i am having problem in getting child from starling.current.nativestage -
here is my code
var temp:Image = Starling.current.nativeStage.getChildByName("ball"+turn)as Image;
trace(temp.name);
the code "Cannot access a property or method of a null object reference."
am i making any mistake or what?
help me please
Note*i m noob in starling
nativeStage returns the flash Stage. These are flash.display.DisplayObjects. You then cast to a starling.display.Image via as Image. This will always return null.
So, do you really mean the native flash stage, or the starling stage - starling.current.stage?
var temp:Image = Starling.current.stage.getChildByName("ball"+turn)as Image;
trace(temp ? temp.name : "temp is null");
Related
Inside my classes, I invoke this function
MovieClip(root).increaseScore();
which handles the score in the main .as file.
It all works fine during the execution of the level. However when the level is finished and the screen goes to another frame, the game crashes and gives me this error
TypeError: Error #1009: Cannot access a property or method of a null
object reference.
on the line above.
How do I fix this?
Thanks
edit:
This is were I tell it to addScore, this is in the GameController.as file
private function removeBubble(bubble, addScore:Boolean)
{
var delay:Timer = new Timer(200, 1);
delay.addEventListener(TimerEvent.TIMER_COMPLETE, function(e:TimerEvent)
{
if(bubble.parent==mcGameStage)
{
var j:int = bubbleList.indexOf(bubble);
bubbleList.splice(j,1);
if(addScore) bubble.addScore();
mcGameUI.txtScorePlayer.text = String(playerScore);
mcGameStage.removeChild(bubble);
}
e.currentTarget.removeEventListener(e.type, arguments.callee);
checkWin();
});
delay.start();
}
here is the checkWin function:
private function checkWin()
{
if (playerBlue + playerRed + playerYellow + playerOrange + playerPurple + playerGreen == 0)
{
gameWin();
}
}
private function gameWin()
{
while (bubbleList.numChildren > 0)
{
bubbleList.removeChildAt(0);
}
mcGameUI.btnMixBlue.removeEventListener(MouseEvent.CLICK, mixBlue);
mcGameUI.btnMixRed.removeEventListener(MouseEvent.CLICK, mixRed);
mcGameUI.btnMixYellow.removeEventListener(MouseEvent.CLICK, mixYellow);
mcGameUI.btnNeedle.removeEventListener(MouseEvent.CLICK, activateNeedle);
mcGameStage.removeEventListener(Event.ENTER_FRAME,update);
mcGameStage.removeEventListener(MouseEvent.CLICK, checkToHit);
removeEventListener(Event.ADDED_TO_STAGE, gameAddedToStage );
stage.removeEventListener(KeyboardEvent.KEY_DOWN,keyDownHandler);
stage.removeEventListener(KeyboardEvent.KEY_UP,keyUpHandler);
if (mouseCursor != null)
{
mouseCursor.removeEventListener(Event.ENTER_FRAME,followMouse);
mouseCursor = null;
}
gotoAndPlay("level1win");
}
And inside my classes,
public function addScore()
{
root["increaseScore"]();
}
This is what increaseScore does
public function increaseScore()
{
playerScore += 1000;
}
So where is the null object? D:
Also I am very inexperienced using the debugger so I apologize if this could be easily solved with that. I tried it and couldn't figure it out before coming here.
What is OPP method?
What is FrameScript?
Also, the class is MovieClip
thanks :)
Fixing this is done with the help of the debugger!
The error is telling you that something is null and you're trying to access it. That's not good, so let's think what could be null?
1) Your movie clip instance might be null.
2) increaseScore() method of your movie clip instance might try to access something that is null
You didn't post any code that I could analyse at the time I'm writing this answer, so I can't say for sure.
Some possible problems:
Your class is not called MovieClip, but you're just trying to cast your root object to a MovieClip. Thing is, MovieClip's don't have a increaseScore() method. You should instead call the increaseScore() method with
root["increaseScore"]();
This will call the method of your root timeline, but since we are using weak-typing, you might have problems with debugging it later. But I guess that's the price you pay when writing all the code in a frame instead of using OPP approach.
The true reason here is said in the error: Cannot access a property or method of a null object reference.
What this means is that MovieClip(root) is null (it doesn't even bother to check if the function is present). The reasons for this might be three:
Your document class is not MovieClip (could be Sprite).
The class you use root in, is not DisplayObject. The property is part of the DislpayObject class and so if you use it on other kind of classes that does not extend it, it won't work.
You are using this piece of code before you have added the instance to the stage (most probable cause). The root property represents the top-most display object in the tree. If you haven't added the child to the tree, it has no roots :) Check out parent - the error should be the same.
This is my code help me please its really frustrating!
I have a movieclip in my library and added it with AS3 to the stage.
That part was easy. But now i want to control that movieclip.
If introScene "introClass" Reaches frame 120 then i want to remove that movieclip
and replace it with another one. The problem is the if statement doesn't work.
I also tried getChildByName but that didn't work either.
var introClass = new introScene;
addChild(introClass);
introClass.x = 640;
introClass.y = 387;
/*******INTRO-SCENE*******/
introClass.addEventListener(Event, introLoaded);
function introLoaded(event):void{
if(introClass == 120 ){
trace("Frame Reached")
}
}
i tried this and this also doesn't work :(
introClass.addEventListener(Event, introLoaded);
function introLoaded (e:Event):void{
if(MovieClip(introClass).currentFrame == 120){
trace("120 complete")
}
}
This is wrong statement:
introClass.addEventListener(Event, introLoaded);
You need to pass a string to addEventListener. Event type name is converted to a string at runtime which adds a event listener to "flash.events.Event" or something. And your object obviously doesn't have this event. You need to use Event.ENTER_FRAME for example.
The title might be a little misleading. Look at my code and I will explain
public static function loadTile(tileDir:String = "empty"):void
{
if(tileDir != "empty")
{
tPoint = new Point(0,0);
tRect = new Rectangle(0,0,30,30);
//load in tile sheet image
loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.INIT,tilesLoadInit);
loader.load(new URLRequest(tileDir));
}
}
private static function tilesLoadInit (e:Event):void {
tileImage = Bitmap(loader.content).bitmapData;
tileReady.dispatchEvent(new Event("TileReady"));
}
var tImage:BitmapData = new BitmapData(30,30);
tileNum = tileNumber;
tPoint.x = 0;
tPoint.y = 0;
tRect.x = 0;
tRect.y = 0;
tImage.copyPixels(tileImage,tRect,tPoint);
this.graphics.beginBitmapFill(tImage);
this.graphics.drawRect(0, 0,tWidth ,tHeight );
I create a empty bitMapData called tImage. I then take a predefined variable called tileImage which is a bitMapData as well and contains a picture of an image. tRect is predefined as well its width and height is 30x30. I copy a piece of the image and I put it in tImage. problem is that AS3 throws an error saying that tImage is a incorrect type
ArgumentError: Error #2015: Invalid BitmapData.
But clearly it isnt. my question is that is there something different about the data type of bitMapData and bitMapData type that the graphic object accepts ?
I am trying to do tiling with sprites. I want my tiles to be interactive, so that is why I am using the sprite object instead of using regular bitMaps to represent my tiles. You might be wondering why I wouldnt just use graphics.beginBitmapFill(tImage); and graphics.drawRect(0, 0,tWidth ,tHeight ); to pick out the tiles I want to use. Well reason being is because it turns out that drawRect() first and second parameters actually alter the location of where the actual sprite sits at.
So if I set the x and y properties of the sprite to x = 20, and y = 20. then I set my drawRect(20,20). it actually adds an extra 20 pixels to my x and y coords of my sprite. And I know the reason why, I just need to know a better way. Sorry for so much writing and thanks for your time!
It's not saying the type is wrong, it's saying the object is invalid. I expect you'd get a TypeError if the type was wrong.
You've also not stated where exactly the error is thrown, and are assuming the problem is with tImage on the 8th line. It looks more likely that the problem is with tileImage (which you've given no details about) on line 7.
This is probably because of Flash's inbuilt limit to the size of BitmapData objects. If the total number of pixels is larger than 16,777,215, Error #2015 is thrown.
You can read up on it in the docs: BitmapData, Right above "View the examples".
Here's a trick that used to work if you want to give it a shot: BitmapData workaround
I am trying to serialize & deserialize Vector. using ByteArray
Here is my code:
public static function serializeToString(value:Object):String{
if(value==null){
throw new Error("null isn't a legal serialization candidate");
}
var bytes:ByteArray = new ByteArray();
bytes.writeObject(value);
bytes.position = 0;
return Base64.encodeByteArray( bytes ).toString();
}
public static function readObjectFromStringBytes(value:String):Object{
var result:ByteArray= Base64.decodeToByteArray(value);
result.position=0;
return result.readObject();
}
No matter what I do, I keep having this error:
RangeError: Error #2006: The supplied index is out of bounds.
at flash.utils::ByteArray/readObject()
I am dipertly looking for a solution ..
Thanks in advance
Sameer
I found the problem reason after days of frustration ..
The loader SWF published for player 9, the content SWF published for player 10,
I simply republished the loader for player 10, and the Error #2006 disappeared from the loaded SWF
What I wonder about, is that the content uses Vector. type, which is player 10 feature,
how come it played correctly inside an older loader ?! Why there is no descriptive regarding different player versions ??
Try getting rid of the .position = 0 lines. They aren't necessary and the second one may be what is causing your issue. Also note that toString() is unecessary, as encodeByteArray already returns a String.
In case you want to send or receive the serialized object graph to server-side code without converting to a string first, see this link.
I'm having quite some trouble to try and get an app I wrote in AS2 to AS3. The reason I need to go to AS3 is something icky, so I won't go into detail about it.
I've got 90% of the application running with the new code.
Now I've come to the point where I have to convert this code from AS2,
function setAnimation(theObject,id)
{
theObject.vensterid=id;
theObject.onEnterFrame = function()
{
var myHoriTween:Tween = new Tween (this,"_x",Strong.easeOut,this._x,(130+((theObject.vensterid-frameno)*260)),1,true);
}
}
setAnimation(venster0,0);
, to AS3. My attempt of doing this ended up like
function setAnimation(anObject,id) {
var theObject = this[anObject];
theObject.vensterid=id;
function slideHorizontal(event:Event)
{
var myTween:Tween = new Tween (theObject,"x",Strong.easeOut,this.x,(130+((theObject.vensterid-frameno)*260)),1,true);
}
theObject.addEventListener(Event.ENTER_FRAME,slideHorizontal);
}
setAnimation(venster0,0);
and gives me the following non-error (it doesn't show as a compiler error, but as output):
TypeError: Error #1010: A term is undefined and has no properties.
at sliding_windows_as3_fla::SlideMenu_1/setAnimation()
at sliding_windows_as3_fla::SlideMenu_1/frame1()
I think this is very strange since it doesn't say anything about which term (and there are quite a lot) and googling didn't find me an explanation either.
I didn't get the chance to test your code, because it's difficult to set up a context for it, but my thoughts would be:
You should declare the parameter types: function setAnimation(anObject:Object,id:uint):void. It's at least good practice.
var theObject = this[anObject]; is completely unnecessary if your variable anObject is an object. I think var theObject = this[anObject]; doesn't work, theObject ends up being null and that's why you get your error. If you have declared a variable called venster0, that is the instance of a class that extends Object, then you can pass the reference to it without any other trouble.
Depending on the object you work with, theObject.vensterid=id; might not work. The class that theObject instances must have the 'vensterid' property, or you will get `1119: Access of possibly undefined property vensterid through a reference with static type ...
I think your problem here is following string:
var theObject = this[anObject];
Just replace it with
var theObject = anObject;
I hope that's what you need.
Alternatively instead of
setAnimation(venster0,0);
you could pass an instance name (i.e. String):
setAnimation("venster0",0);
That will work because by this['propertyname'] you are actually accessing Object's property by name.
Just going to throw out that using the built-in Tween classes in Flash/Flex is a pain. Look into using Tweening libraries instead: Tweener, TweenLite, etc. They are much easier to work with, and you don't have to worry about maintaining references until the Tween completes.