AS3 Pageflip effect: Page reversed when flipped - actionscript-3

I have a script for a book with a page flip effect. But when i flip the page from right to left, the back of the page insted of white is the reflex from the front of the page. Do you know you to make it white?
import fl.transitions.Tween;
import fl.transitions.easing.*;
import fl.transitions.TweenEvent;
import flash.display.Sprite;
import flash.display.Loader;
var cont:DisplayObject;
var cont2:DisplayObject;
var imgLoader:Loader;
var pages:Array = [];
for (var i:int=0; i<=4; i++)
{
imgLoader = new Loader();
imgLoader.contentLoaderInfo.addEventListener(Event.INIT, onLoadJPEG);
imgLoader.load(new URLRequest(""+i+".png"));
}
var imgLoader2:Loader;
imgLoader2 = new Loader();
imgLoader2.contentLoaderInfo.addEventListener(Event.INIT, onLoadSketch);
imgLoader2.load(new URLRequest("voltaatrassketchbook.png"));
function onLoadJPEG(e : Event):void
{
cont = e.target.loader;//obter o loader associado ao LoaderInfo
cont.x = 250;
cont.y = 50;
cont.width = (445 - 100) / 2;
cont.height = (604 - 100) / 2;
addChild(cont);
cont.addEventListener(MouseEvent.MOUSE_UP, FlipPage);
pages.push(cont);
}
function onLoadSketch(e : Event):void
{
cont2 = e.target.loader;//obter o loader associado ao LoaderInfo
cont2.x = 450;
cont2.y = 300;
cont2.width = 181 / 2;
cont2.height = 127 / 2;
addChild(cont2);
cont2.addEventListener(MouseEvent.MOUSE_UP, volta);
}
function FlipPage(e:MouseEvent):void
{
setChildIndex(DisplayObject(e.currentTarget), this.numChildren - 1);
if (e.currentTarget.rotationY == 0)
{
var myTween:Tween = new Tween(e.currentTarget,"rotationY",Regular.easeInOut,0,180,1,true);
}
if (e.currentTarget.rotationY == 180)
{
var myTween:Tween = new Tween(e.currentTarget,"rotationY",Regular.easeInOut,180,0,1,true);
}
}
function volta(e: MouseEvent):void
{
gotoAndStop(1);
for (var i:int = 0; i < pages.length; i++)
{
DisplayObject(pages[i]).visible = false;
}
cont2.visible = false;
}

Each page should be a container that contains two objects, the front and the back:
function onLoadJPEG(e : Event):void
{
// Create container.
var page:Sprite = new Sprite();
page.x = 250;
page.y = 50;
// Create front.
var front:Loader = e.target.loader
front.width = (445 - 100) / 2;
front.height = (604 - 100) / 2;
// Create back (a white rectangle).
var back:Sprite = new Sprite();
back.graphics.beginFill(0xFFFFFF);
back.graphics.lineStyle();
back.graphics.drawRect(0, 0, (445 - 100) / 2, (604 - 100) / 2);
back.graphics.endFill();
page.addChild(back);
page.addChild(front);
addChild(page);
page.addEventListener(MouseEvent.MOUSE_UP, FlipPage);
pages.push(page)
}
Then you need to check the page rotations once every frame, and change the index of each page's front or back accordingly.
Add this before your function declarations:
addEventListener(Event.ENTER_FRAME, enterFrameListener);
And add this function:
function enterFrameListener(e: Event):void {
for(var i:int = 0; i < pages.length; i++) {
if(pages[i].rotationY >= 90 &&
pages[i].rotationY <= 270 &&
// the page back is underneath the front.
pages[i].getChildAt(0) is Sprite
) {
pages[i].addChild(pages[i].getChildAt(0)); // Move the back to the top.
} else if(
(pages[i].rotationY < 90 || pages[i].rotationY > 270) &&
// the page front is underneath the back.
pages[i].getChildAt(0) is Loader
) {
pages[i].addChild(pages[i].getChildAt(0)); // Move the front to the top.
}
}
}

Related

Is anyone interested in looking at my code for a game? I'm getting strange errors

I'm trying to make my first real, simple shooter game. I've read through tutorials online and instead of directly copying code, I tried to take things the next level to actually understand the code and add my own twists. With this in mind, I've recently been learning arrays and not sure if I am using them correctly.
I'm getting strange, intermittent
Error #2025 DisplayObject must be a child of the caller
messages in the output window, not the compiler window.
So, I don't know what line of code is generating this problem. By commenting out blocks of code I have narrowed it down to the modules labeled "CLEANUP MISSED ENEMIES" and "BULLET RATE OF SHOOTING", but the 'why' is beyond my understanding.
I am sure there will be many great comments pointing out conventions I get wrong and errors I am making. I value every chance to learn so please give your input as you see fit! I bet there are way better methods to do the things I am doing!
package{
import flash.events.Event;
import flash.display.MovieClip;
import flash.media.Sound;
import flash.media.SoundChannel;
import com.greensock.*;
import com.greensock.easing.*;
import flash.events.MouseEvent;
import flash.events.KeyboardEvent;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.geom.ColorTransform;
import fl.motion.Color;
import flash.display.DisplayObject;
public class chopper extends MovieClip{
public function chopper(){
boot();
}
public function boot():void{
/////////VARS
var coptr:MovieClip = new copter();
var bulit:MovieClip = new bullit();
var mouseIsDn = false;
var speed = 0;
var PEW = false
var meter:MovieClip = new meters();
var bltArray:Array = new Array();
var airArray:Array = new Array();
var gndArray:Array = new Array();
var gameTIMERa:Timer = new Timer(5000);
var gameTIMERb:Timer = new Timer(10000);
stage.addEventListener(MouseEvent.MOUSE_DOWN, clicked);
stage.addEventListener(MouseEvent.MOUSE_UP, unclicked);
function clicked(e:Event):void{
mouseIsDn = true;
}
function unclicked(e:Event):void{
mouseIsDn = false;
}
/////////INTRO SCREEN
var titl:MovieClip = new title();
addChild(titl);
var strt:MovieClip = new start();
addChild(strt);
var govr:MovieClip = new gOVER();
var ctINTRO:Color = new Color();
ctINTRO.setTint(Math.random()*0xFFFFFF, 0.5);
BG.transform.colorTransform = ctINTRO;
/////////MUSIC
var ChanAB:SoundChannel = new SoundChannel();
var Amusic:Sound = new musicA();
var Bmusic:Sound = new musicB();
ChanAB = Amusic.play(0, 9999);
/////////SFx
var ChanSFx:SoundChannel = new SoundChannel();
var Ashoot:Sound = new shootA();
var SFx:Array = new Array();
var Asuck:Sound = new suckA();
SFx.push(Asuck);
var Bsuck:Sound = new suckB();
SFx.push(Bsuck);
var Csuck:Sound = new suckC();
SFx.push(Csuck);
var gOver:Sound = new over();
/////////START
strt.startBTN.addEventListener(MouseEvent.CLICK, str);
function str(e:Event):void{
removeChild(titl);
removeChild(strt);
ChanAB.stop();
BG.transform.colorTransform = new ColorTransform;
////////////
ChanAB = Bmusic.play(0, 9999);
addChild(coptr);
TweenLite.to(coptr, 3, {x:157, y:316});
addChild(meter);
meter.x = 861;
meter.y = 9;
TweenLite.to(meter, 1, {x:735});
meter.life.gotoAndPlay(2);
gameTIMERa.addEventListener(TimerEvent.TIMER, addAIR);
gameTIMERa.start();
gameTIMERb.addEventListener(TimerEvent.TIMER, addGND);
gameTIMERb.start();
}
/////////ADDING ENEMIES
function addAIR(e:TimerEvent):void{
var Aair:MovieClip = new airA();
Aair.x = 805;
Aair.scaleX = .25
Aair.y = Math.random() * stage.stageHeight - Aair.height;
Aair.scaleY = .25
airArray.push(Aair);
addChild(Aair);
}
function addGND(e:TimerEvent):void{
var Agnd:MovieClip = new gndA();
Agnd.x = 805;
Agnd.scaleX = .25
Agnd.y = 430 + Math.floor(Math.random() * 36);
Agnd.scaleY = .25
gndArray.push(Agnd);
addChild(Agnd);
}
addEventListener(Event.ENTER_FRAME, startLoop);
function startLoop(e:Event):void{
if(coptr.x == 157 && coptr.y == 316){
speed = 10;
meter.life.gotoAndStop(10);
removeEventListener(Event.ENTER_FRAME, startLoop);
addEventListener(Event.ENTER_FRAME, gameLoop);
stage.addEventListener(KeyboardEvent.KEY_DOWN, shoot);
}
}
/////////COPTER SHOOTING
function shoot(e:Event):void{
if(PEW == false){
ChanSFx = Ashoot.play();
bulit.x = coptr.x + 5;
bulit.y = coptr.y;
bltArray.push(bulit);
addChild(bulit);
PEW = true;
}
}
/////////LIFE METER
function lifeMeterA(e:Event = null):void{
if(meter.life.width > 59){
meter.life.scaleX -= .04;
}
else if(meter.life.width < 59 && meter.life.width > 29){
meter.life.gotoAndStop(11);
meter.life.scaleX -= .04;
}
else if(meter.life.width < 29 && meter.life.width > 15){
meter.life.gotoAndStop(12)
meter.life.scaleX -= .04;
}
else if(meter.life.width < 15 && meter.life.width > 1.5){
meter.life.gotoAndPlay(2);
meter.life.scaleX -= .04;
}
}
function lifeMeterB(e:Event = null):void{
if(meter.life.width > 59){
meter.life.scaleX -= .01;
}
else if(meter.life.width < 59 && meter.life.width > 29){
meter.life.gotoAndStop(11);
meter.life.scaleX -= .01;
}
else if(meter.life.width < 29 && meter.life.width > 15){
meter.life.gotoAndStop(12)
meter.life.scaleX -= .01;
}
else if(meter.life.width < 15 && meter.life.width > 1.5){
meter.life.gotoAndPlay(2);
meter.life.scaleX -= .01;
}
}
////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////MAIN LOOP
function gameLoop(e:Event) {
////////////////////////COPTER MOVEMENT
trace(bltArray);
trace(airArray);
trace(gndArray);
coptr.y += speed;
if(mouseIsDn){
if(speed > -5){
speed -= 1;
}
}else{
if(speed < 10){
speed += .25;
}
}
////////////////////////BULLET MOVEMENT
if(bulit){
bulit.x += 10;
}
if(coptr.y > stage.stageHeight - coptr.height*.5){
coptr.y = stage.stageHeight - coptr.height*.5;
}
else if(coptr.y < 0 + coptr.height*.5){
coptr.y = 0 + coptr.height*.5;
}
////////////////////////COLLISIONS
for(var i = 0; i<numChildren; i++){
if(getChildAt(i) is airA){
var b = getChildAt(i) as airA;
if(b.hitTestObject(coptr)){
lifeMeterA();
}
if(b.hitTestObject(bulit)){
airArray.shift();
removeChild(b);
removeChild(bltArray[0]);
PEW = false;
var m:uint = uint(Math.random() * 3);
ChanSFx = SFx[m].play();
}
}
else if(getChildAt(i) is gndA){
var c = getChildAt(i) as gndA;
if(c.hitTestObject(coptr)){
lifeMeterB();
}
if(c.hitTestObject(bulit)){
gndArray.shift();
removeChild(c);
removeChild(bltArray[0]);
PEW = false;
var n:uint = uint(Math.random() * 3);
ChanSFx = SFx[n].play();
}
}
}
if(coptr.y > stage.stageHeight - coptr.height){
lifeMeterA();
}
////////////////////////CLEANUP MISSED ENEMIES
if(airArray[0] && airArray[0].x < 0){
airArray.shift();
}
if(gndArray[0] && gndArray[0].x < 0){
gndArray.shift();
}
////////////////////////BULLET RATE OF SHOOTING
if(bltArray[0] && bltArray[0].x > stage.stageWidth){
PEW = false;
bltArray.shift();
}
////////////////////////END GAME
if(meter.life.width < 1.5){
removeEventListener(Event.ENTER_FRAME, gameLoop);
gameTIMERa.stop();
gameTIMERb.stop();
meter.life.gotoAndStop(13);
TweenLite.to(meter, .5, {x:861});
gameO();
}
}
function gameO(e:Event = null):void{
addChild(govr);
govr.x = 0;
govr.y = 0;
ChanAB.stop();
ChanSFx = gOver.play();
ChanSFx.addEventListener(Event.SOUND_COMPLETE, restart);
}
function restart(e:Event):void{
removeChild(govr);
removeChild(coptr);
boot();
}
}
}
}
Thanks in advance!
It means you're using removeChild() somewhere on an object whose parent is not the container you are trying to remove it from.
For example, this code would cause that error:
var shape:Shape = new Shape();
stage.removeChild(shape);
It's likely that you are calling removeChild() more than once somewhere in your code.

User interaction with Leapmotion AS3 library

I can connect the device and attach a custom cursor to one finger, but I can´t use any of the gestures to over/click a button or drag a sprite around, etc.
I´m using Starling in the project. To run this sample just create a Main.as, setup it with Starling and call this class.
My basic code:
package
{
import com.leapmotion.leap.Controller;
import com.leapmotion.leap.events.LeapEvent;
import com.leapmotion.leap.Finger;
import com.leapmotion.leap.Frame;
import com.leapmotion.leap.Gesture;
import com.leapmotion.leap.Hand;
import com.leapmotion.leap.InteractionBox;
import com.leapmotion.leap.Pointable;
import com.leapmotion.leap.ScreenTapGesture;
import com.leapmotion.leap.Vector3;
import starling.display.Shape;
import starling.display.Sprite;
import starling.events.Event;
import starling.events.TouchEvent;
/**
* ...
* #author miau
*/
public class LeapController extends Sprite
{
private var _controller:Controller;
private var _cursor:Shape;
private var _screenTap:ScreenTapGesture;
private var _displayWidth:uint = 800;
private var _displayHeight:uint = 600;
public function LeapController()
{
addEventListener(Event.ADDED_TO_STAGE, _startController);
}
private function _startController(e:Event):void
{
removeEventListener(Event.ADDED_TO_STAGE, _startController);
//adding controller
_controller = new Controller();
_controller.addEventListener( LeapEvent.LEAPMOTION_INIT, onInit );
_controller.addEventListener( LeapEvent.LEAPMOTION_CONNECTED, onConnect );
_controller.addEventListener( LeapEvent.LEAPMOTION_DISCONNECTED, onDisconnect );
_controller.addEventListener( LeapEvent.LEAPMOTION_EXIT, onExit );
_controller.addEventListener( LeapEvent.LEAPMOTION_FRAME, onFrame );
//add test button
_testButton.x = stage.stageWidth / 2 - _testButton.width / 2;
_testButton.y = stage.stageHeight / 2 - _testButton.height / 2;
addChild(_testButton);
_testButton.touchable = true;
_testButton.addEventListener(TouchEvent.TOUCH, doSomething);
//draw ellipse as a cursor
_cursor = new Shape();
_cursor.graphics.lineStyle(6, 0xFFE24F);
_cursor.graphics.drawEllipse(0, 0, 80, 80);
addChild(_cursor);
}
private function onFrame(e:LeapEvent):void
{
trace("ON FRAME STARTED");
var frame:Frame = e.frame;
var interactionBox:InteractionBox = frame.interactionBox;
// Get the first hand
if(frame.hands.length > 0){
var hand:Hand = frame.hands[0];
var numpointables:int = e.frame.pointables.length;
var pointablesArray:Array = new Array();
if(frame.pointables.length > 0 && frame.pointables.length < 2){
//trace("number of pointables: "+frame.pointables[0]);
for(var j:int = 0; j < frame.pointables.length; j++){
//var pointer:DisplayObject = pointablesArray[j];
if(j < numpointables){
var pointable:Pointable = frame.pointables[j];
var normal:Vector3 = pointable.tipPosition;
var normalized:Vector3 = interactionBox.normalizePoint(normal);
//pointable.isFinger = true;
_cursor.x = normalized.x * _displayWidth;
_cursor.y = _displayHeight - (normalized.y * _displayHeight);
_cursor.visible = true;
}else if (j == 0) {
_cursor.visible = false;
}
}
}
}
}
private function onExit(e:LeapEvent):void
{
trace("ON EXIT STARTED");
}
private function onDisconnect(e:LeapEvent):void
{
trace("ON DISCONNECT STARTED");
}
private function onConnect(e:LeapEvent):void
{
trace("ON CONNECT STARTED");
_controller.enableGesture( Gesture.TYPE_SWIPE );
_controller.enableGesture( Gesture.TYPE_CIRCLE );
_controller.enableGesture( Gesture.TYPE_SCREEN_TAP );
_controller.enableGesture( Gesture.TYPE_KEY_TAP );
}
private function onInit(e:LeapEvent):void
{
trace("ON INIT STARTED");
}
private function doSomething(e:TouchEvent):void
{
trace("I WAS TOUCHED!!!");
}
}
}
If a good code Samaritan can update this code to perform a screen tap gesture (or any interacion with any object), I will really appreciate this a lot.
Regards!
controller.enableGesture(Gesture.TYPE_SWIPE);
controller.enableGesture(Gesture.TYPE_SCREEN_TAP);
if(controller.config().setFloat("Gesture.Swipe.MinLength", 200.0) && controller.config().setFloat("Gesture.Swipe.MinVelocity", 500)) controller.config().save();
if(controller.config().setFloat("Gesture.ScreenTap.MinForwardVelocity", 30.0) && controller.config().setFloat("Gesture.ScreenTap.HistorySeconds", .5) && controller.config().setFloat("Gesture.ScreenTap.MinDistance", 1.0)) controller.config().save();
//etc...
Then catch it in the frame event listener:
private function onFrame( event:LeapEvent ):void
{
var frame:Frame = event.frame;
var gestures:Vector.<Gesture> = frame.gestures();
for ( var i:int = 0; i < gestures.length; i++ )
{
var gesture:Gesture = gestures[ i ];
switch ( gesture.type )
{
case Gesture.TYPE_SCREEN_TAP:
var screentap:ScreenTapGesture = ScreenTapGesture ( gesture);
trace ("ScreenTapGesture-> x: " + Math.round(screentap.position.x ) + ", y: "+ Math.round( screentap.position.y));
break;
case Gesture.TYPE_SWIPE:
var screenSwipe:SwipeGesture = SwipeGesture(gesture);
if(gesture.state == Gesture.STATE_START) {
//
}
else if(gesture.state == Gesture.STATE_STOP) {
//
trace("SwipeGesture-> direction: "+screenSwipe.direction + ", duration: " + screenSwipe.duration);
}
break;
default:
trace( "Unknown gesture type." )
}
}
}
When the event occurs, check the coordinates translated to the stage/screen and whether a hit test returns true.
EDIT: Considering I have no idea how to reliable get the touch point x/y (or better: how to translate them to the correct screen coordinates), I would probably do something like this in my onFrame event:
private function onFrame(event:LeapEvent):void {
var frame:Frame = event.frame;
var gestures:Vector.<Gesture> = frame.gestures();
var posX:Number;
var posY:Number;
var s:Shape;
if(frame.pointables.length > 0) {
var currentVector:Vector3 = screen.intersectPointable(frame.pointables[0], true); //get normalized vector
posX = 1920 * currentVector.x - stage.x; //NOTE: I hardcoded the screen res value, you can get it like var w:int = leap.locatedScreens()[0].widthPixels();
posY = 1080 * ( 1 - currentVector.y ) - stage.y; //NOTE: I hardcoded the screen res value, you can get it like var h:int = leap.locatedScreens()[0].heightPixels();
}
for(var i:int = 0; i < gestures.length; i++) {
var gesture:Gesture = gestures[i];
if(gesture.type == Gesture.TYPE_SCREEN_TAP) {
if(posX >= _button1.x &&
posX <= _button1.x + _button1.width &&
posY >= _button1.y &&
posY <= _button1.y + _button1.height) {
s = new Shape();
s.graphics.beginFill(0x00FF00);
s.graphics.drawCircle(0, 0, 10);
s.graphics.endFill();
s.x = posX;
s.y = posY;
stage.addChild(s);
trace("Lisa tocada!");
}
else {
s = new Shape();
s.graphics.beginFill(0xFF0000);
s.graphics.drawCircle(0, 0, 10);
s.graphics.endFill();
s.x = posX;
s.y = posY;
stage.addChild(s);
trace("Fallaste! Intentalo otra vez, tiempo: "+new Date().getTime());
}
}
}
}

error while converting AS2 starfield code to AS3

I've tried to convert a nice AS2 script for starfirld effect to AS3 But i'm still getting strange errors
would really appreciate if any one could help me understand what am i doing wrong
here is the original AS2 code:
var stars = 100;
var maxSpeed = 16;
var minSpeed = 2;
var i = 0;
while (i < stars)
{
var mc = this.attachMovie("star", "star" + i, i);
mc._x = random(Stage.width);
mc._y = random(Stage.height);
mc.speed = random(maxSpeed - minSpeed) + minSpeed;
var size = random(2) + 6.000000E-001 * random(4);
mc._width = size;
mc._height = size;
++i;
} // end while
this.onEnterFrame = function ()
{
for (var _loc3 = 0; _loc3 < stars; ++_loc3)
{
var _loc2 = this["star" + _loc3];
if (_loc2._y > 0)
{
_loc2._y = _loc2._y - _loc2.speed;
continue;
} // end if
_loc2._y = Stage.height;
_loc2.speed = random(maxSpeed - minSpeed) + minSpeed;
_loc2._x = random(Stage.width);
} // end of for
};
and here is my AS3 version:
import flash.events.Event;
import flash.events.MouseEvent;
function starField():void
{
var stars:int = 100;
var maxSpeed:int = 16;
var minSpeed:int = 2;
var i:int = 0;
while (i < stars)
{
var mc = new Star();
addChild(mc)
mc._x = Math.random()(stage.stageWidth);
mc._y = Math.random()(stage.stageHeight);
mc.speed = Math.random()(maxSpeed - minSpeed) + minSpeed;
var size = Math.random()(2) + 6.000000E-001 * Math.random()(4);
mc._width = size;
mc._height = size;
++i;
} // end while
}
addEventListener(Event.ENTER_FRAME, update);
function update(_e:Event):void
{
for (var _loc3 = 0; _loc3 < 100; ++_loc3)
{
var _loc2 = this["star" + _loc3];
if (_loc2._y > 0)
{
_loc2._y = _loc2._y - _loc2.speed;
continue;
} // end if
_loc2._y = stage.stageHeight;
_loc2.speed = Math.random()(maxSpeed - minSpeed) + minSpeed;
_loc2._x = Math.random()(stage.stageWidth);
} // end of for
};
the error message I'm getting is: "TypeError: Error #1010: A term is undefined and has no properties. at _fla::MainTimeline/update()"
I understand it has a problem with the 'update' function but I'm net sure which term it refer to?
I'll bet a can of juice here is your problem:
var _loc2 = this["star" + _loc3];
put these into an associative array and access them from there.
#Discipol is right.
Just wanted to add a few more notes:
You can also use the display list to get the movie clip by name:
var _loc2:MovieClip = MovieClip(getChildByName("star" + _loc3));
You've got untyped variables and your are relying on MovieClip as a dynamic class to add properties (such as speed) at runtime. For a really simple project the impact is barely noticeable, but on the long run, for bigger projects, it's worth extending Sprite if you don't use the timeline and add the properties you need:
package {
import flash.display.Sprite;
import flash.events.Event;
public class Star extends Sprite {
private var speed:Number;
private var minSpeed:Number;
private var maxSpeed:Number;
public function Star(min:Number,max:Number) {
minSpeed = min;
maxSpeed = max;
var size = (Math.random()*2) + 1.82211880039 * (Math.random()*4);
width = size;
height = size;
this.addEventListener(Event.ADDED_TO_STAGE,reset);
}
private function reset(e:Event = null):void{
speed = (Math.random() * (maxSpeed-minSpeed)) + minSpeed;
x = Math.random() * stage.stageWidth;
if(e != null) y = Math.random() * stage.stageHeight;//initialized from added to stage event
else y = stage.stageHeight;//otherwise reset while updating
}
public function update():void{
if (y > 0) y -= speed;
else reset();
}
}
}
and the rest of the code would be as simple as:
var stars:int = 100;
var starClips:Vector.<Star> = new Vector.<Star>(stars,true);//a typed fixed vector is faster than a dynamically resizable untyped Array
for(var i:int = 0 ; i < stars; i++) starClips[i] = addChild(new Star(16,2)) as Star;
this.addEventListener(Event.ENTER_FRAME,updateStars);
function updateStars(e:Event):void{
for(var i:int = 0 ; i < stars; i++) starClips[i].update();
}

Error 2025 when trying to removeChild, child not contained where it was added?

I am trying to code a tile-based level editor, in which the Main class adds Tile class instances as children of the 'tiles' movieclip when clicking/dragging the mouse.
I am able to add tiles to the container, and they show on stage, however I cannot remove any tiles when erasing them is enabled. It gives me the following error
Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display::DisplayObjectContainer/removeChild()
at Main/Draw()
at Main/::Go()
Also, when I check if the tile is inside the tiles container, it tells me that the parent is null.
So, a little help? I tried checking other questions with similar issues but none seemed to be close to mine.
package {
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.display.Stage;
import flash.display.StageScaleMode;
import flash.display.StageAlign;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.KeyboardEvent;
//import flash.events.TimerEvent.updateAfterEvent;
public class Main extends MovieClip {
//containers
var lines:Sprite = new Sprite();
var tiles:Sprite = new Sprite();
// Grid data
var tileW:int = 20;
var tileH:int = 20;
var gridW:int = 20;//(inputWidth);
var gridH:int = 20;//(inputHeight);
var gridX:int = 50;
var grixY:int = 50;
var level:Array;
//Drawing variables
var go:Boolean = false;
var erase:Boolean = false;
var default_tile:int = 1;
var type:int;
var rect:Object = {x:100, y:50, width:(gridW * tileW)/100, height:(gridH * tileH)/100};
//menus
var sizeMenu:SizeMenu = new SizeMenu();
var current:Tile = new Tile();
public function Main():void {
//Flash alignment and resizing
stage.scaleMode=StageScaleMode.NO_SCALE;
stage.align=StageAlign.TOP_LEFT;
stage.addChild(lines);
lines.x = rect.x;
lines.y = rect.y;
stage.addChild(tiles);
tiles.x = rect.x;
tiles.y = rect.y;
stage.addChild(sizeMenu);
stage.addChild(current);
current.x = 50;
current.gotoAndStop(default_tile);
stage.addEventListener(MouseEvent.MOUSE_DOWN, Go);
stage.addEventListener(MouseEvent.MOUSE_UP, Go);
stage.addEventListener(MouseEvent.MOUSE_MOVE, Go);
stage.addEventListener(KeyboardEvent.KEY_DOWN, ToggleErase);
stage.addEventListener(KeyboardEvent.KEY_UP, ToggleErase);
Setup();
}
//Draws grid lines
private function Setup():void {
trace("Drawing Grid...");
// create an empty array
level = new Array(gridH);
for (var i=0; i < gridW; i++) {
level[i] = new Array(gridW);
}
// attach lines to create a grid
for (var k=0; k <= gridH; k++) {
var line = new Line();
line.name = "line"+k;
line.scaleX = rect.width;
line.y = tileH * k;
lines.addChild(line);
for (var j=0; j <= gridW; j++) {
line = new Line();
line.name = "line"+j+"_"+k;
line.scaleX = rect.height;
line.x = tileW * j;
line.rotation = 90;
lines.addChild(line);
}
}
type = default_tile;
trace("Done drawing grid!");
}
//Decided if drawing is possible
private function Go(e:MouseEvent):void {
if (e.type == "mouseDown") {
go = true;
Draw(e);
}
if (e.type == "mouseUp") {
go = false;
}
if (e.type == "mouseMove") {
if (go) {
Draw(e);
}
//e.updateAfterEvent();
}
}
//Toggles erase
private function ToggleErase(e:KeyboardEvent):void{
if (e.shiftKey){
erase = true;
}
if (e.type == "keyUp"){
erase = false;
}
}
// attaches the tiles when drawn on the grid
public function Draw(e:MouseEvent) {
var x = mouseX;
var y = mouseY;
var cx = Math.floor((x - rect.x) / tileW);
var cy = Math.floor((y - rect.y) / tileH);
if (cx >= 0 && cx < gridW && cy >= 0 && cy < gridH) {
var target = e.currentTarget;
if (!erase) {
if (tiles.contains(target)){
trace("Contained!");
tiles.removeChild(target);
}
var tile = new Tile();
tiles.addChild(tile);
tile.name = ("t_" + cy + "_" + cx);
tile.x = (tileW * cx);
tile.y = (tileH * cy);
tile.gotoAndStop(type);
level[cy][cx] = type;
} else {
if (tiles.contains(target)){
trace("Contained!");
tiles.removeChild(target);
}
level[cy][cx] = default_tile - 1;
}
}
}
//Cleans the grid and redraws it
private function ResetGrid():void {
level = null;
//Delete tiles
while (tiles.numChildren) {
tiles.removeChildAt(0);
}
//Delete lines
while (lines.numChildren) {
lines.removeChildAt(0);
}
gridW=20;
gridH=20;
rect.width = (gridW * tileW)/100;
rect.height = (gridH * tileH)/100;
}
// updates the current-clip
private function update() {
current.gotoAndStop(type);
}
}
}
The following code is causing the problem, basically you are calling removeChild twice for the same object.
if (tiles.contains(target)){
trace("Contained!");
tiles.removeChild(target);
}
tiles.removeChild(target);
In your code, I notice that you have the ability for the tile to be removed, and then try to remove it again at the end of this block :
if (!erase) {
if (tiles.contains(target)){
trace("Contained!");
tiles.removeChild(target);
}
var tile = new Tile();
tiles.addChild(tile);
tile.name = ("t_" + cy + "_" + cx);
tile.x = (tileW * cx);
tile.y = (tileH * cy);
tile.gotoAndStop(type);
level[cy][cx] = type;
} else {
if (tiles.contains(target)){
trace("Contained!");
tiles.removeChild(target);
}
// this is going to throw an error
tiles.removeChild(target);
Make it easy on yourself and create a class for Tile with a remove method. Something like this:
class Tile extends Sprite
{
public function remove():void
{
if(parent) parent.removeChild(this);
}
}
This way, you can simply do:
tile.remove();
I have resolved my issue! All tile instances are given a name based on their position on the grid when added. Instead of making target the object the mouse was pointing at, I used getChildByName(); to search if there was already an object with a specific name, and to erase it if it did.
if (cx >= 0 && cx < gridW && cy >= 0 && cy < gridH) {
var target = tiles.getChildByName("t_" + cy + "_" + cx);
if (!erase) {
if (target){
tiles.removeChild(target);
}
var tile = new Tile();
tiles.addChild(tile);
tile.name = ("t_" + cy + "_" + cx);
tile.x = (tileW * cx);
tile.y = (tileH * cy);
tile.gotoAndStop(type);
level[cy][cx] = type;
} else {
if (target){
tiles.removeChild(target);
}
level[cy][cx] = default_tile - 1;
}
}

Coverflow - order of indexes doesn't work as intended

I made a Coverflow class, and everything works fine, but I got one problem. If I click on an item or navigate through the images with the arrow keys I want an image formation like this:
1) What I want
I got everything working fine on the right side my objects arent placed correctly, they are positioned over each other:
2) What's wrong
Now you see on the right side it is kinda fucked up, the images shouldn't overlap like that, they should be positioned after each other just like on the left side.
3) Code where I build up the images
package be.devine.cp3.itemGroup
{
import com.greensock.TweenLite;
import flash.display.DisplayObject;
import flash.display.Sprite;
import flash.events.MouseEvent;
public class Coverflow extends Sprite
{
public var images:Array;
private var _currentImageIndex:int;
private var imageSize:uint;
public function Coverflow(images:Array)
{
this.images = [];
for each(var image:DisplayObject in images)
{
if(image.width > imageSize)
{
imageSize = image.width;
}
var imageContainer:Sprite = new Sprite();
image.x = -1 * (image.width >> 1);
image.y = -1 * (image.height >> 1);
imageContainer.addChild(image);
this.images.push(imageContainer);
}
this.currentImageIndex = images.length >> 1;
}
private function imageClickHandler(event:MouseEvent):void
{
var targ:DisplayObject = event.currentTarget as DisplayObject;
currentImageIndex = getChildIndex(targ);
}
public function display():void
{
while(this.numChildren > 0)
{
removeChildAt(0);
}
var depth:Number = 0;
for(var i:int = 0; i < images.length; i++)
{
var image:DisplayObject = images[i];
var xPos:Number = 0;
xPos = (i - _currentImageIndex) * imageSize;
if(i < _currentImageIndex) { //moet er links van komen -> negatieve x
image.rotationY = -90; //-45
depth++;
} else if(i == _currentImageIndex) {//in het midden {
image.rotationY = 0;
depth = 0;
} else {//moet rechts komen -> positieve x
image.rotationY = 90; //45
depth ++;
}
addChild(image);
TweenLite.to(image,.5, {x:xPos});
var zPos:int = (i - _currentImageIndex);
image.addEventListener(MouseEvent.CLICK, imageClickHandler);
}
}
public function get currentImageIndex():int {
return _currentImageIndex;
}
public function set currentImageIndex(value:int):void {
value = Math.min(images.length -1, Math.max(0, value));
if(_currentImageIndex != value)
{
_currentImageIndex = value;
display();
}
}
}
}
I already searched on the web, but I can't find a similar thing about coverflows... I know it has to do something with setting the child index of the images but I have no idea on how to calculate it :). I hope someone can help me out.
I found the solution :)
had to add the image before i changed the child indexes and use setChildIndex instead of addChildAt:
for(var i:int = 0; i < images.length; i++)
{
var image:DisplayObject = images[i];
var xPos:Number = 0;
var rY:int = 0;
xPos = (i - _currentImageIndex) * imageSize;
addChild(image);
if(i < _currentImageIndex) { //moet er links van komen -> negatieve x
rY = -90;
setChildIndex(image, numChildren-1);
} else if(i == _currentImageIndex) {//in het midden {
rY = 0;
} else {//moet rechts komen -> positieve x
rY = 90;
setChildIndex(image, 0);
}
TweenLite.to(image,.5, {x:xPos, rotationY: rY});
image.addEventListener(MouseEvent.CLICK, imageClickHandler);
}