1180: Call to a possibly undefined method gotoAndPlay - actionscript-3

I have this AS3 script that worked so far...
stop();
b1.addEventListener(MouseEvent.CLICK, Info001);
function Info001(event:MouseEvent):void {
gotoAndPlay(2);
}
X.addEventListener(MouseEvent.CLICK, Exit001);
function Exit001(e:MouseEvent) {
NativeApplication.nativeApplication.exit();
}
then, I added a class in the .fla file...
package
{
import flash.system.System;
import flash.system.Capabilities;
import flash.display.Sprite;
import flash.events.Event;
import flash.desktop.NativeApplication;
import flash.utils.setTimeout;
import com.hdi.nativeExtensions.NativeAds;
import com.hdi.nativeExtensions.NativeAdsEvent;
public class Main extends Sprite
{
public var na : NativeApplication;
private var admobId:String = 'a1514b5ef85e336';
public function Main()
{
na = NativeApplication.nativeApplication;
na.addEventListener('exiting',exit,false,0,true);
na.addEventListener('deactivate',exit,false,0,true);
if ( stage ){
stage.scaleMode = 'noScale';
stage.align = 'TL';
}
if ( loaderInfo ){
loaderInfo.addEventListener( Event.INIT, init, false, 0, true );
} else {
init(null);
}
}
(the class is not complete here...)
and the buttons stopped working... :-/
I tried adding
import flash.events.MouseEvent;
but that's not enough... how can you make it work?

If you're trying to run gotoAndPlay in Main, it will throw that error because Sprites don't have a timeline. If so, try extending MovieClip instead.

Related

actionscript 3 - error #1009 Cannot access a property or method of a null object reference

I've only recently started using as so sorry for this
as its probably pretty simple. Im basically trying to spawn an AI unit but am getting the error 1009, here is the full error.
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at code::Init()[D:\FlashGame\code\Init.as:21]
Im trying to use a function from another class which is in another file. Here is the first file.
package code
{
import flash.display.DisplayObjectContainer;
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.events.MouseEvent;
import flash.text.TextField;
import code.functions.AIManager;
public class Init extends MovieClip
{
private var _AI:AIManager;
private var _player:MovieClip;
public function Init()
{
stage.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
_AI.createAI();
}
public function enterFrameHandler(event:Event):void
{}
}
}
And the second file..
package code.functions
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.display.DisplayObjectContainer;
public class AIManager extends MovieClip
{
private var _ai:MovieClip;
public function AIManager()
{
createAI();
stage.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
}
public function createAI():void
{
_ai = new AI();
_ai.x = stage.stageWidth / 2;
_ai.y = stage.stageHeight / 2;
stage.addChild(_ai);
}
You need to create an instance of a class before you can use it's methods. The exception to that is static methods. In your case you just need to use new AIManager
_AI = new AIManager();
_AI.createAI();

AS3 Run gotoAndStop from a class

I have the problem with Actionscript 3.0 in Adobe Flash. I can't run "gotoAndStop" from a class (not document class).
With the help of the Internet I tried several things, but none of them worked:
1)
MovieClip(root).gotoAndStop(3);
2)
package
{
import flash.display.MovieClip;
public class CustomClassName extends MovieClip
{
public static var mainTimeline:MovieClip;
public function CustomClassName()
{
// constructor code
}
}
}
3)
public class np extends SimpleButton {
var _root:MovieClip;
public function np() {
this.addEventListener(Event.ADDED_TO_STAGE,init);
this.addEventListener(MouseEvent.CLICK,nextF);
}
private function init(e:Event):void{
_root = MovieClip(this.root);
}
private function nextF(e:MouseEvent):void{
_root.addEventListener(Event.RENDER,renderF);
stage.invalidate();
_root.nextScene();
}
private function renderF(e:Event):void {
_root.gotoAndStop(5);
}
}
I have these imports:
import flash.display.MovieClip;
import flash.display.Graphics;
import flash.display.Stage;
import flash.events.Event;
And if I run these lines of code:
trace('frame:',currentFrame);
super(this).gotoAndPlay(2);
trace('frame:',currentFrame);
... I get 0 as currentFrame as a result.
I have a class where I want to run gotoAndStop(2).
And in my .fla file I have these in the first frame:
stop();
import Buzzer.*;
var buzzerClip:Buzzer = new Buzzer();
stage.addChild(buzzerClip);
But the code doesn't run the gotoAndStop function. And actually no error will be returned. Does someone has another idea?
The property root is null until the display object has been added to the display list.
So to adjust your first attempt:
public function MyDisplayObject()
{
init();
}
private function init():void
{
addEventListener(Event.ADDED_TO_STAGE, addedToStageHandler);
}
private function addedToStageHandler()
{
MovieClip(root).gotoAndStop(3);
}

Action Script 3 - Full screen from class

please note that I am a novice when it comes to Actionscript 3 and lot of what I could do with reasonable competency in AS2 I now can't in AS3, to my frustration! OK, I'm fleshing out a simple drag drop and decorate application in Flash. I'm wanting to use the external action script class/package to allow for it full screen from my desktop and I'm in a tangle, with constructor errors being thrown up and all sorts. Could anyone give any pointers?
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.display.Stage;
import flash.display.StageDisplayState;
public class fullmode extends MovieClip {
public function fullmode() {
fullbtn.addEventListener(MouseEvent.CLICK, fullScreen);
}// btn declared - - - - - - - -
//public function fullmode(event:MouseEvent):void {
stage.displayState=StageDisplayState.FULL_SCREEN;
}
}
//--------------------- drag item
public class DragDrop extends MovieClip {
public function DragDrop() {
dragme.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);
dragme.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
}
private function mouseDownHandler(evt:MouseEvent):void {
var obj = evt.target;
obj.startDrag();
}
private function mouseUpHandler(evt:MouseEvent):void {
var obj = evt.target;
obj.stopDrag();
}
}
}
Thanks world!
You had a few syntax errors/typos, I've fixed them below:
package
{
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.display.Stage;
import flash.display.StageDisplayState;
public class Fullmode extends MovieClip
{
public function Fullmode()
{
fullbtn.addEventListener(MouseEvent.CLICK, fullScreen);
}
private function fullScreen(event:MouseEvent):void
{
stage.displayState = StageDisplayState.FULL_SCREEN;
}
}
}
Standard practice dictates that your class names should be capitalized, hence Fullmode instead of fullmode.
Additionally, you had named your MouseEvent.CLICK listener the same as your class, instead of what you intended to name it.

Clicking button using keyboard in AS3

I am trying to do this by clicking on button using 'A' key in keyboard. I created two frames for this button but the code doesn't work, although there is no error.
Do I need to put anything in my main class? Can anyone help to fix this?
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.display.Sprite;
import flash.display.Stage;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
public class controlButton extends MovieClip {
public function controlButton() {
// constructor code
this.addEventListener(KeyboardEvent.KEY_DOWN,clickDown);
this.addEventListener(KeyboardEvent.KEY_UP,clickUp);
}
public function clickDown(event:KeyboardEvent):void{
// if the key is A
if(event.charCode == 65){
this.gotoAndStop(2);
}
}
public function clickUp(event:KeyboardEvent):void{
// if the key is A
if(event.charCode == 65){
this.gotoAndStop(1);
}
}
public function changelabel(newLabel:String):void{
this.label.text = newLabel;
}
}
}
Your button will never receive any KeyboardEvent. You should add your event listeners directly to the stage. Of course, you have to obtain a link to the stage. Anyways:
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.display.Sprite;
import flash.display.Stage;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
public class controlButton extends MovieClip {
public function controlButton() {
// constructor code
addEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
}
private function onAddedToStage (e:Event):void
{
removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
//stage is no longer null here
stage.addEventListener(KeyboardEvent.KEY_DOWN,clickDown);
stage.addEventListener(KeyboardEvent.KEY_UP,clickUp);
}
public function clickDown(event:KeyboardEvent):void{
// if the key is A
if(event.charCode == 65){
this.gotoAndStop(2);
}
}
public function clickUp(event:KeyboardEvent):void{
// if the key is A
if(event.charCode == 65){
this.gotoAndStop(1);
}
}
public function changelabel(newLabel:String):void{
this.label.text = newLabel;
}
}
}
As you can see, you should add KeyboardEvent listeners to the stage right after the Event.ADDED_TO_STAGE fires.

AS3 I don't understand the different treatment of an extended movieclip class vs extended simplebutton class

I recently discovered the custom classes in actionscript 3. I started using them in my latest project but I find it hard to bend my brain around how it all works.
I created two different classes to test.
One is an extended movieclip called "Persoon" and the other is an extended simplebutton called "SpeakerBtn".
package {
import flash.display.Sprite;
public class Persoon extends Sprite {
public function Persoon(xPos:Number, yPos:Number, naam:String) {
var persoon:Sprite = new Sprite;
persoon.graphics.beginFill(0x000000,1);
persoon.graphics.drawCircle(xPos, yPos, 2);
persoon.graphics.endFill();
this.addChild(persoon);
trace ("hij heet " + naam);
}
}
}
package {
import flash.display.SimpleButton;
import flash.events.MouseEvent;
import flash.media.Sound;
import flash.media.SoundChannel;
public class SpeakerBtn extends SimpleButton {
public var snd:Sound;
public var cnl:SoundChannel = new SoundChannel();
public function SpeakerBtn(xp:Number,yp:Number,naam:String) {
var speaker:SimpleButton = new SimpleButton();
speaker.name = naam;
speaker.x = xp;
speaker.y = yp;
speaker.addEventListener(MouseEvent.CLICK, playSnd);
//this.addChild(speaker);
}
public function playSnd (event:MouseEvent) : void {
trace ("ping");
}
}
}
Then I have my main:
package {
import flash.display.MovieClip;
import SpeakerBtn;
import flash.display.SimpleButton;
import Persoon;
public class Main extends MovieClip {
var sp:SpeakerBtn;
var ps:Persoon;
public function Main() {
sp = new SpeakerBtn(50,50,"donna");
addChild(sp);
ps = new Persoon(300,300,"wilf");
addChild(ps);
}
}
}
Persoon wilf works like I expected, displays fine and traces correctly.
SpeakerBtn donna does not display and does not trace correctly. I commented out the addChild in the SpeakerBtn package because if I turn it on, I get the error 1061: Call to a possibly undefined method addChild through a reference with static type SpeakerBtn
I noticed that when I define the x and the y and addChild in Main for the speakerBtn it does work. But I don't want to have to define all that in Main, I want my SpeakerBtn to do all that.
I checked this question but it does not provide me with an answer. Can someone explain to me what is happening, or alternatively link me to a comprehensible tutorial (one not too heavy on techspeak, more like an explain-it-to-me-like-I'm-5-years-old)? Thanks!
Update
I forgot to add a button with the class SpeakerBtn to my library, so there was nothing to display. Fixed that now, and with this code the button does appear on the stage, only the x and y values are not registered and it appears on 0,0. Also, the event playSnd does not trigger the trace and I assume is not working.
Solution
With help of Cherniv's information I came to the following solution for my SpeakerBtn.
Main does this:
package {
import flash.display.MovieClip;
import SpeakerBtn;
import flash.display.SimpleButton;
public class Main extends MovieClip {
var sp:SpeakerBtn;
public function Main() {
sp = new SpeakerBtn("donna", 300, 50);
addChild(sp);
}
}
}
And SpeakerBtn does this:
package {
import flash.display.SimpleButton;
import flash.events.MouseEvent;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.display.Sprite;
import flash.events.Event;
import flash.net.URLRequest;
public class SpeakerBtn extends SimpleButton {
private var snd:Sound;
private var cnl:SoundChannel = new SoundChannel();
private var _naam:String;
private var _x:Number;
private var _y:Number;
public function SpeakerBtn(naam:String, xp:Number, yp:Number) {
_naam = naam;
_x = xp;
_y = yp;
addEventListener(Event.ADDED_TO_STAGE, addBtn);
}
private function addBtn (event:Event) : void {
this.x = _x;
this.y = _y;
this.name = _naam;
snd = new Sound(new URLRequest("mp3/" + _naam + ".mp3"));
addEventListener(MouseEvent.CLICK, playSnd);
}
private function playSnd (event:MouseEvent) : void {
cnl = snd.play();
}
}
}
So what I did was add an EventListener for when the button was added to the stage and then set all the variables like x-position, y-position and name.
That's because of inheritance. Your SpeakerBtn doesn't inherits the addChild method from his ancestors , because as we can see in SimpleButton's documentation it is inheritor of DisplayObject and not of DisplayObjectContainer , which do have a addChild method and passes it to all his inheritors including MovieClip and Persoon.