my dynamically added movieclips have a name of "instance XX" - actionscript-3

There are a couple things going on here that I dont fully understand. I have created a custom class that extends MovieClip to give some custom properties and create a geometric shape inside of the created MovieClip
package com.hyatt
{
import flash.display.*;
import flash.geom.*;
public class mapPin extends MovieClip
{
public var spirit:String;
public var callName:String;
public var hotelName:String;
public var city:String;
public var s:String;
public var zip:String;
public var country:String;
public var brand:String;
public var featured:Boolean;
public var horizon:Boolean;
private var _mc1:MovieClip = new MovieClip();
public function mapPin(_brand:String)
{
brand = _brand;
switch (_brand)
{
case "Andaz":
pinCircle(0xff0000);
break;
case "Grand Hyatt":
pinCircle(0x0000ff);
break;
case "Hyatt":
pinCircle(0x4600f0);
break;
}
}
private function pinCircle(color:uint):void
{
_mc1.graphics.beginFill(color);
_mc1.graphics.drawCircle(0,0,20);
this.addChild(_mc1);
_mc1.graphics.endFill();
}
}
}
Then I'm adding an couple instances of the mapPin class to a container movieclip on my stage and adding an event listener to that container clip.
var myTest1:mapPin = new mapPin("Andaz");
myTest1.brand = "Andaz";
container_mc.addChild(myTest1);
myTest1.name = "myTest1" //this is added purely for testing the "instance xx", same result
myTest.x = 100;
myTest.y = 100;
var myTest2:mapPin = new mapPin("Hyatt");
container_mc.addChild(myTest2);
myTest2.brand = "Hyatt";
myTest2.x = 400;
myTest2.y = 400;
container_mc.addEventListener(MouseEvent.CLICK, pinClicked);
finally I'm trying to be able to access the properties (the only one set thusfar is "brand") of the mapPin that is clicked.
function pinClicked(e:MouseEvent):void
{
trace(e.target.name); // traces "instance xx" instead of "myTest1"
trace(e.target.brand); // traces "undefined"
}
I can add the mapPin instances, and adjust their x and y though i cannot reference the custom class properties like "brand" and their name becomes a generic instance name. What am I missing? There are going to be upwards of 500 of these items added and I want to be able to pull information from them based upon a users click.

I'd have to see your mapPin class to be sure, but I think that the DisplayObject that is dispatching the event, is a child of mapPin.
To fix this, inside your mapPin class constructor add this line :
mouseChildren = false;
That will specify that children shouldn't receive clicks/dispatch mouse events.

currentTarget is the most recent object to dispatch an event and target is the object that originally dispatched it
It's not. AS3 doc says :
currentTarget :
The object that is actively processing the Event object with an event listener. For example, if a user clicks an OK button, the current target could be the node containing that button or one of its ancestors that has registered an event listener for that event.
target : The event target. This property contains the target node. For example, if a user clicks an OK button, the target node is the display list node containing that button.

Related

Best way to read a property from a MovieClip?

I got a .fla file, where inside I have some movieclip instances placed in the scene. I need to iterate through them and gather some data, like position, name, and custom properties.
These custom properties, I don't know how to pass them, I know one way that works so far is to use the accessibility properties panel (Flash Pro CC), and then in the code I can just read them. However there should be a better way I assume.
If I have understood correctly your question and what you have said in your comments about the answer of #Aaron, you have an swf file, which you load dynamically, and you want to get/set some of its MovieClips properties, if it's the case, take this example :
MyMC.as :
public class MyMC extends MovieClip
{
private var timer:Timer;
private var rotation_speed:int = 1;
public function MyMC() {
}
public function set_Rotation_Speed(_rotation_speed:int): void {
this.rotation_speed = _rotation_speed;
}
public function get_Rotation_Speed(): int {
return this.rotation_speed;
}
public function start_Rotation(): void {
this.timer = new Timer(500, 10);
this.timer.addEventListener(TimerEvent.TIMER, on_Timer);
this.timer.start();
}
private function on_Timer(e:TimerEvent): void {
this.rotation += this.rotation_speed;
}
}
Then, in my swf.swf I have an instance of that MovieClip.
I loaded the swf.swf using this code :
var loader:Loader = new Loader()
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, on_SWFLoad);
loader.load(new URLRequest('swf.swf'));
And to set/get some of my MovieClip properties, I did :
function on_SWFLoad(e:Event): void
{
var swf:DisplayObjectContainer = DisplayObjectContainer(loader.content);
var num_children:int = swf.numChildren;
for(var i:int = 0; i < num_children; i++)
{
var child:MovieClip = MovieClip(swf.getChildAt(i));
// get the name
trace('name : ' + child.name);
// set the position
child.x = child.y = 100;
// get the class name, in my case it's MyMC
var class_name:String = getQualifiedClassName(child);
// get all the details of the child
trace(describeType(child));
child.set_Rotation_Speed(45);
child.start_Rotation();
trace(child.get_Rotation_Speed()); // gives : 45
}
addChild(loader);
}
You can use the describeType() function To get all the properties of your instance.
Hope that can help.
First of all, you can set properties on timeline instances from code. There's nothing special about this. For example:
Place an instance of a library symbol on a keyframe
Give it an instance name in the Properties panel, for example "myInstance"
On the same keyframe put some code that refers to it, such as myInstance.color = "red"
You can also create and assign custom properties by making the symbol a component:
Right-click on the symbol in the library and choose "Component Definition"
Add custom properties in the Parameters table. It's now a component symbol.
On the timeline, place an instance of the symbol and use the Properties panel to set its parameters.
You can do a lot more with components if you want, such as live preview and compiled components. More info can be found here here: http://www.adobe.com/devnet/flash/learning_guide/components/part03.html

AS3 : How to identify which button was pressed?

I have a MovieClip with a button inside it named t_bt. I have exported that MovieClip to action script and gave it a class name of e_panel . I created 50 instances of e_panel to stage with this code:
var e_p_y:Number=0;
for ( var i:Number=1;i<=50;i++)
{
var e_p:MovieClip = new e_panel();
e_p.x = 50;
e_p.y = e_p_y;
e_p.t_bt.addEventListener(MouseEvent.MOUSE_UP, f1);
addChild(e_p);
e_p_y = e_p_y+105;
}
now I want identify which button was pressed by user in function f1.
function f1(event:MouseEvent):void
{
//...what should I write here?
}
Every event has a property called currentTarget, which will be a reference to the object you added the event listener to.
So in your case:
function f1(event:MouseEvent):void
{
var t_bt:DisplayObject = event.currentTarget as DisplayObject; //would be the t_bt instance that was clicked (typed as a basic object)
var e_p:MovieClip = DisplayObject(event.currentTarget).parent as MovieClip //would be the e_p of the item clicked
//so if you wanted to do something like make the whole panel half transparent once clicked
e_p.alpha = .5;
//if you wanted to get the index of the button clicked
trace("Button Clicked: ", e_p.parent.getChildIndex(e_p));
}
In contrast, the target property of an event is the actual displayObject that was clicked (which could be the same as currentTarget or a child of the currentTarget)
e_panel clip must have an associated E_Panel class that extends MovieClip and (for example) adds an index property to hold the index of the item.
Then, on f1 you could do:
function f1(event:MouseEvent):void
{
var e_panel:E_Panel = event.currentTarget.parent as E_Panel;
trace(e_panel.index);
}
Remember to set index property upon movie clip creation
Hope it helps
Extra info
Create this a class for E_Panel and link it to movieClip with library properties
public class E_Panel extends MovieClip
{
private var _index:int;
public function E_Panel(index:int)
{
super();
_index = index;
}
public function get index():int {
return _index;
}
}
Then in your code:
var e_p:E_Panel = new e_panel(i); //"i" is the iteration counter
e_p.x = 50;
... //Etc
Try this Code::
var e_p_y:Number=0;
for ( var i:Number=1;i<=50;i++)
{
var e_p:MovieClip= new e_panel();
e_p.x=50;
e_p.y=e_p_y;
e_p.t_bt.addEventListener(MouseEvent.MOUSE_UP, f1);
addChild(e_p);
e_p_y=e_p_y+105;
e_p.name= i+'';
}
Now write this code in f1 function::
function f1(event:MouseEvent):void
{
trace(event.currentTarget.name);
}

How to get the width of a MovieClip for a different frame instantly?

Is there a way to get the width of a MovieClip (that does have a name) on a different frame? I have tried to using .width and .getBounds(null).width, however, both of them will give me only the width of the current frame. I have tried to do gotoAndStop(frameiwant), but the information doesn't seem to be correct until at least the next frame
I would like to get the width of the frame instantly so I don't have to wait until the next frame for the width.
The only way I could think of doing this was to have an initial phase in your project which will:
Run through all of the frames in your timeline. Create an object which will hold information about the children in that frame. It can be called Frame.
Iterate over all the children that are added to the stage in that frame and add a definition object that describes that child. The description can be as basic or vast as you need. We can call this class an ObjectDefintion.
The downside of this process is that you need to wait for the FRAME_CONSTRUCTED event like #Larusso pointed out in his answer. This means that the frame actually has to finish rendering before you are able to get information about its children, which of course means you have to go through and render every single frame in your timeline during this phase. All you can really do to mitigate this problem is set the frameRate to something high and then set it back when you're done assessing all the frames.
I have set this up and it works well - I'll paste each class and try explain what they do.
So for your document class (or whichever MovieClip holds the frames you want to look at), I have this:
public class Main extends MovieClip
{
private var _userFrameRate:int;
private var _frames:Vector.<Frame> = new <Frame>[];
public function Main()
{
_userFrameRate = stage.frameRate;
stage.frameRate = 120;
addEventListener(Event.FRAME_CONSTRUCTED, _assess);
}
public function getFrame(index:int):Frame
{
return _frames[index - 1];
}
private function _assess(e:Event):void
{
var frame:Frame = new Frame(this);
_frames.push(frame);
if(currentFrame === totalFrames)
{
removeEventListener(Event.FRAME_CONSTRUCTED, _assess);
gotoAndStop(1);
stage.frameRate = _userFrameRate;
ready();
}
else play();
}
public function ready():void
{
// Start here.
// There is a MovieClip on frame 10 with the instance name 'test'.
// We can get the width of it like this.
trace( getFrame(10).define("test").property("width") );
}
}
This basically initializes the phase in which we will run over each frame in the MovieClip and assess its children. The ready() method is used as the entry point for your code post-assessment.
Next we have the Frame class, which serves to hold information about children related to a frame:
public class Frame
{
private var _main:Main;
private var _content:Object = {};
public function Frame(main:Main)
{
_main = main;
update();
}
public function update():void
{
_content = {};
for(var i:int = 0; i < _main.numChildren; i++)
{
var target:DisplayObject = _main.getChildAt(i);
// This will be explained below.
var definition:ObjectDefinition = new ObjectDefinition(target, "x", "y", "width", "height");
_content[target.name] = definition;
}
}
public function define(name:String):ObjectDefinition
{
return _content[name];
}
}
It's pretty straightforward - you give it a reference to Main so that it can check children that are existent within it each frame.
The ObjectDefinition class is also pretty straightforward, acting purely as a repository for data that you want to keep track of on each child of the frame:
public class ObjectDefinition
{
private var _definition:Object = {};
public function ObjectDefinition(target:DisplayObject, ...properties)
{
for each(var i:String in properties)
{
_definition[i] = target[i];
}
}
public function property(property:String):*
{
return _definition[property];
}
}
You'll notice that the constructor accepts the target DisplayObject that will be defined, as well as any amount of properties you want to keep track of as strings (see above within Frame for implementation).
Once complete, you can chain the methods Main.getFrame(), Frame.define() and ObjectDefinition.property() to get properties of children that will exist throughout the timeline. For example, if you have a MovieClip with the instance name square on frame 15 and you want to get its width and height, you can do this within .ready() like so:
var square:ObjectDefinition = getFrame(15).define("square");
trace(square.property("width"), square.property("height"));
Of course this process is not ideal - but unfortunately it is the only way I can see that what you want to achieve is possible.
You have to listen to a specific event before you can ask for the information.
clip.addEventListener(Event.FRAME_CONSTRUCTED, frameReadyHandler);
clip.gotoAndStop(frame);
function frameReadyHandler(event:Event):void
{
clip.removeEventListener(Event.FRAME_CONSTRUCTED, frameReadyHandler);
var width = clip.width;
}
The Frame constructed event is the first of several events that gets dispatched. It gets dispatches right before the frame script gets executed. You could also wait for the on enter frame event.
You could add an event listener for 1 millisecond and test if the previousWidth you had stored is different. If it is, there you go. If not, its probably listening to the same frame.
A 1 millisecond timer is not such a big deal, stop it if you don't need it, resume it if you do, else, keep it running constantly. When it changes, dispatch an event or whatever needs to happen.
If you know the maximum size of the MovieClip, you may try this:
// Create movie clip
var movie :MovieClip = new MovieClipWith3Frames();
// Move to second frame
movie.gotoAndStop(2);
// Create bitmap witch magenta background
var bd :BitmapData = new BitmapData(200, 200, false, 0xFF00FF);
// Draw second frame
bd.draw(movie);
// Found the bounds of shape
var movieBounds:Rectangle = bd.getColorBoundsRect(0xFFFFFF, 0xFF00FF, false);
trace(movieBounds); // (x=42, y=15, w=32, h=33)

Action Script 3.0 Mouse Event in a class package

am having problem with using mouse click event inside a class, i am an absolute beginner to Action Script.
what i want is that if i click the btn_MClick button it should run the script, but everytime i click it i get error message that btn_MClick is undefined.
btn_MClick is on stage and with the instance name if btn_MClick
public class gunShip1 extends MovieClip
{
var moveCount = 0;
public function gunShip1()
{
stage.addEventListener(KeyboardEvent.KEY_DOWN, moveGunShip1);
stage.addEventListener(KeyboardEvent.KEY_DOWN, ShootGunShip1)
btn_MClick.addEventListener(MouseEvent.MOUSE_DOWN.KEY_DOWN, ShootGunShip1);;
}
function ShootGunShip1(evt: MouseEvent)
{
var s_Bullet:survBullet = new survBullet();
var stagePos:Point = this.localToGlobal (new Point(this.width / 2-10, this.height));;
s_Bullet.x = stagePos.x;
s_Bullet.y = stagePos.y;
parent.addChild(s_Bullet);
//play sound
var gun_sound:ricochetshot = new ricochetshot();
gun_sound.play();
}
}
Please, i have absolutely no idea what to do, and somehow it feels like the whole process is wrong.
Your class gunShip1 does not have the property btn_MClick, the root, or document class does.
Basically what's happening is that you've placed your button on the stage, which makes it an instance that belongs to the root container. At the moment, you're trying to refer to the button as a property of gunShip1.
What you should really do here is have the button click managed separately to gunShip1, and have that separate code invoke methods of gunShip1. For example, you could have this in your document class:
public class Game extends MovieClip
{
private var _ship:gunShip1;
public function Game()
{
_ship = new gunShip1();
// The Document Class will have reference to objects on the stage.
btn_MClick.addEventListener(MouseEvent.CLICK, _click);
}
private function _click(e:MouseEvent):void
{
_ship.shoot();
}
}
And then your updated shoot method in gunShip1:
public function shoot():void
{
var s_Bullet:survBullet = new survBullet();
var stagePos:Point = this.localToGlobal (new Point(this.width / 2 - 10, this.height));
s_Bullet.x = stagePos.x;
s_Bullet.y = stagePos.y;
parent.addChild(s_Bullet);
var gun_sound:ricochetshot = new ricochetshot();
gun_sound.play();
}
The idea is that the gunShip1 should not be responsible for dealing with user input (mouse, keyboard, etc). Instead, that should be a separate class which informs gunShip1 that it should do something.

how do I access the main class's stage? + Can I pass functions as arguments like this?

There are two files in my actionscript project named "TestAPP", TestAPP.as and Draggable.as
TestAPP.as:
package {
import flash.display.Sprite;
import flash.display.Stage;
public class TestAPP extends Sprite
{
var _mainStage:Stage;
public function TestAPP()//This is where we test the UI components.
{
var sp:Sprite = new Sprite();
_mainStage = stage;
_mainStage.addChild(sp);
sp.graphics.beginFill(0x00FF00);
sp.graphics.drawCircle(0,0,10);
sp.graphics.endFill();
sp.x = 50;
sp.y = 50;
var draggable1:Draggable = new draggable(sp,_mainStage,limitingfunc);
}
public function limitingfunc(x:Number,y:Number):int{
return 0;
}
}
}
And for the draggable.as:
package
{
import flash.display.Sprite;
import flash.display.Stage;
import flash.events.MouseEvent;
public class Draggable
{
private var _limitingFunc:Function;
private var _which:Sprite;
private var _MouseSavedX:Number;
private var _MouseSavedY:Number;
private var _stage:Stage;
public function Draggable(which:Sprite,stage:Stage,limitingfunc:Function)
{
_limitingFunc = limitingfunc;
_which = which;
_stage = stage;
_which.addEventListener(MouseEvent.MOUSE_DOWN,begin_drag);
}
//limiting func: returns 0 when the object is free to move that place.
//returns -1 when the user wants to block X coordinate changes (but maintain Y free)
//returns -2 when the user wants to block Y ...
//returns -3 or less when the user wants to block both X and Y from changing.
//returns
private function Return_0(x:Number = 0,y:Number = 0):int{
return 0;
}
private function begin_drag(ev:MouseEvent):void{
var xTo:Number = _stage.mouseX - _MouseSavedX + _which.x;
var yTo:Number = _stage.mouseY - _MouseSavedY + _which.y;
var limitingFuncReturnValue:int = _limitingFunc(xTo,yTo);
if(limitingFuncReturnValue == 0){//free to move.
_which.x = xTo;
_which.y = yTo;
}
else if(limitingFuncReturnValue == -1){//free to move Y
_which.y = yTo;
}
else if(limitingFuncReturnValue == -2){
_which.y = yTo;
}
//else:do nothing.
}
}
}
In "my actionscript theory", I'm supposed to see a circle that follows the mouse when I click it. (The draggable is not fully implemented) But the circle doesn't even budge :(
...I've been trying to figure out how to access the main class's stage property. I've googled for it, but still no progress.
Please help this helpless newb!!! I'll really appreciate your help:)
Thank you!
You're implementing your 2nd class as "draggable", when you named it (and it has to be named) "Draggable" with an upper case. Change it and see if that works. You seem to be passing in the parent classes stage correctly though.
If TestAPP is your document class. You can access to the stage thru the stage property (like your are doing in your example).
If TestAPP is not the document class, you should listen first to the ADDED_TO_STAGE event and then access to the stage property.
There is no need to add _mainStage property because you already have the stage property.
In order to move objects around, you need to use the ENTER_FRAME event.
You can access the main class' stage property the same way you do it for any DisplayObject on the stage: Use this.stage.
So just this should be enough:
var sp:Sprite = new Sprite();
stage.addChild(sp);
You could then pass the sprite and the main class' stage as a parameter, the way you did - but I would recommend creating a subclass Draggable extends Sprite and instantiate the whole thing using new Draggable() instead.
The new object will automatically have its own reference to stage as soon as it is added to the display list, and limitingFunc could be a member of Draggable, as well.
Also, you can use the startDrag() and stopDrag() methods, no need to implement your own: You can specify a Rectangle as a parameter to startDrag() to limit the permitted movement.
if you need it so much you may:
private static var _instance: TestAPP;
//...
public function TestAPP(){
_instance = this;
//...
}
public static function get instance():TestAPP{
return _instance;
}
public static function set instance(newVal: TestAPP):void{
_instance = newVal;
}
and you'll be able to reference its stage from any class where your TestAPP will be imported just with TestAPP.instance.stage.
but _instance is a property of the class TestAPP itself, not its instances