Actionscript 3.0 method keeps repeating, cant figure out why - actionscript-3

I'm having difficulty debugging my audio slider. I'm pretty sure my problems lies in the fact that one of my methods, changeVolumeRedFireball is just constantly repeating at a very fast rate. I get a glitchy sound every once in a while in my game, so it seems to correlate. I traced "output" inside the method and quickly found out it's repeating at a high rate.
Problem is, I cannot figure out WHERE this is coming from! One other note. This only starts repeating once I hold down my slider, hence activating the changeVolumeRedFireball from dragSliderRedFireball
I do have other methods from other classes referencing methods in this class. They only access playSoundRedFireball and stopSoundRedFireball though, so I don't see why that would have any effect. Also, this class is instantiated by my document class upon start up of the game. I suppose I'll put in the relevant code from the document class if requested, but I just didn't think it would affect this problem at all.
package {
import flash.display.Sprite;
import flash.display.Graphics;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.net.URLRequest;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.media.SoundTransform;
import flash.geom.Rectangle;
public class VolumeRedFireball extends Sprite {
public var redFireballSnd:Sound = new Sound();
public var redFireballChannel:SoundChannel = new SoundChannel();
//URLRequest=new URLRequest("solitude.wav");
//Make sure you pass URLRequest an audio file on your computer.
public var reqRedFireball:EnemyAppearSound = new EnemyAppearSound();
public var boundaryRedFireball:Rectangle;
public var spriteRedFireball:Sprite;
public var sliderRedFireball:Sprite;
public var xPosRedFireball:Number;
public var yPosRedFireball:Number;
public static var volRedFireball:Number = 1;
public function VolumeRedFireball() {
this.addEventListener(Event.ADDED_TO_STAGE, onStageRedFireball,false,0,true);
volRedFireball=1;
redFireballChannel.soundTransform=new SoundTransform(volRedFireball)
}
public function onStageRedFireball(e:Event):void
{
//We remove it immediately so that it doesn't get called multiple times
//As the instance is added to the display list tree
this.removeEventListener(Event.ADDED_TO_STAGE, onStageRedFireball);
xPosRedFireball = 320;
yPosRedFireball = 170;
initRedFireball();
}
public function initRedFireball():void {
spriteRedFireball = new Sprite();
redFireballChannel.stop();
spriteRedFireball.graphics.beginFill(0x999999);
spriteRedFireball.graphics.drawRect(xPosRedFireball,yPosRedFireball,100,5);
spriteRedFireball.graphics.endFill();
addChild(spriteRedFireball);
spriteRedFireball.x-=spriteRedFireball.width/2;
sliderRedFireball = new Sprite();
sliderRedFireball.graphics.beginFill(0xFF0000);
sliderRedFireball.graphics.drawCircle(xPosRedFireball+50,yPosRedFireball, 15);
sliderRedFireball.graphics.endFill();
addChild(sliderRedFireball);
sliderRedFireball.addEventListener(MouseEvent.MOUSE_DOWN, dragsliderRedFireball);
stage.addEventListener(MouseEvent.MOUSE_UP, stopsliderRedFireball);
boundaryRedFireball=new Rectangle(-100,0,100,0);
}
public function dragsliderRedFireball(event:MouseEvent):void {
sliderRedFireball.startDrag(false,boundaryRedFireball);
sliderRedFireball.removeEventListener(MouseEvent.CLICK, dragsliderRedFireball);
sliderRedFireball.addEventListener(Event.ENTER_FRAME, changeVolumeRedFireball);
}
public function stopsliderRedFireball(event:MouseEvent):void {
sliderRedFireball.stopDrag();
sliderRedFireball.removeEventListener(MouseEvent.MOUSE_UP, stopsliderRedFireball);
}
public function changeVolumeRedFireball(event:Event):void {
volRedFireball=1+Math.round(sliderRedFireball.x)/100;
redFireballChannel.soundTransform=new SoundTransform(volRedFireball);
trace("output");
}
public function playSoundRedFireball():void
{
redFireballChannel = reqRedFireball.play();
}
public function stopSoundRedFireball():void
{
redFireballChannel.stop();
}
}
}

Changing a SoundTransform during every frame isn't good, as you are essentially undermining the audio channel. It's better if you use MouseEvent.MOUSE_MOVE to trigger volume change, as if mouse is moved, and volume slider is being dragged, then the SWF user apparently wants the volume to change. But if a user starts dragging the slider but does not move it, why changing the volume?
public function dragsliderRedFireball(event:MouseEvent):void {
sliderRedFireball.startDrag(false,boundaryRedFireball);
sliderRedFireball.removeEventListener(MouseEvent.MOUSE_DOWN, dragsliderRedFireball);
sliderRedFireball.addEventListener(MouseEvent.MOUSE_MOVE, changeVolumeRedFireball);
sliderRedFireball.removeEventListener(MouseEvent.MOUSE_UP, stopsliderRedFireball);
}
public function stopsliderRedFireball(event:MouseEvent):void {
sliderRedFireball.stopDrag();
sliderRedFireball.removeEventListener(MouseEvent.MOUSE_UP, stopsliderRedFireball);
sliderRedFireball.removeEventListener(MouseEvent.MOUSE_MOVE, changeVolumeRedFireball);
sliderRedFireball.addEventListener(MouseEvent.MOUSE_DOWN, dragsliderRedFireball);
}
Also, you have messed up your listeners. First, you are not removing the enterframe listener after you stop dragging the fireball. Second, you are not adding a start-drag listener back after the fireball has been released. And third, in your initRedFireball you are adding stopsliderRedFireball as listener to stage, for a really strange reason, but you are attempting to remove it from sliderRedFireball. Please pay precise attention on where your listeners go, what do they listen and where do you remove them and from which objects. Misuse of an enterframe listener can build up pretty quickly, and spoil you all the fun.

Related

How to make a class file apply an eventhandler to instance or object on main stage asides from itself?

I'm pretty new with ActionScript 3 and I'm stuck with trying to perform the following above in a class file. I tried to look for a solution online, but I can't find a suitable answers, perhaps because I'm not looking for the right search terms, etc.
Anyway, I'm trying to make a basic animation in Adobe Animate CC in an FLA file, "Campfire.FLA", where pressing the mouse down on a Campfire causes a piece of Coal attaching to a levitating stick to glow, and cooldown upon letting go of the mouse button. On the main timeline, I can execute it fine, but I want to transfer the information to a class file/ document file, but to no avail.
The code is what I used on the FLA's main timeline, Frame 1, and it works below works perfectly fine:
stop();
/* Instance names:
Fire = Instance of "FireButton"; simplebutton.
STween = Instance of "Stick Tween"; MovieClip, simple tween animation the object, "MarshmallowStick" moving.
Stick = Instance of "Marshmallow Stick"; MovieClip.
CoalRock = Instance of "Coal"; MovieClip.
*/
Fire.addEventListener(MouseEvent.MOUSE_DOWN, RockHot)
function RockHot(e: MouseEvent): void {
stopPlayReverse();
// Causes Coal and Stick to play their animation upon clicking Fire.
STween.Stick.play();
STween.Stick.CoalRock.play();
}
Fire.addEventListener(MouseEvent.MOUSE_UP, RockCold)
function RockCold(e: MouseEvent): void {
STween.Stick.CoalRock.addEventListener(Event.ENTER_FRAME, playReverse, false, 0, true);
STween.Stick.gotoAndPlay(1);
// Upon letting go of mouse button, it causes the coal to cool down/ play reverse. Stick resets to Frame 1.
}
function playReverse(e: Event): void {
if (STween.Stick.CoalRock.currentFrame == 1) {
stopPlayReverse();
// If Coal is back on Frame 1, it stops.
} else {
STween.Stick.CoalRock.prevFrame();
// If Coal is not on Frame 1 it continues going reverse where it left off.
}
}
function stopPlayReverse(): void {
if (STween.Stick.CoalRock.hasEventListener(Event.ENTER_FRAME)) {
STween.Stick.CoalRock.removeEventListener(Event.ENTER_FRAME, playReverse);
// Stops the function playreverse()
}
}
However, when trying to migrate the information into an ActionScript File I ran into a couple of problems. First I tried making an ActionScript 3 class file for each of the objects above much of the information is blank because I had no idea how to communicate eventhandlers between them. Much of the information for the MovieClips have no information, "MarshmallowStick" is below:
package {
import flash.display.MovieClip;
public class MarshmallowStick extends MovieClip {
public function MarshmallowStick() {
// Empty, no constructor code.
}
}
}
For the "Fire" Class file I tried something like:
package {
import flash.display.*;
import flash.events.*;
import Coal;
public class FireButton extends SimpleButton {
public var CoalRock = Coal;
public function FireButton() {
Coalrock = new Coal ();
this.addEventListener(MouseEvent.CLICK, RockHot)
function RockHot(e: MouseEvent): void {
CoalRock.play();
trace("OK");
trace(CoalRock);
}
}
}
}
However, it turned out that upon testing, The file only appeared to create a new object named CoalRock, and is not related to the one on the mainstage. So clicking the FireButton causes only the new object to play.
I tried making a document class as seen below in a file named "Main.as":
package {
import flash.display.*;
import flash.events.*;
public class Main extends MovieClip {
public var Fire: FireButton;
public var CoalRock: Coal;
public var Stick: MarshmallowStick;
public var STween: StickTween;
public function Main() {
CoalRock = new Coal();
Fire = new FireButton();
Stick = new MarshmallowStick();
/*
addChild(Fire);
addChild(CoalRock);
addChild(Stick);
addChild(STween);
*/
// RIP, well it's pretty much the same code as above. Just without the nested symbols/ objects.
Fire.addEventListener(MouseEvent.MOUSE_DOWN, RockHot)
function RockHot(e: MouseEvent): void {
stopPlayReverse();
//Eye + Emblem glow
Stick.play();
CoalRock.play();
trace("OK");
}
Fire.addEventListener(MouseEvent.MOUSE_UP, RockCold)
function RockCold(e: MouseEvent): void {
CoalRock.addEventListener(Event.ENTER_FRAME, playReverse, false, 0, true);
Stick.gotoAndPlay(1);
}
function playReverse(e: Event): void {
if (CoalRock.currentFrame == 1) {
stopPlayReverse();
} else {
CoalRock.prevFrame();
}
}
function stopPlayReverse(): void {
if (CoalRock.hasEventListener(Event.ENTER_FRAME)) {
CoalRock.removeEventListener(Event.ENTER_FRAME, playReverse);
}
}
}
}
}
But it only turned out that it only affects objects added via the addChild() well as far as I have tested. But the main point of this is for the script to affect objects that already exist on the main stage/ scene.
If you want to see how it plays/ suppose to play out, you can take the main timeline code and paste it into an FLA file with instances of the ones provided.
I don't know how Stack will format it. / / is suppose to be multi-line comments.
That's one elaborate question.
The thing you (probably) need the most is some feudal hierarchy so that objects tend to their own and their direct children, but not deeper and totally not upwards:
Container → (interface method) → Child → (tends to own children)
Container ← (status event) ← Child
Normally, a child must not know of its parent and should communicate with status events. This way you can put such a child into any container with no risk of that child possibly reaching upwards expecting some parent structure that is not there.
So, your problems.
First. Accessing the objects that already exist on the main timeline. Well, the only trick is not to create new ones but to get references to the existing ones.
package
{
// Imports.
public class Main extends MovieClip
{
// If you have an instance of MarshmallowStick with the
// instance name "Stick" on the main timeline,
// you don't need to do anything else.
//
// Default publish settings are to auto-declare
// the main timeline instance into the
// appropriately named variable.
public var Stick:MarshmallowStick;
P.S. Figure the Stick out of Tween by yourself.
Second. To access Coal inside Stick you need to declare an appropriate variable inside the correspondent class. Also, it makes a lot of sense to put the things needed to play things forward and backward as close to the objects they operate as it is possible.
package
{
import flash.events.Event;
import flash.display.MovieClip;
public class MarshmallowStick extends MovieClip
{
// You don't seem to need a separate class for Coal.
// Having it as a regular MovieClip will suffice.
public var Coal:MovieClip;
// Call this to play animation forward.
public function playNormal():void
{
removeEventListener(Event.ENTER_FRAME, onReverse);
gotoAndPlay(1);
Coal.play();
}
// Call this to play animation backward.
public function playReverse():void
{
Coal.stop();
gotoAndPlay(1);
addEventListener(Event.ENTER_FRAME, onReverse);
}
// This method does not need to be seen from the outside
// so declare it as private rather than public.
private function onReverse(e:Event):void
{
if (Coal.currentFrame > 1)
{
Coal.prevFrame();
}
else
{
playNormal();
}
}
// Call this to stop playing into any direction.
public function stopPlaying():void
{
stop();
Coal.stop();
removeEventListener(Event.ENTER_FRAME, onReverse);
}
}
}
Third. Avoid declaring functions inside functions. You can read up what closures are and how to handle them in AS3, but for the time being (and probably for the foreseeable future) you won't need them.
package
{
// Imports.
public class Main extends MovieClip
{
public var Fire:SimpleButton;
public var Stick:MarshmallowStick;
public function Main()
{
Fire.addEventListener(MouseEvent.MOUSE_DOWN, makeHot);
// The rest of the code.
}
function makeHot(e:MouseEvent):void
{
Stick.playNormal();
trace("OK");
}
Fourth. Do not subclass buttons. It is pretty enough to create a simple class-free button and subscribe to its MouseEvent.CLICK or MouseEvent.MOUSE_DOWN events to process all the necessary actions in some place that knows what this buttons is for. I said that above already. Feudal hierarchy. Button should fire an event, then its holder should capture that event and react. The button itself should not know where it is or what its purpose is, even less to try doing things.

as3 #1009 error code provided. "Null Object reference"

hi I'm relatively new to as3 (this year) and I'm getting this error
typer error #1009 cannot access a property or method of a null object
reference. at FoodObject/collisionTest()
i was hoping anyone could help
package {
import flash.events.MouseEvent;
import flash.events.KeyboardEvent;
import flash.events.*
import flash.utils.*
import flash.display.Stage;
public class GameScene1 extends Scene {
//public variables
//character & scenery
public var mainChar: Character;
public var testFood: FoodObject;
//constructor is used to create all necessary objects for this scene and display them
public function GameScene1(gm_: Manager) {
//constructor
super(gm_);
trace("GameScene 1 constructor");
//character
mainChar = new Character;
addChild(mainChar);
mainChar.x = 200;
mainChar.y = 200;
testFood = new FoodObject;
addChild(testFood)
testFood.x = 50
testFood.y = 200
the food object class is here.
package {
import GameScene1
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.TimerEvent;
public class FoodObject extends MovieClip {
public var Game1:GameScene1;
public function FoodObject() {
//constructor code
this.addEventListener(Event.ENTER_FRAME, collisionTest)
}
public function collisionTest(e:Event)
{
if (this.hitTestObject(Game1.mainChar))
{
trace("it works")
}
}
}
}
game manager here:
package {
import flash.display.MovieClip;
public class Manager extends MovieClip {
//stores which scene is currently loaded
public var curScene:Scene=null;
public function Manager() {
//constructor
trace("Manager Construct")
GoToScene("menu");
}
public function GoToScene(name:String)
{
if (curScene) //there was a scene already
{
curScene.OnLeaveScene(); //call its OnLeaveScene function to remove all objects
removeChild(curScene);
}
if(name=="menu") curScene = new MenuScene(this);
if(name=="select") curScene = new SelectScene(this);
if(name=="game1") curScene = new GameScene1(this);
if(name=="game2") curScene = new GameScene2(this);
if(name=="game3") curScene = new GameScene3(this);
if(name=="credit") curScene = new CreditScene(this);
addChild(curScene);
}
}
Your problem is that the concerns of your classes are not separate:
Your Scene knows both the Character and the Food object, you instantiate both classes there, nothing wrong with that.
The problem starts when you are trying to do something in the Food object, that requires knowledge of the character. The thing is: the Food object doesn't know anything about the Character.
You can solve this by simply passing the reference of Character to your Food object. In order to do this, modify the constructor like so:
private var character:Character;
public function FoodObject(character:Character) {
//constructor code
this.addEventListener(Event.ENTER_FRAME, collisionTest)
this.character = character;
}
The usage of said constructor in your Scene changes as follows:
testFood = new FoodObject(mainCharacter);
This way, Food knows the character and can do stuff with it, for example do collision tests:
public function collisionTest(e:Event)
{
if (this.hitTestObject(character)) // ==== this line changed
{
trace("it works")
}
}
However, this raises an important issue: Why should Food know the Character at all?
Sure enough, you want to do the collision test, which requires both objects.
But why do you want to do it in the Food object?
Doing the collision check in Food is cumbersome, because you have to pass a reference to Character in order to do it there.
The much preferred way of doing this is to do the collision check where both objects participating in the check are already known.
In your case, this is the Scene.
Think about how easy it is to do the check in Scene:
testFood.hitTestObject(mainCharacter);
It's that simple, because everything you need is already there.
To recap:
The collision check requires knowledge of 2 objects that you want to
check.
In order to do the check in either one, you have to pass a reference
of the other. (Character to Food as seen above or the other way
round)
It is a lot easier to do the check in some place that already knows
both objects, because no reference have to be passed around.
Your original code failed because Game1 in FoodObject is never assigned a value and therefore remains null.
Invoking methods on null causes the error you experienced.
You forgot to take the instance of GameScene1 class using new keyword.
public var Game1:GameScene1;
public function FoodObject() {
//constructor code
var _manager:Manager = new Manager();
Game1 = new GameScene1(_manager)
this.addEventListener(Event.ENTER_FRAME, collisionTest);
}
public function collisionTest(e:Event):void{
....
}

Starling library - When I try and change cursor to image...it doesn't work (and a sprite element dissapears from stage)

I am using Starling to make a really, really, really easy game - I am just trying to add a stationary sprite to the stage...and make it so that when the mouse touches the sprite...the game "stops" and a score is sent. I haven't tried implementing hitTest yet for the collision, but I have run into a sort of conflict problem where, when I comment out the line(s) that is supposed to change the cursor image (see Startup.as - stage.addEventListener(TouchEvent.TOUCH, touchHandler); and createCustomeCursor), the instance of AvatarEnemy (see enemy in Game.as) does what it should, and is placed in the center of the screen. When I comment in the line that is supposed to change the cursor: a). the cursor doesn't change, and b.) the enemy sprite disappears. When I comment out the same lines - the enemy sprite reappears (but obviously, the cursor doesn't work - not that it was working in the first place). Why is this happening? My code is below - someone mentioned something about not doing things before Starling is initialized here (a question I asked, which is a precursor to this one) - but I'm not sure what they meant because it at least seems like all my code is in the right place.
Game.as
package
{
import Classes.AvatarEnemy;
import starling.display.Sprite;
public class Game extends Sprite
{
//private var juggler:Juggler = Starling.juggler;
private var enemy:AvatarEnemy;
public function Game()
{
enemy = new AvatarEnemy();
addChild(enemy);
}
}
}
Startup.as
package
{
import flash.display.Bitmap;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.geom.Point;
import starling.core.Starling;
import starling.events.Touch;
import starling.events.TouchEvent;
import starling.display.DisplayObject;
import flash.display.BitmapData;
import flash.ui.MouseCursorData;
import flash.ui.Mouse;
[SWF(width="500", height="500", frameRate="30", backgroundColor="#FFFFFF")]
public class Startup extends Sprite
{
private var mStarling:Starling;
[Embed(source="Classes/Avatarpic.png")]
private const Cursor:Class;
public var cursor:DisplayObject;
public function Startup()
{
// Create a Starling instance that will run the "Game" class
mStarling = new Starling(Game, stage);
mStarling.start();
// These settings are recommended to avoid problems with touch handling
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
createCustomCursor();
stage.addEventListener(TouchEvent.TOUCH, touchHandler);
}
private function touchHandler(event:TouchEvent):void
{
var touch:Touch = event.getTouch(cursor);
if(touch.phase){
{
var localPos:Point = touch.getLocation(cursor);
trace("Touched object at position: " + localPos);
}
}
}
public function createCustomCursor():void
{
var cursorBitmaps:Vector.<BitmapData> = new Vector.<BitmapData>();
cursorBitmaps.push((new Cursor() as Bitmap).bitmapData);
var mouseCursorData:MouseCursorData = new MouseCursorData();
mouseCursorData.data = cursorBitmaps;
mouseCursorData.frameRate = 30;
mouseCursorData.hotSpot = new Point(0, 0);
Mouse.registerCursor("customCursor", mouseCursorData);
Mouse.cursor = "customCursor";
}
}
}
Any help would be greatly appreciated (if you need a copy of the code (it's an Adobe Flash Builder 4.7 project - I have made a git repo - just comment if you want the link).
UPDATE
I realized I wasn't registering the image as the cursor - I updated my Startup.as file to reflect changes (take a look at createCustomCursor function) - the cursor still isn't working, and the sprite that is supposed to appear is still not appearing.
Also - just in case you want to see where AvatarEnemy is coming from:
AvatarEnemy.as
package Classes
{
import starling.display.Image;
import starling.display.Sprite;
import starling.textures.Texture;
public class AvatarEnemy extends Sprite
{
[Embed(source='Enemypic.png')]
private static var Enemypic:Class;
private var texture:Texture = Texture.fromBitmap(new Enemypic());
private var image:Image = new Image(texture);
public function AvatarEnemy()
{
image.x = 0;
image.y = 200;
addChild(image);
}
}
}
UPDATE
I resolved why the sprite was disappearing - I needed to put the starling initialize code (mStarling.start() and mStarling = new Starling(Game, stage);) above all the stage.something lines. I edited code to reflect what I did in Startup.as. I still need help with the cursor though.
I have been practicing with your code and it all seems fine, but ive been using a different image, so that must be the problem.
Make sure the size of the image is below 32x32, thats the max size of an cursor image, otherwise the OS won't accept it.

AS3 - How to get current scene name in class

I'm playing around with flash, and I've created multiple scenes for things like menu's, buttons, etc. When trying to add event handlers for buttons that are in one scene, but not others, the compiler complains saying that it can't reference to objects that don't exist.
I figured the solution to be simple... Get the scene name, match that against an if statement and load the event handlers through the if statements...
However, after digging around on the net for far too long, I just can't seem to find a way to do this properly. Does anyone know a way?
I've tried using the following :
var scene:Scene = myflvandclassname.currentScene;
var sName:String = MovieClip.currentScene.name;
Both lead to an error "Access of possibly undefined property Scene through a reference with static type Class".
Omit MovieClip and scenes as source for organising your project, and code on the timeline. Use Document class as entry point. This tutorial should help you to grasp main concept.
package {
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
public class StackOverflow extends Sprite {
public function StackOverflow() {
addEventListener(Event.ADDED_TO_STAGE, onAdded);
}
private function onAdded(e:Event):void {
removeEventListener(Event.ADDED_TO_STAGE, onAdded);
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
setup();
}
private function setup():void {
const padding:int = 20;
//Initiate your UI components and place them in the display list
var menu:MyMenu = new MyMenu();
var buttons:MyFooterButtons = new MyFooterButtons();
var etc:AnotherComponent = new AnotherComponent();
addChild(menu);
addChild(buttons);
addChild(etc);
menu.x = menu.y = padding;
//Place them and initialise with concrete information
}
}
}
For example, MyMenu, MyFooterButtons, AnotherComponent could be MovieClip/Sprite in the library with export settings, where you did all your work with placement, styling, etc
I had a same problem. I wanted to check from an external Class the current scene name and depending on the name (name of the game level) to pass some values in some attributes… So what I did and it worked is that.
//main in 1st frame of the fla
stop();
var myCheckSceneClass: CheckSceneClass = new CheckSceneClass();
myCheckSceneClass.myCurrentScene = currentScene;
myCheckSceneClass.checkScene();
//CheckSceneClass
package {
import flash.events.MouseEvent;
import flash.display.MovieClip;
import flash.display.Scene;
public class CheckSceneClass extends flash.display.MovieClip {
public var myCurrentScene : Scene;
public function CheckSceneClass () {
}
public function checkScene() {
switch (myCurrentScene.name) {
case "Scene 1":
trace("It is the 1st Scene");
break;
default:
trace("Error with Scene Name");
break;
}
}
}
}

Trying to delete child instance in array. Lack CS training. Totally stuck

I posted yesterday about how to communicate to one class from another that I wanted to delete an instance of it, and I got the dispatcher working today. However, I think I've painted myself into a corner. Even though the dispatcher is working, I A:feel like it's running through too many functions on the way to actually deleting the object, and B: still can't manage to get it to actually delete. I don't have any formal CS training, so it's one of those situations where my mind is going in circles and I can't "see" what I'm doing wrong. I figure if I post my classes here, at the very least people can have a chuckle at my amateur code, and if I'm lucky, some kind soul will point out what I'm doing wrong. So here goes:
Background.as:
//Background class. Singleton? Sets up/maintains the application.
package pc_mockup {
import flash.display.*;
import flash.events.*;
import flash.geom.*;
public class Background extends flash.display.MovieClip {
private var slate:MovieClip;
private var slateBounds:Rectangle = new Rectangle(100,-260,0,280);
private var _toolbox:MovieClip;
private var _elementArray:Array = new Array();
public function Background() {
//attach movieclips to stage
slate = new mc_slate();
slate.x = 100;
slate.y = 20;
addChild(slate);
_toolbox = new Toolbox();
_toolbox.x = 750;
_toolbox.y = 20;
addChild(_toolbox);
//set draggables
//slate.addEventListener(MouseEvent.MOUSE_DOWN, dragSlate);
//slate.addEventListener(MouseEvent.MOUSE_UP, releaseSlate);
slate.addEventListener(MouseEvent.MOUSE_UP, dropNewElement);
}
private function dragSlate(event:MouseEvent) {
slate.startDrag(false, slateBounds);
}
private function releaseSlate(event:MouseEvent) {
slate.stopDrag();
}
private function dropNewElement(event:MouseEvent) {
var _elementType:String = _toolbox.currentTool;
var _x:Number = event.target.x;
var _y:Number = event.target.y;
var _newElement:MovieClip;
var _latestIndex:Number;
//case switch to choose element based on _elementType
//add new element to stage
_newElement = new PageElement(_elementType, event.localX, event.localY);
_latestIndex = _elementArray.push(_newElement);
_newElement.addEventListener("closeWindow", deleteElement);
slate.addChild(_newElement);
}
private function deleteElement(event:Event) {
trace("trying to remove element.");
slate.event.target.removeChild(_elementArray[0]);
}
}
}
Toolbox.as:
//Toolbox class.
package pc_mockup {
import flash.display.*;
import flash.events.*;
import flash.geom.*;
public class Toolbox extends flash.display.MovieClip {
private var _toolboxback:MovieClip;
private var _tool01:MovieClip;
private var _tool02:MovieClip;
private var _tool03:MovieClip;
private var _tool04:MovieClip;
private var _tool05:MovieClip;
private var _currentTool:String = 'none';
public function Toolbox() {
_toolboxback = new ToolboxBack();
_toolboxback.x = 0;
_toolboxback.y = 0;
_toolboxback.alpha = .5;
addChild(_toolboxback);
_tool01 = new TextTool();
_tool01.x = 10;
_tool01.y = 10;
addChild(_tool01);
//_tool01.addEventListener(MouseEvent.MOUSE_DOWN, dragTool);
_tool01.addEventListener(MouseEvent.MOUSE_UP, switchTool);
_tool02 = new ImageTool();
_tool02.x = 10;
_tool02.y = 54;
addChild(_tool02);
_tool02.addEventListener(MouseEvent.MOUSE_UP, switchTool);
}
private function dragTool(event:MouseEvent) {
event.target.startDrag(false);
}
private function releaseTool(event:MouseEvent) {
event.target.stopDrag();
}
private function switchTool(event:MouseEvent) {
_currentTool = event.target.toolname;
//trace(_currentTool);
}
public function get currentTool():String{
return _currentTool;
}
}
}
Tool.as (any class with "Tool" at the end of it simply extends this class and adds a name)
//Tool class.
package pc_mockup {
import flash.display.*;
import flash.events.*;
import flash.geom.*;
public class Tool extends flash.display.MovieClip {
private var _toolname:String;
public function Tool(toolname) {
_toolname = toolname;
}
public function get toolname():String{
return _toolname;
}
}
}
PageElement.as:
//Page element class.
package pc_mockup {
import flash.display.*;
import flash.events.*;
import flash.geom.*;
import flash.text.*;
public class PageElement extends flash.display.MovieClip {
private var _elementname:String;
private var _elementback:MovieClip;
private var _elementmenu:MovieClip;
private var _title:TextField;
private var _formatter:TextFormat = new TextFormat();
public function PageElement(elementname, x, y) {
_elementname = elementname;
_elementback = new ElementBack();
_elementback.x = x;
_elementback.y = y;
_elementback.alpha = .5;
_elementback.addEventListener(MouseEvent.MOUSE_DOWN, dontBubble);
_elementback.addEventListener(MouseEvent.MOUSE_UP, dontBubble);
_elementmenu = new ElementMenu();
_elementmenu.x = x + _elementback.width - 5;
_elementmenu.y = y - 5;
_elementmenu.addEventListener(MouseEvent.MOUSE_OVER, showElementMenu);
_elementmenu.addEventListener(MouseEvent.MOUSE_OUT, retractElementMenu);
_elementmenu.addEventListener(MouseEvent.MOUSE_DOWN, dragElement);
_elementmenu.addEventListener(MouseEvent.MOUSE_UP, releaseElement);
_formatter.font = "Helvetica";
_formatter.size = 10;
_title = new TextField();
_title.text = elementname;
_title.x = x;
_title.y = y;
_title.textColor = 0xffffff;
_title.setTextFormat(_formatter);
addChild(_title);
addChild(_elementback);
addChild(_elementmenu);
}
public function get elementname():String{
return _elementname;
}
public function set elementTitle(newTitle) {
}
public function showElementMenu(event:MouseEvent) {
_elementmenu.expandMenu();
}
public function retractElementMenu(event:MouseEvent) {
_elementmenu.retractMenu();
}
public function hideElementMenu() {
_elementmenu.alpha = 0;
}
private function dragElement(event:MouseEvent) {
event.target.parent.parent.startDrag(false);
event.stopPropagation();
}
private function releaseElement(event:MouseEvent) {
event.target.parent.parent.stopDrag();
event.stopPropagation();
}
private function dontBubble(event:MouseEvent) {
event.stopPropagation();
}
}
}
DeleteBack.as:
//Element menu back class.
package pc_mockup {
import flash.display.*;
import flash.events.*;
import flash.geom.*;
public class DeleteBack extends flash.display.MovieClip {
public function DeleteBack() {
}
public function closeElement(event:MouseEvent) {
dispatchEvent(new Event("closeWindow", true));
trace("event dispatched.");
}
}
}
ElementMenu.as:
//Element menu class.
package pc_mockup {
import flash.display.*;
import flash.events.*;
import flash.geom.*;
import caurina.transitions.Tweener;
public class ElementMenu extends flash.display.MovieClip {
private var _elementmenuback:MovieClip;
private var _deletebutton:MovieClip;
public function ElementMenu() {
_elementmenuback = new ElementMenuBack();
_elementmenuback.x = 0;
_elementmenuback.y = 0;
_elementmenuback.width = 100;
_elementmenuback.height = 5;
_elementmenuback.alpha = .5;
addChild(_elementmenuback);
_deletebutton = new DeleteBack();
_deletebutton.x = -5;
_deletebutton.y = 10;
_deletebutton.width = 10;
_deletebutton.height = 10;
_deletebutton.alpha = .2;
_deletebutton.visible = false;
addChild(_deletebutton);
_deletebutton.addEventListener(MouseEvent.MOUSE_DOWN, closeElement);
}
public function expandMenu() {
Tweener.addTween(_elementmenuback, {height:30, time:.2, transition:"easeOutBack"});
_deletebutton.visible = true;
}
public function retractMenu() {
Tweener.addTween(_elementmenuback, {height:5, time:.1, transition:"easeInBack"});
_deletebutton.visible = false;
}
public function closeElement(event:MouseEvent) {
//check that the user really wants to close the element before sending the destroy signal
//perform any closing animations
//this.parent.destroy();
_deletebutton.closeElement(event);
}
}
}
That's it for the meaningful classes. Anything else is either an empty class that's only in there to help make the library object accessible to ActionScript, or a trivial extension of something else.
The code puts a new element onto the stage, gives it a cool little dropdown menu that makes it draggable and has a delete button on it, and should link that button to a function that closes the element.
I've got everything but the closing.
General code criticism also very welcome. Like I said, I have no training, I've been figuring this stuff out for myself, and feedback of any kind from people who know what they're doing is valuable.
Thanks!
SS
PS. In response to Daniel's comment, here are the steps the code takes:
The Background class puts everything on the stage and creates the toolbox.
The toolbox creates the tools, which are like Photoshop's tools. You click on them to select an element you want to add to the stage, then you click inside the "slate" to drop a new instance of that object on top of it. The background creates the instance and saves it in an array of all instances created at runtime.
The new element makes its own dropdown menu, which is the draggable portion of the element and holds the delete button. This menu places an eventListener on the delete button.
When the delete button is clicked, the eventListener placed on it by its parent class calls an event dispatcher inside the delete button class itself.
This dispatched event is caught by the background class (I figured the best class to remove the element is the same class that made it, right?) and triggers the actual code to remove the element.
This code, "deleteElement," is where I'm stuck. I have all the instances in an array, but the event has gone through so many intermediary classes, the MouseEvent, and thus, I suspect, the MouseEvent target, has fallen by the wayside. So the only way to know which element to delete is to find its array index. I have no idea how this would work. Any ideas?
let's do this a bit at a time...
slate.event.target.removeChild(_elementArray[0]); in background.as
why are you using slate.event?
you are passing an event object to the function, but looks like you're using a different event's target, which I don't know where it's coming from or why it's not giving you an error.
it should just be event.target, which should give you the PageElement(formerly known as _newElement)
what I don't know also is why you are removing a child from it which is _elementArra[0] - which really is another PageElement and likely itself if you only have one.
so it looks to me that there are a bunch of things that should have thrown errors. What are you using to compile your code? What about debugger? are you using any?
If you look at your previous question, I added some code there about how to get the parent. So I adjusted it a bit
function deleteElement($e:MouseEvent):void{
var parentMC:MovieClip = $e.target.parent;
parentMC.removechild($e.target);
}
however the problem is that you're not passing a MouseEvent but a blank event
dispatchEvent(new Event("closeWindow", true)); in DeleteBack.as
so this will not pass anything under target, and you can't get it. (target is read only, so new Event(etc) will always have a null target. So essentially that's a bit of a lost cause.
you could set an onject in your singleton and pass which mc is to be deleted, and then the deleteElement would just grab that object. The other option is to look into the signals class which will let you do some better/more efficient event handling.
finally (sort of, there's more but for now) I'd say look into using CASAlib, in particular, use CasaMovieClip instead of MovieClip for extending, as it will delete your movie clips better. If you have a lot of event listeners and you don't clear them properly, they'll end up staying in memory even after you delete them.
of course looking into other frameworks like RobotLegs is a good idea too, it gets you into better practices.
GL
Edit ...
frameworks/micro-architectures:
http://www.robotlegs.org/
http://swizframework.org/
http://puremvc.org/
and many more
I think the important thing is to not get stuck on a framework (though I mention the word often). And the best framework is the framework that is best for you, and to me that means offering a good communication backbone for the app and staying out of the way.
My setup for writing code is this:
FlashDevelop with the Flex Compiler. FlashDevelop is for PC only so if you're on Mac you might want to consider other options like flex. FlashDevelop and the Flex compiler(the compiler only) are both free so you can't go wrong, and once you start using it you won't want to go back to coding in Flash - guaranteed!!
debugging:
Trace is the simplest form of debugging, and it can be quite difficult to understand the problem.
You can use the flash debugger by pressing Ctrl-Shift-Enter to compile and run. You will need to set the break points ahead though.
FlashDevelop has a debugger that works just like the Flash and Flex debuggers and I use it quite often.
But my favorite debug tool has to be de monster debugger
it takes a bit to more to implement, and you need to add some code, but it found issues for me that I couldn't get to using the default debugger only. Definitely worth a look.