import flash.text.TextField;
public class card extends MovieClip {
//praperties
public var cardNumber:int;
public var cardColor:ColorTransform;
public var cardType:String;
public var minNum:Number;
public var maxNum:Number;
public var textBox:TextField;
//constructor
public function card() {
cardType = randomCardType();
cardNumber = 5;
cardColor = randomcardColor();
trace(cardColor);
trace(cardType);
transform.colorTransform = cardColor;
textBox = new TextField();
addChild(textBox);
textBox.text = String(cardType + "\n" + cardNumber);
textBox.width = 100;
textBox.height = 100;
textBox.border = true;
}
//methods
public function printinfo() :void {
trace("cardNumber: '" + cardNumber + "'");
}
public function randomcardColor():ColorTransform {
var kleur:ColorTransform = new ColorTransform();
kleur.color = (Math.random() * 0xFFFFFF);
return kleur;
}
public function randomCardType(){
var Name:Array = ["Knight","Archer","Wizard","Priest"];
var randomNum:int = Math.floor(Math.random()* Name.length);
return Name[randomNum];
}
function randomRange(minNum:Number, maxNum:Number):Number {
return (Math.floor(Math.random() * (maxNum - minNum + 1)) + minNum);
}
public function checkcardColor (otherColor) {
if (cardColor == otherColor) {
return true;
}
else {
return false;
}
}
}
}
and this is the cardgame.as:
package {
import flash.display.MovieClip;
import fl.motion.Color;
public class cardgame extends MovieClip {
//proparties
public var cardA:card;
public var cardB:card;
public var cardC:card;
public var cardD:card;
// constructor code
public function cardgame() {
cardA = new card();
cardA.x = 100;
cardA.y = 100;
cardA.width = 100;
cardA.height = 100;
this.addChild(cardA);
cardB = new card();
cardB.x = 450;
cardB.y = 100;
cardB.width = 100;
cardB.height = 100;
this.addChild(cardB);
cardC = new card();
cardC.x = 450;
cardC.y = 300;
cardC.width = 100;
cardC.height = 100;
this.addChild(cardC);
cardD = new card();
cardD.x = 100;
cardD.y = 300;
cardD.width = 100;
cardD.height = 100;
this.addChild(cardD);
showMeTheWorld();
}
//methods
public function showMeTheWorld() {
cardA.printinfo();
cardB.printinfo();
cardC.printinfo();
cardD.printinfo();
}
}
}
put following, inside constructor (public function card() {/*Here*/})
this.addEventListener(MouseEvent.CLICK, cardClicked);
also you had done the random color function
so put it in your card class
public function cardClicked(e:MouseEvent):void {
MovieClip(e.target).colorTransform = randomcardColor();
}
don't forget importing MouseEvent
read more about EventListener
I'm having troubles with creating obstacles in Flash. I managed somehow to create obstacles but are only visible if there is no background. When adding one they simply disappear...
Here's the code for the main.as file:
package {
import flash.display.MovieClip;
import flash.events.Event;
import flash.filters.BitmapFilterQuality;
import flash.filters.BlurFilter;
import flash.utils.setInterval;
import flash.utils.clearInterval;
public class Main extends MovieClip {
private var obstacleArray:Array;
private var obstacleInterval:uint;
private var rural2:Rural2;
private var rural3:Rural2;
private var cityFront2:CityFront2;
private var cityFront3:CityFront2;
private var cityBack2:CityBack2;
private var cityBack3:CityBack2;
private var skyline:Skyline;
private var skyline2:Skyline;
public var ship:Ship;
public function Main() {
// constructor code
obstacleArray = new Array();
obstacleInterval = setInterval(createObstacle, 1000);
addSkylineToStage();
addCityBack2ToStage();
addCityFront2ToStage();
addRural2ToStage();
createShip();
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function addSkylineToStage() {
skyline = new Skyline();
/*var myBlurFilter:BlurFilter = new BlurFilter(8,8);
skyline.filters = [myBlurFilter];*/
stage.addChild(skyline);
skyline2 = new Skyline();
skyline2.x = skyline.width;
stage.addChild(skyline2);
}
private function addCityBack2ToStage() {
cityBack2 = new CityBack2();
cityBack2.y = 310;
cityBack2.x = 20;
var myBlurFilter:BlurFilter = new BlurFilter(3.7,3.7);
cityBack2.filters = [myBlurFilter];
stage.addChild(cityBack2);
cityBack3 = new CityBack2();
cityBack3.y = 310;
cityBack3.x = cityBack2.width-20;
cityBack3.filters = [myBlurFilter];
stage.addChild(cityBack3);
}
private function addCityFront2ToStage() {
cityFront2 = new CityFront2();
cityFront2.y = 310;
var myBlurFilter:BlurFilter = new BlurFilter(2.3,2.3);
cityFront2.filters = [myBlurFilter];
stage.addChild(cityFront2);
cityFront3 = new CityFront2();
cityFront3.y = 310;
cityFront3.x = cityFront2.width-8;
cityFront3.filters = [myBlurFilter];
stage.addChild(cityFront3);
}
private function addRural2ToStage() {
rural2 = new Rural2();
rural2.y = 410;
stage.addChild(rural2);
rural3 = new Rural2();
rural3.y = 410;
rural3.x = rural2.width-2;
stage.addChild(rural3);
}
var position:String = 'bottom';
private function createObstacle(){
if(position == 'bottom'){
position = 'top';
}else{
position = 'bottom';
}
var obstacle:Obstacle = new Obstacle(stage,position);
obstacleArray.push(obstacle);
obstacle.x = stage.stageWidth;
addChild(obstacle);
}
private function stopObstacles(){
for(var i:int = 0; i<obstacleArray.length;i++){
var obstacle:Obstacle = obstacleArray[i];
obstacle.removeEvents();
}
clearInterval(obstacleInterval);
}
private function onEnterFrame(evt:Event) {
rural2.x -= 2;
rural3.x -= 2;
if(rural2.x <= -rural2.width){
rural2.x = rural3.width-4;
}
if(rural3.x <= -rural3.width){
rural3.x = rural2.width-4;
}
cityFront2.x -= 1;
cityFront3.x -= 1;
if(cityFront2.x <= -cityFront2.width){
cityFront2.x = cityFront3.width-15;
}
if(cityFront3.x <= -cityFront3.width){
cityFront3.x = cityFront2.width-15;
}
cityBack2.x -= 0.5;
cityBack3.x -= 0.5;
if(cityBack2.x <= -cityBack2.width){
cityBack2.x = cityBack3.width-50;
}
if(cityBack3.x <= -cityBack3.width){
cityBack3.x = cityBack2.width-50;
}
skyline.x -= 0.25;
skyline2.x -= 0.25;
if(skyline.x <= -skyline.width){
skyline.x = skyline2.width-2;
}
if(skyline2.x <= -skyline2.width){
skyline2.x = skyline.width-2;
}
for(var i:int = 0; i<obstacleArray.length; i++){
var obstacle:Obstacle = obstacleArray[i];
if(obstacle.hitTestObject(ship)){
stage.removeEventListener(Event.ENTER_FRAME, onEnterFrame);
stopObstacles();
}
}
}
public function createShip() {
ship = new Ship(stage);
stage.addChild(ship);
ship.x = 20;
ship.y = 180;
}
}
}
And the code for obstacles.as file:
package {
import flash.display.MovieClip;
import flash.events.Event;
import flash.display.Stage;
public class Obstacle extends MovieClip {
private var speed:Number = 3;
private var mPosition:String;
private var mStage:Stage;
public function Obstacle(stage:Stage, position:String = 'bottom') {
// constructor code
mPosition = position;
mStage = stage;
addEvents();
setPosition();
}
private function setPosition(){
var factor:Number = Math.random()+0.3;
this.scaleY = factor;
if(mPosition == 'bottom'){
this.y = mStage.stageHeight - this.height;
}else{
this.y = 0;
}
}
private function addEvents(){
addEventListener(Event.ENTER_FRAME, onFrame);
}
public function removeEvents(){
removeEventListener(Event.ENTER_FRAME, onFrame);
}
private function onFrame(evt:Event){
this.x -= speed;
}
}
}
How can I tweak the code, so both the parallax background and obstacles will be seen on the stage?
Thank you!
Oh, initially I missed the "setInterval" in your code which should indeed add your obstacles over the other elements. Maybe try setting their index to the top when they get added? So:
addChildAt(obstacle,stage.numChildren-1)
For testing layering issues, you can try setting all your elements alpha to 0.5 so you can see if something is on the stage but behind other elements or just not getting added to the stage.
Also, http://www.monsterdebugger.com is really helpful for debugging display list issues because you can select elements in the debugger and see their location on the screen.
I didn't really know what exactly to ask in the question. So I am going to explain everything here:
I am working on a Desktop AIR Database Application I have a Class named "Database Screen" which is linked to a movie clip:
package {
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.display.InteractiveObject;
import flash.filesystem.File;
import flash.filesystem.FileStream;
import flash.filesystem.FileMode;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.text.TextField;
public class DatabaseScreen extends MovieClip {
private var allButtons:Array;
private var codeSelected:Boolean;
private var nameSelected:Boolean;
private var xmlDatabase:XML;
private var dbFile:File;
public var xmlList:XMLList;
private var totalProducts:uint;
private var totalItems:uint = 0;
private var productExists:Boolean;
private var productId:Number;
private var XMLReader:xmlReader;
public function DatabaseScreen() {
allButtons = [searchPanel.search_btn, addNewPanel.addNew_btn, dbStatsPanel.xls_btn, searchPanel.code_radio, searchPanel.name_radio];
init();
}
private function init():void
{
XMLReader = new xmlReader();
//adding event listeners..
for(var i:int = 0; i<allButtons.length; i++)
{
allButtons[i].addEventListener(MouseEvent.MOUSE_OVER, onOver, false, 0, true);
allButtons[i].addEventListener(MouseEvent.MOUSE_OUT, onOut, false, 0, true);
allButtons[i].addEventListener(MouseEvent.MOUSE_DOWN, onDown, false, 0, true);
allButtons[i].addEventListener(MouseEvent.MOUSE_UP, onUp, false, 0, true);
allButtons[i].addEventListener(MouseEvent.CLICK, onClick, false, 0, true);
allButtons[i].buttonMode = true;
}
//creating a new file for the database
dbFile = File.documentsDirectory.resolvePath("BlackCat/Database.xml");
xmlDatabase = new XML();
getXML();
saveXML();
getTotalItems();
dbStatsPanel.items.text = String(totalItems);
}
private function getXML():void
{
if(dbFile.exists)
{
var stream:FileStream = new FileStream();
stream.open(dbFile, FileMode.READ);
xmlDatabase = new XML(stream.readUTFBytes(stream.bytesAvailable));
stream.close();
xmlList = xmlDatabase.Product;
dbStatsPanel.products.text = xmlList.length();
XMLReader.xmlData = xmlList;
XMLReader.updateXMLList(xmlList);
}
else
{
xmlDatabase = <Products></Products>
}
}
public function getXMlList():XMLList
{
return xmlList;
}
private function getTotalItems():void
{
for(var i:int = 0; i < xmlList.length(); i++)
{
totalItems += uint(xmlList[i].#Qty);
}
}
private function saveXML():void
{
var stream:FileStream = new FileStream();
stream.open(dbFile, FileMode.WRITE);
stream.writeUTFBytes(xmlDatabase.toXMLString());
}
private function onDown(evt:MouseEvent):void
{
evt.target.scaleX = evt.target.scaleY = .8;
}
private function onUp(evt:MouseEvent):void
{
evt.target.scaleX = evt.target.scaleY = 1;
}
private function onOver(evt:MouseEvent):void
{
evt.target.alpha = .5;
}
private function onOut(evt:MouseEvent):void
{
evt.target.alpha = 1;
evt.target.scaleX = evt.target.scaleY = 1;
}
private function onClick(evt:MouseEvent):void
{
switch(evt.target.name)
{
case "code_radio":
codeSelected = true;
nameSelected = false;
searchPanel.code_radio.gotoAndStop(1);
searchPanel.name_radio.gotoAndStop(2);
break;
case "name_radio":
nameSelected = true;
codeSelected = false;
searchPanel.code_radio.gotoAndStop(2);
searchPanel.name_radio.gotoAndStop(1);
break;
case "addNew_btn":
//Checking if the product already exists..
for(var i:int = 0; i < xmlList.length(); i++)
{
if(xmlList[i].#code == addNewPanel.add_code_txt.text)
{
productExists = true;
productId = i;
}
}
if(productExists)
{
var PQty:uint = uint(xmlList[productId].#Qty);
var PQtoAdd:uint = uint(addNewPanel.add_qty_txt.text);
PQty += PQtoAdd;
xmlList[productId].#Qty = String(PQty);
productExists = false;
}
else
{
xmlDatabase.appendChild(<Product code={addNewPanel.add_code_txt.text}
name={addNewPanel.add_name_txt.text} Price={addNewPanel.add_price_txt.text}
Qty={addNewPanel.add_qty_txt.text}></Product>);
}
totalItems += uint(addNewPanel.add_qty_txt.text);
xmlList = xmlDatabase.Product;
dbStatsPanel.products.text = xmlList.length();
dbStatsPanel.items.text = String(totalItems);
XMLReader.updateXMLList(xmlList);
saveXML();
trace(xmlDatabase);
break;
}
}
public function setVisiblity(visibility:Boolean):void
{
switch(visibility)
{
case true:
this.visible = true;
break;
case false:
this.visible = false;
break;
}
}
public function getXMLList():XMLList
{
return xmlList;
}
}
}
And I have another class named "NewOrder", in this class I am trying to access the xmlList from the "DatabaseScreen" class but I am unable to do so.
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
import com.greensock.TweenMax;
import flash.filesystem.File;
import flash.filesystem.FileStream;
import flash.filesystem.FileMode;
public class NewOrder extends MovieClip {
private var allButtons:Array;
private var shoppingCart:Array;
private var scroller:FlickScroll;
private var db:DatabaseScreen;
private var XMLReader:xmlReader;
public function NewOrder() {
this.visible = false;
init(db);
}
private function init(dbase:DatabaseScreen):void
{
XMLReader = new xmlReader();
trace(XMLReader.xmlData);
scroller = new FlickScroll(masker, container, 84.05, -500);
addChild(scroller);
allButtons = [scan_btn, print_invoice];
shoppingCart = [];
for(var i:int = 0; i < allButtons.length; i++)
{
allButtons[i].addEventListener(MouseEvent.MOUSE_OVER, onOver, false, 0, true);
allButtons[i].addEventListener(MouseEvent.MOUSE_OUT, onOut, false, 0, true);
allButtons[i].addEventListener(MouseEvent.MOUSE_DOWN, onDown, false, 0, true);
allButtons[i].addEventListener(MouseEvent.MOUSE_UP, onUp, false, 0, true);
allButtons[i].mouseChildren = false;
allButtons[i].buttonMode = true;
}
}
private function onOver(evt:MouseEvent):void
{
evt.target.alpha = .5;
}
private function onOut(evt:MouseEvent):void
{
evt.target.alpha = 1;
evt.target.scaleX = evt.target.scaleY = 1;
}
private function onDown(evt:MouseEvent):void
{
evt.target.scaleX = evt.target.scaleY = .8;
}
private function onUp(evt:MouseEvent):void
{
evt.target.scaleX = evt.target.scaleY = 1;
if(evt.target.name == "scan_btn")
{
var cartElement:CartElement = new CartElement();
container.addChild(cartElement);
cartElement.x = 0;
cartElement.alpha = 0;
TweenMax.to(cartElement, .4, {alpha:1});
shoppingCart.push(cartElement);
cartElement.id_txt.text = String(shoppingCart.length) + " - ";
if(shoppingCart.length < 2)
{
cartElement.y = container.height - 30;
}
else
{
cartElement.y = container.height + 5;
}
}
}
}
}
And there is a Main class in which I handle all the screens , e.g DatabaseScreen, NewOrder.. Which means I have added these to the display list in the Main class. To access the xmlList from the DatabaseScreen , I tried creating a new instance in the NewOrder class, but it creates to DatabaseScreen(s). I also tried creating another class named "xmlReader":
package {
public class xmlReader {
public var xmlData:XMLList;
public function xmlReader() {
}
public function updateXMLList(updatedList:XMLList):void
{
xmlData = updatedList;
}
}
}
In the databaseScreen class, as soon as I populate the xmlList , I set the xmlData of the xmlReader class equal to the xmlList from the databaseScreen class. And when I trace the XMLReader.xmlData in the databaseScreen , it works fine . But when I do the same thing in the NewOrder class, I get "null" in the output window.
How do I solve this problem. Any help is greatly appreciated.
You will need to pass a reference into the Order class to have access to the DatabaseScreen class. Something like this.
var ds = new DatabaseScreen();
var or = new NewOrder(ds)
Inside the NewOrder you can save the ref.
public class NewOrder {
private var screens:DatabaseScreens;
public function NewOrder(ds:DatabaseScreens) {
screens = ds;
// Now you can call screens.xmlList
}
}
i make a class like this:
package
{
import flash.display.Sprite;
import flash.text.TextField;
public class Hint extends Sprite
{
public static var _instance:Hint = null;
public function Hint()
{
_instance = this;
}
public function DrawHintText():void
{
Const._scoreText = new TextField();
Const._scoreTextHolder = new TextField();
Const._highScoreText = new TextField();
Const._highScoreTextHolder = new TextField();
Const._timeLeft = new TextField();
Const._timeLeftHolder = new TextField();
Const._scoreTextHolder.textColor = 0xFFFFFF;
Const._scoreTextHolder.x = stage.stageWidth - 350;
Const._scoreTextHolder.y = 100;
Const._scoreTextHolder.text = "Score: ";
Const._scoreTextHolder.selectable = false;
Const._scoreText.textColor = 0xFFFFFF;
Const._scoreText.x = stage.stageWidth - 250;
Const._scoreText.y = 100;
Const._scoreText.text = "--";
Const._scoreText.selectable = false;
Const._highScoreTextHolder.textColor = 0xFFFFFF;
Const._highScoreTextHolder.x = stage.stageWidth - 350;
Const._highScoreTextHolder.y = 150;
Const._highScoreTextHolder.text = "High Score: ";
Const._highScoreTextHolder.selectable = false;
Const._highScoreText.textColor = 0xFFFFFF;
Const._highScoreText.x = stage.stageWidth - 250;
Const._highScoreText.y = 150;
Const._highScoreText.text = "--";
Const._highScoreText.selectable = false;
Const._timeLeftHolder.textColor = 0xFF0000;
Const._timeLeftHolder.x = stage.stageWidth - 350;
Const._timeLeftHolder.y = 200;
Const._timeLeftHolder.text = "Time Left: ";
Const._timeLeftHolder.selectable = false;
Const._timeLeft.textColor = 0xFF0000;
Const._timeLeft.x = stage.stageWidth - 275;
Const._timeLeft.y = 200;
Const._timeLeft.text = "00:00";
Const._timeLeft.selectable = false;
addChild(Const._scoreText);
addChild(Const._scoreTextHolder);
addChild(Const._highScoreText);
addChild(Const._highScoreTextHolder);
addChild(Const._timeLeft);
addChild(Const._timeLeftHolder);
}
}
}
and i called on the GameManager:
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.text.TextField;
[SWF(width='1366',height='768',backgroundColor='#000000',frameRate='30')]
public class GameManager extends Sprite
{
public function GameManager():void
{
DrawHintText();
GenerateField();
ShowField();
GenerateGems();
}
private function GenerateField():void
{
Const._gridField = new Array();
for (var i:uint = 0; i < Const._gridSizeY; i++)
{
Const._gridField[i] = new Array();
for (var j:uint = 0; j < Const._gridSizeX; j++)
{
Const._gridField[i][j] = 0;
}
}
}
private function ShowField():void
{
Const._fieldSprite = new Sprite();
addChild(Const._fieldSprite);
Const._fieldSprite.graphics.lineStyle(1, 0xFFFFFF);
for (var i:uint = 0; i < Const._gridSizeY; i++)
{
for (var j:uint = 0; j < Const._gridSizeX; j++)
{
Const._fieldSprite.graphics.beginFill(0x666666);
Const._fieldSprite.graphics.drawRect(25 + 65 * j, 80 + 60 * i, 65, 60);
Const._fieldSprite.graphics.endFill();
}
}
}
private function DrawHintText():void
{
Hint._instance.DrawHintText();
}
private function GenerateGems():void
{
}
}
}
and here is the Const:
package
{
import flash.display.Sprite;
import flash.text.TextField;
public class Const
{
public static var _gridField:Array;
public static var _fieldSprite:Sprite;
public static var _scoreText:TextField;
public static var _scoreTextHolder:TextField;
public static var _highScoreText:TextField;
public static var _highScoreTextHolder:TextField;
public static var _timeLeft:TextField;
public static var _timeLeftHolder:TextField;
public static const _gridSizeX:Number = 10;
public static const _gridSizeY:Number = 10;
public function Const()
{
}
}
}
when i run the code, i got the error:
Where do i miss some code?
Invoking function DrawHintText() in Hint._instance.DrawHintText(); doesn't create instance of class Hint.
Try to substite your public variable with public getter.
private static var __instance:Hint = null;
public static function get _instance():Hint {
if (!__instance) {
__instance = new Hint();
}
return __instance;
}
And drop constructor, because getter makes it unnecessary.
Might be a silly question, but are you actually creating instance of Hint somewhere?
Because as long as you don't do new Hint() that Hint._instance will be null.
Try something like:
public class Hint extends Sprite
{
private static var _instance:Hint;
public function Hint()
{
if (_instance) throw new Error("Hint... use getInstance()");
_instance = this;
}
public static function getInstance():Hint
{
if (!_instance) new Hint();
return _instance;
}
//DrawHintText >> rename to drawHintText
public function drawHintText():void
{
//your code here
}
}
And to use:
Hint.getInstance().drawHintText();
Use Flash Builder, which costs some money, or Flash Develop. which is free. Both will show you compile time errors, with line numbers and location file.
Also at runtime will show you line number and the .as file where you have the problem.
Also autocomplete cuts your coding time by at least half time.
This is my level selector for a game. You can choose level 1-8, I need to know which one was clicked. e.target doesn't give me much besides the name of the object. I need to know either the place in the array or the name of the picture so I know which level to load up.
package
{
import flash.display.Bitmap;
import flash.display.DisplayObject;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
public class LevelSelector extends Sprite
{
private var posX:int = 50;
private var posY:int = 50;
[Embed(source="../lib/one.png")]
private var lvl1Class:Class;
private var lvl1:Bitmap = new lvl1Class();
[Embed(source="../lib/two.png")]
private var lvl2Class:Class;
private var lvl2:Bitmap = new lvl2Class();
[Embed(source="../lib/three.png")]
private var lvl3Class:Class;
private var lvl3:Bitmap = new lvl3Class();
[Embed(source="../lib/four.png")]
private var lvl4Class:Class;
private var lvl4:Bitmap = new lvl4Class();
[Embed(source="../lib/five.png")]
private var lvl5Class:Class;
private var lvl5:Bitmap = new lvl5Class();
[Embed(source="../lib/six.png")]
private var lvl6Class:Class;
private var lvl6:Bitmap = new lvl6Class();
[Embed(source="../lib/seven.png")]
private var lvl7Class:Class;
private var lvl7:Bitmap = new lvl7Class();
[Embed(source="../lib/eight.png")]
private var lvl8Class:Class;
private var lvl8:Bitmap = new lvl8Class();
private var myArrayBitmaps:Array = new Array;
private var myArraySprites:Array = new Array;
private var yCounter:int = 1;
public function LevelSelector():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
// entry point
myArrayBitmaps.push(false, lvl1, lvl2, lvl3, lvl4, lvl5, lvl6, lvl7, lvl8);
for (var i:int = 1; i < 9; i++)
{
myArrayBitmaps[i].x = posX;
myArrayBitmaps[i].y = posY;
myArrayBitmaps[i].height = 50;
myArrayBitmaps[i].width = 100;
//myArrayBitmaps[i].name = "lvl_" + i + "";
myArraySprites[i] = new Sprite();
myArraySprites[i].addChild(myArrayBitmaps[i]);
myArraySprites[i].x = posX;
myArraySprites[i].y = posY;
//myArraySprites[i].name = "lvl_" + i + "";
stage.addChild(myArraySprites[i]);
myArraySprites[i].addEventListener(MouseEvent.CLICK, function(e:MouseEvent):void {
removeThis(e, this);
});
posX += 100;
yCounter += 1;
if (yCounter == 5) {
posY += 100;
posX -= 400;
}
}
}
private function removeThis(e:MouseEvent, temp):void
{
//Need to know the number which was passed, 1-8
}
}
}
I would do something like this:
//...
private function init(e:Event = null):void
{
//...
for (var i:int = 1; i < 9; i++)
{
//...
myArraySprites[i] = new Sprite();
myArraySprites[i].addChild(myArrayBitmaps[i]);
//...
stage.addChild(myArraySprites[i]);
myArraySprites[i].addEventListener(MouseEvent.CLICK, removeThis);
}
}
}
private function removeThis(e:MouseEvent):void
{
var clickTarget:int = myArraySprites.indexOf(e.currentTarget);
trace("Clicked sprite (id): " + clickTarget);
}