I am creating a shooting game. I have encountered a problem with my code when I decided to create a method to remove the missile after reaching the top of the stage. I can run the program without any issues only I have realize that the missile was not remove away from the stage, if I hold the shooting button. However, if I tap the shooting button, the missile will removed away with this error #1009 printing out of the output.
Is there any solution to fix the problem?
Here's is the error after the missile flew to the top of the stage with debugging enabled:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at Missle/destroyMissle()[E:\Experiment\ExperimentProject\Missle.as:39]
at main/checkMissleOffScreen()[E:\Experiment\ExperimentProject\main.as:63]
at main/eventUpdated()[E:\Experiment\ExperimentProject\main.as:51]
Here's the main's class:
package
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.KeyboardEvent;
/**
* ...
* #author test
*/
public class main extends MovieClip
{
//Objects
public var rect:MovieClip;
public var missle:Missle;
//Array
private var missleArray:Array;
//Keyboard section
var leftKeyIsDown:Boolean;
var rightKeyIsDown:Boolean;
var upKeyIsDown:Boolean;
var downKeyIsDown:Boolean;
var spaceKeyIsDown:Boolean;
//Speed
var characterSpeed:Number = 15;
//Main constructor
public function main()
{
//Array initializer
missleArray = new Array();
missle = new Missle();
//Update events listeners.
stage.addEventListener(Event.ENTER_FRAME, eventUpdated);
//Update keyboard events listeners
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUnpressed);
}
//Events functions
//This functions updated everytime the object is move
private function eventUpdated(e:Event):void
{
playerMoving();
playerClampMoving();
checkMissleOffScreen();
}
private function checkMissleOffScreen():void
{
for (var i = 0; i < missleArray.length; i++ )
{
var currentMissle:Missle = missleArray[i];
if (currentMissle.y < 0)
{
missleArray.splice(i, 1);
missle.destroyMissle();
}
}
}
private function playerClampMoving():void
{
if (rect.x < 0)
{
rect.x = 0;
}
if (rect.x > stage.stageWidth - rect.width)
{
rect.x = stage.stageWidth - rect.width;
}
if (rect.y < 0)
{
rect.y = 0;
}
if (rect.y > stage.stageHeight - rect.height)
{
rect.y = stage.stageHeight - rect.height;
}
}
private function playerMoving():void
{
if (leftKeyIsDown == true)
{
rect.x -= characterSpeed;
}
if (rightKeyIsDown == true)
{
rect.x += characterSpeed;
}
if (upKeyIsDown == true)
{
rect.y -= characterSpeed;
}
if (downKeyIsDown == true)
{
rect.y += characterSpeed;
}
if (spaceKeyIsDown == true)
{
shootingMissle();
}
}
private function shootingMissle():void
{
missle = new Missle();
missle.x = rect.x + (rect.width / 2);
missle.y = rect.y;
missleArray.push(missle);
trace(missleArray.length);
stage.addChild(missle);
}
//Keyboard functions
//Check to see whether the user releases the keyboard
private function keyUnpressed(e:KeyboardEvent):void
{
if (e.keyCode == 37)
{
leftKeyIsDown = false;
}
if (e.keyCode == 39)
{
rightKeyIsDown = false;
}
if (e.keyCode == 40)
{
downKeyIsDown = false;
}
if (e.keyCode == 38)
{
upKeyIsDown = false;
}
if (e.keyCode == 32)
{
spaceKeyIsDown = false;
}
}
//Check to see whether the user presses the keyboard
private function keyPressed(e:KeyboardEvent):void
{
if (e.keyCode == 37)
{
leftKeyIsDown = true;
}
if (e.keyCode == 39)
{
rightKeyIsDown = true;
}
if (e.keyCode == 40)
{
downKeyIsDown = true;
}
if (e.keyCode == 38)
{
upKeyIsDown = true;
}
if (e.keyCode == 32)
{
spaceKeyIsDown = true;
}
}
}
}
Here's the Missle's Class:
package
{
import flash.display.Sprite;
import flash.events.Event;
/**
* ...
* #author test
*/
public class Missle extends Sprite
{
public function Missle()
{
addEventListener(Event.ADDED_TO_STAGE, onAdd);
}
private function onAdd(e:Event):void
{
removeEventListener(Event.ADDED_TO_STAGE, onAdd);
//Objects are on the stage
init();
}
private function init():void
{
addEventListener(Event.ENTER_FRAME, missleLaunch);
}
private function missleLaunch(e:Event):void
{
this.y -= 15;
}
public function destroyMissle():void
{
parent.removeChild(this);
removeEventListener(Event.ENTER_FRAME, missleLaunch);
}
}
}
Try this:
public function destroyMissle():void
{
if(parent !== null) parent.removeChild(this);
removeEventListener(Event.ENTER_FRAME, missleLaunch);
}
It is a possibility that you were calling .destroyMissile() more than once meaning parent would be null because you've removed it from the stage and it has no parent.
Related
So heres my issue, I created a movieclip class within Adobe Animate (Warmage.as) and I added it to my stage (addChild(char)). I tried to access the properties says undefined property of char. But I created a class for Warmage and created an instance of it (char).
package
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.utils.Timer;
public class Main_class extends MovieClip
{
//player stats
var hsp:Number = 0;
var vsp:Number = 0;
var floor:Number = 1318;
var attackCounter = 5;
var doubleJumpCount = 0;
//Player states
var rightSide:Boolean = false;
var rDown:Boolean = false;
var lDown:Boolean = false;
var jumped:Boolean = false;
var onGround:Boolean = false;
var crouchMode:Boolean = false;
var attackMode:Boolean = false;
var canDoubleJump = false;
public function Main_class()
{
var char:Warmage = new Warmage();//Adds player to the level
char.x = 500;
char.y = 300;
addChild(char);
stage.addEventListener(Event.ENTER_FRAME, gameLoop);//Stage listens no matter what
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);
}
function gameLoop(e:Event):void
{
if(rDown)
{
char.x += 10;
}
if(lDown)
{
char.x -= 10;
}
}
function keyPressed(e:KeyboardEvent):void
{
if(e.keyCode == Keyboard.RIGHT)
{
rDown = true;
}
if(e.keyCode == Keyboard.LEFT)
{
lDown = true;
}
if(e.keyCode == Keyboard.UP && onGround)
{
jumped = true;
//doubleJumpCount += 1;
}
if(e.keyCode == Keyboard.DOWN && onGround)
{
crouchMode = true;
}
if(e.keyCode == Keyboard.SPACE && onGround)
{
attackMode = false;
}
}
function keyReleased(e:KeyboardEvent):void
{
if(e.keyCode == Keyboard.RIGHT)
{
rDown = false;
}
if(e.keyCode == Keyboard.LEFT)
{
lDown = false;
}
if(e.keyCode == Keyboard.UP)
{
jumped = true;
}
if(e.keyCode == Keyboard.DOWN)
{
crouchMode = false;
}
if(e.keyCode == Keyboard.SPACE)
{
attackMode = true;
}
}
}
}
Because you're using a local variable.
public function Main_class()
{
var char:Warmage = new Warmage();//Adds player to the level
trace(char); // OK. You can available char inside of this function.
}
function gameLoop(e:Event):void
{
trace(char); // You can not available that variable here.
}
Use global variable. Declare a variable outside a function.
private var char:Warmage;
public function Main_class()
{
char = new Warmage();//Adds player to the level
char.x = 500;
char.y = 300;
addChild(char);
trace(char); // OK
}
function gameLoop(e:Event):void
{
trace(char); // OK
}
Please read "Understanding variable scope"
http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WS5b3ccc516d4fbf351e63e3d118a9b90204-7f9d.html
I'm new here (and also relatively new with AS3 as well), so bear with me.
I've only discovered OOP 2 weeks ago, and before then, I knew only the most rudimentary knowledge of AS3. So I did make a lot of improvement, but one thing's been bugging me.
I can never seem to call functions and methods from parent classes. Even with setters and getters, the child class always gives me an output error. It looks something like this.
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at Axiom/clicked()
This is an AS3 project that I'm working on right now that is giving me this problem.
Here's some basic background of the project.
I have the main class, called Main, and some other classes, called Axiom and Textbox. Main creates Axiom into a movieclip (background) that's already present on the stage. Axiom creates Textbox when clicked. Axiom calls a method called mouseClick from Main (plays a sound), and Textbox calls some properties from Axiom (text for the textbox).
I have attempted to use
MovieClip(this.parent).mouseClick();
and declaring a new variable in the child class, like this.
private var main:Main;
...
main.mouseClick();
And this leads me to question - what am I doing wrong, and how should I do it properly?
Here are the classes for reference.
Main.as
package {
import flash.ui.Keyboard;
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.display.MovieClip;
import flash.events.KeyboardEvent;
import flash.ui.Mouse;
import flash.events.MouseEvent;
public class Main extends MovieClip {
// sound
private var music:Music = new Music();
private var clickSound:Click = new Click();
// instructions
private var instructions:Instructions = new Instructions();
// mouse
private var cursor:Cursor = new Cursor();
// player
private var player:Player = new Player();
private var animationState:String = "standing";
private var directionState:String = "right";
// Axiom
private var axiom:Axiom = new Axiom();
// movement
private var rightPressed:Boolean = false;
private var leftPressed:Boolean = false;
private var upPressed:Boolean = false;
private var downPressed:Boolean = false;
private var xMovement:Number = 0;
private var yMovement:Number = 0;
private var speed:Number = 22;
private var friction:Number = 0.9;
private var rDoubleTapCounter:int = 0;
private var lDoubleTapCounter:int = 0;
private var dDoubleTapCounter:int = 0;
private var uDoubleTapCounter:int = 0;
private var doubleTapCounterMax:int = 5;
private var running:Boolean = false;
public function Main() {
// constructor code
// mouse
stage.addChild(cursor);
cursor.mouseEnabled = false;
Mouse.hide();
// instructions
instructions.x = 640;
instructions.y = 120;
stage.addChild(instructions);
// add player
player.x = 642;
player.y = 448.95;
player.gotoAndStop(directionState);
player.right.gotoAndStop(animationState);
addChild(player);
// add Axiom
axiom.x = 300;
axiom.y = -150;
back.addChild(axiom);
// keyboard events
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);
// music
music.play(0, int.MAX_VALUE);
// loop
stage.addEventListener(Event.ENTER_FRAME, loop);
}
private function loop(e:Event):void {
// set mouse
cursor.x = stage.mouseX;
cursor.y = stage.mouseY;
// set Movement to speed
if (rightPressed) {
if (upPressed) {
if (running || (rDoubleTapCounter <= doubleTapCounterMax && uDoubleTapCounter <= doubleTapCounterMax)) {
xMovement = speed * 2;
yMovement = speed * -2;
} else {
xMovement = speed;
yMovement = speed * -1;
}
} else if (downPressed) {
if (running || (rDoubleTapCounter <= doubleTapCounterMax && dDoubleTapCounter <= doubleTapCounterMax)) {
xMovement = speed * 2;
yMovement = speed * 2;
} else {
xMovement = speed;
yMovement = speed;
}
} else if (running || rDoubleTapCounter <= doubleTapCounterMax) {
xMovement = speed * 2;
} else {
xMovement = speed;
}
} else if (leftPressed) {
if (upPressed) {
if (running || (lDoubleTapCounter <= doubleTapCounterMax && uDoubleTapCounter <= doubleTapCounterMax)) {
xMovement = speed * -2;
yMovement = speed * -2;
} else {
xMovement = speed * -1;
yMovement = speed * -1;
}
} else if (downPressed) {
if (running || (lDoubleTapCounter <= doubleTapCounterMax && dDoubleTapCounter <= doubleTapCounterMax)) {
xMovement = speed * -2;
yMovement = speed * 2;
} else {
xMovement = speed * -1;
yMovement = speed;
}
} else if (running || lDoubleTapCounter <= doubleTapCounterMax) {
xMovement = speed * -2;
} else {
xMovement = speed * -1;
}
} else if (downPressed) {
if (dDoubleTapCounter <= doubleTapCounterMax || running) {
yMovement = speed * -2;
} else {
yMovement = speed * -1;
}
} else if (upPressed) {
if (uDoubleTapCounter <= doubleTapCounterMax || running) {
yMovement = speed * -2;
} else {
yMovement = speed * -1;
}
}
// double tap counter
if (rightPressed == false) {
rDoubleTapCounter++;
}
if (leftPressed == false) {
lDoubleTapCounter++;
}
if (downPressed == false) {
dDoubleTapCounter++;
}
if (upPressed == false) {
uDoubleTapCounter++;
}
// change labels
if (player.currentLabel != animationState) {
player.right.gotoAndStop(animationState);
}
// friction
xMovement *= friction;
yMovement *= friction;
// animationState and stop
if (Math.abs(xMovement) > 1) {
if (Math.abs(xMovement) > 22) {
animationState = "running";
running = true;
} else {
animationState = "trotting";
running = false;
}
} else {
animationState = "standing";
xMovement = 0;
}
// right or left facing
if (xMovement > 0) {
player.scaleX = 1;
} else if (xMovement < 0) {
player.scaleX = -1;
}
//movement
if (back.x >= back.width / 2 - 50) {
if (player.x >= 642 && xMovement > 0) {
player.x = 642;
back.x -= xMovement;
} else {
if (player.x <= player.width / 2 && xMovement < 0) {
xMovement = 0;
} else {
player.x += xMovement;
}
}
} else if (back.x <= 1280 - back.width / 2 + 50) {
if (player.x <= 642 - 30 && xMovement < 0) {
player.x = 642;
back.x -= xMovement;
} else {
if (player.x >= 1280 + 30 - player.width / 2 && xMovement > 0) {
xMovement = 0;
} else {
player.x += xMovement;
}
}
} else {
back.x -= xMovement;
}
}
private function keyPressed(e:KeyboardEvent):void {
if (e.keyCode == Keyboard.RIGHT) {
rightPressed = true;
} else if (e.keyCode == Keyboard.LEFT) {
leftPressed = true;
} else if (e.keyCode == Keyboard.DOWN) {
downPressed = true;
} else if (e.keyCode == Keyboard.UP) {
upPressed = true;
}
}
private function keyReleased(e:KeyboardEvent):void {
if (e.keyCode == Keyboard.RIGHT) {
rightPressed = false;
rDoubleTapCounter = 0;
} else if (e.keyCode == Keyboard.LEFT) {
leftPressed = false;
lDoubleTapCounter = 0;
} else if (e.keyCode == Keyboard.DOWN) {
downPressed = false;
dDoubleTapCounter = 0;
} else if (e.keyCode == Keyboard.UP) {
upPressed = false;
uDoubleTapCounter = 0;
}
}
public function mouseClick():void {
clickSound.play();
}
}
}
Axiom.as
package {
import flash.events.MouseEvent;
import flash.events.EventDispatcher;
import flash.display.MovieClip;
public class Axiom extends MovieClip {
private var speechBox:Textbox = new Textbox();
private var speech:String = "Something came out of that pop.";
private var main:Main;
public function Axiom() {
// constructor code
this.addEventListener(MouseEvent.CLICK, onClickStage);
this.addEventListener(MouseEvent.CLICK, clicked);
}
private function onClickStage(e:MouseEvent):void {
trace(e.target,e.target.name);
}
private function clicked(e:MouseEvent):void {
main.mouseClick();
stage.addChild(speechBox);
this.removeEventListener(MouseEvent.CLICK, clicked);
}
public function get words():String {
return speech;
}
public function removeThis():void {
this.addEventListener(MouseEvent.CLICK, clicked);
removeChild(speechBox);
}
}
}
Textbox.as
package {
import flash.events.MouseEvent;
import flash.display.MovieClip;
import com.greensock.TweenLite;
public class Textbox extends MovieClip{
private var axiom:Axiom;
private var main:Main;
public function Textbox() {
// constructor code
this.x = 40;
this.y = 360;
this.textBox.text = axiom.words;
TweenLite.from(this, 0.3, {x: "10", alpha: 0});
this.addEventListener(MouseEvent.CLICK, nextPage);
}
private function nextPage(e:MouseEvent):void{
main.mouseClick();
TweenLite.to(this, 0.3, {x: "-10", alpha: 0});
MovieClip(this.parent).removeThis();
}
}
}
Instead of trying to call functions of the parent (rarely a good idea), use Events instead.
In your Axiom Class:
package {
...import statements
public class Axiom extends MovieClip {
private var speechBox:Textbox = new Textbox();
private var speech:String = "Something came out of that pop.";
private var main:Main; //this shouldn't be here, ideally, Axiom knows NOTHING about the main class.
public function Axiom() {
// constructor code
this.addEventListener(MouseEvent.CLICK, onClickStage);
this.addEventListener(MouseEvent.CLICK, clicked);
}
private function onClickStage(e:MouseEvent):void {
trace(e.target,e.target.name);
}
private function clicked(e:MouseEvent):void {
//main.mouseClick(); // unneccesary
dispatchEvent(e); //the event you caught by performing a click will be dispatched again, so that the parent can react to it
stage.addChild(speechBox); //Axiom might not have access to the stage, addChild would suffice
this.removeEventListener(MouseEvent.CLICK, clicked);
}
public function get words():String {
return speech;
}
public function removeThis():void {
this.addEventListener(MouseEvent.CLICK, clicked);
removeChild(speechBox);
}
}
}
and in your Main Class
axiom.addEventListener(MouseEvent.CLICK, onAximClicked);
private function onAxiomClicked(e:MouseEvent):void{
//now you can use the parents (in this case an Object of the Main class) functions
mouseClick();
}
package
{
import flash.display.MovieClip;
import flash.events.*;
public class untitledCode extends MovieClip
{
private var speed:Number = 5;
public function untitledCode()
{
stage.addEventListener(KeyboardEvent.KEY_DOWN, whenKey1);
stage.addEventListener(KeyboardEvent.KEY_DOWN, whenKey2);
}
private function whenKey1(event:KeyboardEvent):void
{
if (event.keyCode == 38)
{
mcPlayer1.y -= speed;
}
if (event.keyCode == 40)
{
mcPlayer1.y += speed;
}
if (event.keyCode == 37)
{
mcPlayer1.x -= speed;
}
if (event.keyCode == 39)
{
mcPlayer1.x += speed;
}
if (event.keyCode == 96)
{
mcPlayer1.play();
}
}
private function whenKey2(event:KeyboardEvent):void
{
if (event.keyCode == 87)
{
mcPlayer2.y -= speed;
}
if (event.keyCode == 83)
{
mcPlayer2.y += speed;
}
if (event.keyCode == 65)
{
mcPlayer2.x -= speed;
}
if (event.keyCode == 68)
{
mcPlayer2.x += speed;
}
if (event.keyCode == 90)
{
mcPlayer2.play();
}
}
}
}
There are 2 MovieClips, mcPlayer1 and mcPlayer2. When I hold a key for one MovieClip and then press a key for another, the first MovieClip stops(and vice versa). How do I make them move simultaneously.
Based on the other answer I informed you about that was already on SO, I tested their answer and although it works, there is keyboard lag with their implementation. So I optimized it using the ENTER_FRAME event...
package
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
public class Main extends MovieClip
{
private var speed:Number = 5;
private var _keyDownStatus:Object = { };
public function Main()
{
stage.addEventListener(KeyboardEvent.KEY_DOWN, onDown);
stage.addEventListener(KeyboardEvent.KEY_UP, onUp);
stage.addEventListener(Event.ENTER_FRAME, keyCheck);
}
private function onUp(e:KeyboardEvent):void {
_keyDownStatus[e.keyCode] = false;
}
private function onDown(e:KeyboardEvent):void {
_keyDownStatus[e.keyCode] = true;
}
private function keyCheck(e:Event):void {
// Player 1 Events
if (_keyDownStatus[Keyboard.LEFT]) {
mcPlayer1.x -= speed;
}
if (_keyDownStatus[Keyboard.RIGHT]) {
mcPlayer1.x += speed;
}
if (_keyDownStatus[Keyboard.UP]) {
mcPlayer1.y -= speed;
}
if (_keyDownStatus[Keyboard.DOWN]) {
mcPlayer1.y += speed;
}
if (_keyDownStatus[Keyboard.NUMPAD_0]) {
mcPlayer1.play();
}
//Player 2 Events
if (_keyDownStatus[Keyboard.A]) {
mcPlayer2.x -= speed;
}
if (_keyDownStatus[Keyboard.D]) {
mcPlayer2.x += speed;
}
if (_keyDownStatus[Keyboard.W]) {
mcPlayer2.y -= speed;
}
if (_keyDownStatus[Keyboard.S]) {
mcPlayer2.y += speed;
}
if (_keyDownStatus[Keyboard.Z]) {
mcPlayer2.play();
}
}
}
}
I've tested this in Flash CC 2014 and it works perfectly! I did change the name of the class in my example for my example to work, so please change it to be whatever class name you need it to be.
I do recommend you do add only one key down event listener and save each pushed key and add a key up event listener to remove, so, you can control when only one key is pressed or multiple keys.
I created a simple example (just to explain the main logic), you should adapt and optimize it for your own needs.
private var keyControl:Vector.<uint>;
public function Test()
{
keyControl = new Vector.<uint>();
stage.addEventListener(KeyboardEvent.KEY_DOWN, onDownHandler, false, 0, true);
stage.addEventListener(KeyboardEvent.KEY_UP, onUpHandler, false, 0, true);
}
private function onUpHandler(event:KeyboardEvent):void
{
keyControl.splice(keyControl.indexOf(event.keyCode), 1);
}
private function onDownHandler(event:KeyboardEvent):void
{
if(!isKeyPressed(event.keyCode)) keyControl.push(event.keyCode);
/*
to check if some key is being pressed use
if(isKeyPressed(Keyboard.SPACE))
{
// do something
}
if(isKeyPressed(Keyboard.SPACE) && isKeyPressed(Keyboard.A))
{
// do something
}
*/
}
private function isKeyPressed(key:uint):Boolean
{
var returnValue:Boolean;
for (var i:int = 0, numKeys:uint = keyControl.length; i < numKeys; i++)
{
if(keyControl[i] == key)
{
returnValue = true;
break;
}
}
return returnValue;
}
http://www.fastswf.com/USUAp00
When i scale my procedural generated map based off a perlin noise map to a bigger size, so i can place a character on the map and actually navigate it (moving the map around the player instead of the player around the map), it gets major fps drop.
Test for yourself with the provided link, the higher the scale or map width/height is increased the more it lags while walking. I understand this is allot of data blocks to move
Is there a better way to go about moving my player around?
Would adding the spawned objects to an object pool help? I don't think it would
Is it possible to split the map into segments after generation and load certain segments based off your x,y?
World class: //handles spawning the map
http://pastebin.com/CfMDBWeR
Level class: // handles moving the map around
public class Level extends MovieClip
{
var world:World;
protected var goin:Vector.<int> = new Vector.<int>();
protected var moveSpeed:int;
protected var MAP_SCALE:int;
public function Level()
{
MAP_SCALE = GlobalCode.MAP_SCALE;
trace("level")
for(var i:int = 0; i < 4; i++){
goin[i]=0;
}
world = new World(this);
addEventListener(Event.ENTER_FRAME, update);
addEventListener(Event.ADDED_TO_STAGE, init);
addEventListener(Event.REMOVED_FROM_STAGE, cleanUp);
moveSpeed = 10;
// constructor code
}
protected function init(e:Event)
{
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);
}
protected function cleanUp(e:Event)
{
stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
stage.removeEventListener(KeyboardEvent.KEY_UP, keyReleased);
}
protected function keyPressed(k:KeyboardEvent)
{
if (k.keyCode == Keyboard.W)
{
goin[0] = 1;
}
if (k.keyCode == Keyboard.S)
{
goin[1] = 1;
}
if (k.keyCode == Keyboard.A)
{
goin[2] = 1;
}
if (k.keyCode == Keyboard.D)
{
goin[3] = 1;
}
}
protected function MovePlayer(){
if (goin[0] == 1)
{
world.worldTiles.y += moveSpeed;
}
if (goin[1] == 1)
{
world.worldTiles.y -= moveSpeed;
}
if (goin[2] == 1)
{
world.worldTiles.x += moveSpeed;
}
if (goin[3] == 1)
{
world.worldTiles.x -= moveSpeed;
}
}
protected function keyReleased(k:KeyboardEvent)
{
if (k.keyCode == Keyboard.W)
{
goin[0] = 0;
}
if (k.keyCode == Keyboard.S)
{
goin[1] = 0;
}
if (k.keyCode == Keyboard.A)
{
goin[2] = 0;
}
if (k.keyCode == Keyboard.D)
{
goin[3] = 0;
}
}
public function update(e:Event)
{
world.worldTiles.scaleX = MAP_SCALE;
world.worldTiles.scaleY = MAP_SCALE;
MovePlayer();
}
}
Stage Class: The class actually connected to the stage, handles frame switching
public class Stage extends MovieClip {
private var targetFrame:String;
public function Stage() {
targetFrame = "Menu";
// constructor code
}
private function gotoLabel(desiredLabel:String)
{
for (var i=0; i<currentLabels.length; i++)
{
if (currentLabels[i].name == desiredLabel)
{
gotoAndPlay(desiredLabel);
return;
}
}
trace("Requested frame missing!");
}
public function generateMap(m:MouseEvent){
GlobalCode.TILE_SIZE = int(tileSizeText.text);
GlobalCode.MAP_HEIGHT = int(mapHeightText.text);
GlobalCode.MAP_WIDTH = int(mapWidthText.text);
GlobalCode.MAP_SCALE = int(mapScaleText.text);
gotoLabel("Game");
}
private function doneLoading(m:MouseEvent)
{
//set targetFrame
gotoLabel("Menu");
}
}
i am new to this whole as3 thing and i am struggling immensely. I have been sat for the last two days trying to do something i can imaging to be simple to everyone else reading this. I am trying to create a game where i have a skate boarder controlled by the keyboard keys. However when i type this code in i am getting a 1084 error please help before i throw my laptop out the window. Thanks!!
package {
import flash.display.*;
import flash.events.*;enter code here
public class skatefate extends MovieClip {
var the_skater:Sprite = new Sprite();
the_skater.addChild:(skater);
var moveLeft:Boolean = false;
var moveRight:Boolean = false;
var moveUp:Boolean = false;
var moveDown:Boolean = false;
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressedDown);
stage.addEventListener(KeyboardEvent.KEY_UP, keyPressedUp);
stage.addEventListener(Event.ENTER_FRAME, moveskater);
function keyPressedDown(event:KeyboardEvent) {
if (event.keyCode == 37) {
moveLeft = true;
} else if (event.keyCode == 39) {
moveRight = true;
} else if (event.keyCode == 65) {
moveUp = true;
} else if (event.keyCode == 90) {
moveDown = true;
}
}
function keyPressedUp(event:KeyboardEvent) {
if (event.keyCode == 37) {
moveLeft = false;
} else if (event.keyCode == 39) {
moveRight = false;
} else if (event.keyCode == 65) {
moveUp = false;
} else if (event.keyCode == 90) {
moveDown = false;
}
}
function moveskater(event:Event) {
var speed:uint = 20;
if (moveLeft) {
skater.x -= speed;
if (skater.x < 0){
skater.x = 800;
}
}
}
if (moveRight) {
skater.x += speed;
if (skater.x > 800){
skater.x = 0;
}
}
if (moveUp) {
skater.y -= speed;
if (skater.y > 0){
skater.y = 0;
}
}
if (moveDown) {
skater.y += speed;
if (skater.y > 0){
skater.y = 0;
}
}
I tried your code but didn't get your error. Your sample throws other errors & problems.
So my advice is these two things..
The correct to construct your code...
package
{
//IMPORTS go here
//Declare your Class
public class skatefate extends MovieClip
{
//VARS go here
//*******************************************************************
//note: later you may also add other VARS inside functions as needed
//(but were not originally put (declared) in this section)
//*******************************************************************
//Declare main function of your Class (must have same name as Class (.as)
public function skatefate()
{
//Constructor code here
//************************************************************************
// Your main program code and related functions (K/board etc) go here and
// will reference your VARS declared above in public Class construction)
//************************************************************************
} //End of (public) Function
} //End of (public) Class
} //End of Package
Just incase you still struggle, this edit of your code shown should compile. From there you can study & learn. Hopefully one more laptop will survive in this cruel world.
package
{
import flash.display.*;
import flash.events.*; //enter code here
//Declare your Class
public class skatefate extends MovieClip {
var the_skater:Sprite = new Sprite();
var skater:Sprite = new Sprite(); //hide line if skater exists already (i.e in Library)
var speed:uint = 20;
//Declare main function of your Class
public function skatefate ()
{
var moveLeft:Boolean = false;
var moveRight:Boolean = false;
var moveUp:Boolean = false;
var moveDown:Boolean = false;
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressedDown);
stage.addEventListener(KeyboardEvent.KEY_UP, keyPressedUp);
stage.addEventListener(Event.ENTER_FRAME, moveskater);
the_skater.addChild(skater);
addChild(the_skater); //adds to stage
function keyPressedDown (event:KeyboardEvent)
{
if (event.keyCode == 37) { moveLeft = true; }
else if (event.keyCode == 39) { moveRight = true; }
else if (event.keyCode == 65) { moveUp = true; }
else if (event.keyCode == 90) { moveDown = true; }
}
function keyPressedUp (event:KeyboardEvent)
{
if (event.keyCode == 37) { moveLeft = false; }
else if (event.keyCode == 39) { moveRight = false; }
else if (event.keyCode == 65) { moveUp = false; }
else if (event.keyCode == 90) { moveDown = false; }
}
function moveskater(event:Event)
{
//var speed:uint = 20; //already declared at top
//speed = 20; // later change 'speed' this way by updating number
if (moveLeft) {
skater.x -= speed;
if (skater.x < 0)
{ skater.x = 800; }
}
if (moveRight) {
skater.x += speed;
if (skater.x > 800)
{ skater.x = 0; }
}
if (moveUp) {
skater.y -= speed;
if (skater.y > 0)
{ skater.y = 0; }
}
if (moveDown) { skater.y += speed;
if (skater.y > 0)
{ skater.y = 0; }
}
} //close 'moveskater' function
} //End of your (public) Function
} //End of your (public) Class
} //End of Package
Hope it helps. Ask for advice in the comments and don't forget to tick as "correct answer" if it works for you. That's how we say "Thanks" on Stack Overflow.