New instances not resetting its Timers and Childs - actionscript-3

(I'm working in AS3 and Adobe AIR for iOS SDK).
The program has two classes: the first one is Program.as which is what the FLA file is linked to. In Program.as there's a function to start the program and another to restart the program. The second class is my Main.as class which calls the finishNow(); function from Program.as to restart the program.
It runs fine on its first run-through. The problem is that nearly as soon as it restarts, it seems to KEEP restarting itself on its own. It gives quite a few ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller. errors too. I've also noticed that some functions such as TIMERS do not start from 0 again when the program restarts?? I'm really stumped because the logic seems to be okay, but the traces say otherwise.
Putting traces inside Program.as shows that the finishNow(); function is being called repeatedly after the first run. The problem lies with the programRestartTimer not resetting on the new instance. By calling the stop(); function on programRestartTimer temporarily fixes this. From the Error #2025 that keeps showing, I suspect that display Childs which were not removed (or similar – such as other Timers also not resetting) in the first run are causing this problem. This would suggest that either the program is NOT creating an entirely new instance, or it is not possible with AS3??
Program.as:
package {
import flash.display.MovieClip;
public class Program extends MovieClip {
var runMain:Main;
public function Program() {
startNow();
}
function startNow() {
runMain = new Main(this);
addChild(runMain);
}
function finishNow() {
removeChild(runMain);
runMain = new Main(this);
addChild(runMain);
}
}
}
Main.as:
package {
import flash.display.Sprite;
public class Main extends Sprite
{
public var program:Program;
var programRestartTimer:Timer = new Timer(8 * 1000);
public function Main(stageHolderTemp) {
program = stageHolderTemp;
trace(program);
someFunctionsThatDrawGraphics();
moreFunctions();
}
function callFinishFunction():void { // this is called at the end of the animation
programRestartTimer.start();
programRestartTimer.addEventListener(TimerEvent.TIMER, restartProgram);
}
function restartProgram(e:TimerEvent):void {
programRestartTimer.stop(); // this line is a temporary "fix" to stop the program from constantly restarting
// it doesn't actually fix the full problem
program.finishNow();
}
}
}

It sure is possible in AS3 to design a class so that it will be able to re-initialize itself. But this requires carefully devising the restart routine.
First, your callProgramRestart() function adds a listener to the Program instance, but it is never removed, this will cause your program to reset twice after the second call, which is most likely the cause of your remove child errors - you are removing them twice in a row. You can completely eliminate the need of that listener by utilizing flash.utils.setTimeout() (the manual) and targetting it to call restartProgram function.
function callFinishFunction():void { // this is called at the end of the animation
flash.utils.setTimeout(restartProgram,8000);
}
function restartProgram():void {...}
Second, you should do the "full" reinitialization somewhere. Your method of creating another instance of Main class should most likely work, but you should clear your listeners off former Main instance properly before calling this.

Related

method (function) in subClass not being called on mouse event

My goal is:
define a subClass of Sprite called Ship
use an event at runtime to call a function within this new class
It seems that I've figured out how to create my Ship class using a package in a linked .as file. But I can't seem to access the function within that class. Can anyone see what I'm doing wrong?
var ShipMc:Ship = new Ship();
addChild(ShipMc);// This successfully adds an instance, so I know the class is working.
addEventListener(MouseEvent.CLICK, ShipMc.addShip);//But this doesn't seem to run the function
This code works fine for instantiating a Sprite, but the code in the Ship.as file, specifically the function, is not working. No runtime errors, but nothing traced to the output window, either.
package
{
import flash.display.Sprite
public class Ship extends Sprite
{
public function addShip():void
{
trace("running addShip function")
}
}
}
The last time a coded anything in flash it was AS2!
I'll just mention that I've tried using addShip():void and just addShip(). Same response with both. It should be with :void, right? Anyway, the fact that neither one throws, tells me that this section of code isn't even getting read, I think.
Any help is much appreciated! Pulling my hair out.
Your code is not working because it contains some problems, so let's see that.
You should know that you are attaching the MouseEvent.CLICK event listener to the main timeline which didn't contain any clickable object yet now (it's empty), so let's start by adding something to your Ship class to avoid that :
public class Ship extends Sprite
{
// the constructor of your class, called when you instantiate this class
public function Ship()
{
// this code will draw an orange square 100*100px at (0, 0)
graphics.beginFill(0xff9900);
graphics.drawRect(0, 0, 100, 100);
graphics.endFill();
}
public function addShip():void
{
trace("addShip function run");
}
}
N.B: You can attach the MouseEvent.CLICK event listener to the stage, which will work even if you have nothing in the stage.
Now, if you test your app, you'll get an clickable orange square at the top left corner of your stage, but the compiler will fire an error (ArgumentError) because it's waiting for a listener function (the Ship.addShip() function here) which accept an MouseEvent object.
So to avoid that error, your Ship.addShip() function can be like this for example :
public function addShip(e:MouseEvent):void
{
trace("addShip function run");
}
Then your code should work.
You can also simplify things by using another listener function in your main code which can call the Ship.addShip() function, like this for example :
var ShipMc:Ship = new Ship();
addChild(ShipMc);
addEventListener(MouseEvent.CLICK, onMouseClick);
function onMouseClick(e:MouseEvent): void
{
ShipMc.addShip();
}
For more about all that, you can take a look on AS3 fundamentals where you can find all what you need to know about AS3.
Hope that can help.

Custom Event Listener not working

I am new to as3 and I recently saw creation of custom events in as3 in a tutorial and I wanted to incorporate in my game. When i did the tutorial, it all seemed well for that project. But it doesnt seem to work with the new project.
Here is my code :
package
{
import flash.display.MovieClip;
import flash.utils.Timer;
import flash.events.TimerEvent;
public class FashionFrenzy extends MovieClip
{
public var Buyer_mc:Buyer;
public var Buyers:Array;
public var gameTimer:Timer;
public function FashionFrenzy()
{
GameTimeController();
GenerateBuyers();
addEventListener(ReachMallDoorEvent.CHECK, OnReachMallDoor);
}
public function GameTimeController()
{
gameTimer = new Timer( 25 );
gameTimer.start();
}
public function GenerateBuyers()
{
Buyers = new Array ;
Buyer_mc = new Buyer(533.2,0) ;
addChild(Buyer_mc);
gameTimer.addEventListener( TimerEvent.TIMER, BuyerEnter );
if(Buyer_mc.y==377.25)
{
dispatchEvent( new ReachMallDoorEvent( ReachMallDoorEvent.CHECK ) );
}
}
public function BuyerEnter(event:TimerEvent)
{
Buyer_mc.Enter();
}
public function OnReachMallDoor(event:ReachMallDoorEvent)
{
trace("my timer starts now");
}
}
}
Here, OnReachMallDoor never seems to run because there is something wrong. I cant see the output saying "My timer starts now". But there is no error in the code and output doesnt show any runtime errors either. Where have I gone wrong? I want OnReachMallDoor function to run when my y coordinate is in desirable position and the event is dispatched.
The order of commands is wrong.
GenerateBuyers();
addEventListener(Rea...
The first line of these two is the one that could potentially cause the Event to be dispatched. But only after that will you start listening for it. That's simply too late. You have to start listening before the Event is dispatched.
The probability of the Event to be dispatched is very low.
Buyer_mc.y==377.25
Checking floating point values for equality is often not a good idea. It could easily be just slightly off due to rounding errors etc. If this .y property was controlled by the mouse for example, you'd have to position the mouse at exactly that position, which is very unlikely.
You only dispatch the Event at the beginning.
GenerateBuyers();
That function is only called once. The .y position is evaluated.
This only happens once and never again.
But the .y position is subject to change and the condition should be evaluated again, which doesn'T happen
The structure is not helpful.
It doesn't make much sense for an object to listen for its own Events. Simply call the function and be done with it.
Events are for communication between objects.
How this is supposed to be:
The point of the custom Event is to be notified about something.
You want to be notified when this condition
Buyer_mc.y==377.25
is true.
If you are evaluating that condition the way you do it now, then there's no point in receiving a notification about the result thereof. You have it already.
Instead, Buyer_mc should dispatch the Event. The condition should be checked in Buyer class.
What the code looks like
some snippets pointing out what the above means, code untested:
class Buyer
override public function set y(value:Number):void
{
if (value == 377.25)
dispatchEvent(new ReachMallDoorEvent(ReachMallDoorEvent.CHECK)); // I'm at the position, I send out the notification
super.y = value;
}
class FashionFrenzy
buyer = new Buyer(533.2, 0); // variables should start with small letter
buyer.addEventListener(ReachMallDoorEvent.CHECK, OnReachMallDoor);
If you now set the .y position to the value, the object will dispatch the Event. It will figure that out on its own.
Letting the object figure something out on its own and just receive a notification about it is the main reason to use custom events.

MovieClip button In Class

Tried this,
package {
import flash.display.MovieClip;
import flash.events.*;
public class test extends MovieClip {
public function test() {
addEventListener(Event.ADDED_TO_STAGE, registerBtn);
}
private function registerBtn(e:Event):void {
this.parent["Homebtn"].addEventListener(MouseEvent.CLICK, myButtonClick);
}
private function myButtonClick(e:MouseEvent):void {
trace("CLICKED");
}
}
}
Image
And the same code on frame 1, And there's a MovieClip Button on stage having Instance name "Homebtn".
Imports
import flash.events.*;
Importing all classes from a package that originates in flash has zero impact on compile size because they're already present in the Flash Player runtime environment. It's pure monotony that you're required to explicitly declare these imports, but good practice when dealing with third party packages.
Stage Relationship
Document code (i.e., code in the Flash IDE timelines) have a direct relationship to MainTimeline, whereas class files do not. If you want to add button1.addEventListener(MouseEvent.CLICK, myButtonClick); to your class, you're not going to be able to do so unless you:
A: Pass a pointer to the button/stage/root to the class when instantiating your test class:
var myObj:test = new test(root)
B: Wait to add the event listener until after you've given the test object a parent relationship to the stage from which to traverse to the button:
addChild(test);
inside your class...
public function test() {
// constructor code
addEventListener(Event.ADDED_TO_STAGE, registerBtn)
}
private function registerBtn():void {
this.parent.button1.addEventListener(MouseEvent.CLICK, myButtonClick);
}
Turn on Debugging
To find the cause of your bugs, you need to debug your code. If you're using Flash IDE CS6, then you can enable this by going to your publish settings and enabling "Permit Debugging". This will take your ambiguous error...
null object reference at myDocument/doSomething()
...to a much clearer...
null object reference at myDocument/doSomething() package\myClass.as:20
...which now denotes which line in your code to look for your issue.
Use the Debug Console
Use the debugging compile mode to bring up the Debug Console. This will provide you with an immediate look at the line of code in question, as well as the Call Stack, and the state of all available Variables. No programmer should be without it.
Run by going to the menu "Debug > Debug Movie > Debug", or use the keyboard combo CONTROL+SHIFT+ENTER.
Now that you're armed with the know-how to do this on your own, I'll cover what you'd encounter, and how you'd fix it (since you're new).
First, it's flash.events with an "s". So we'll change that.
Next, compiling it we get the following errors:
So we see on line 7 of our test.as class: you've placed the timeline code into the class.
var myObj:test = new test(root);
addChild(test);
You don't want to instantiate you class from within itself as it'll never get instantiated. Think of your code as a railroad. The train starts with your timeline code, and only runs on the rails set before it. Your class is floating off to the side, ready with all its interesting turns and zigzags, but you have to add it to the rails for it to be actually run. That's instantiation; we're copying that path onto the current track, and the train runs on it.
So, we get rid of lines 6 & 7, and we're left with Access of possibly undefined property Homebtn. Calling this.parent is actually a getter function, and it returns a DisplayObjectContainer. Because AS3 is a strongly datatyped language, the compiler will know that there is no such property "Homebtn" on DisplayObjectContainers (silly compiler). But of course, you know it's there (or at least it will be by the time this code runs). A simple way of getting around that is by making it evaluate the reference at run-time.
this.parent["Homebtn"].addEventListener(MouseEvent.CLICK, myButtonClick);
By encapsulating the button name as a string and within brackets, we've done that.
Now we recompile again, and get the following:
This is because all event listeners receive one argument: an event object. You may not use it, but not having a variable to hold it is a no-no.
private function registerBtn(e:Event):void {
As a final point. All class functions need to be denoted as to what namespace they exist in. myButtonClick needs one, so we'll add it as private since no external (ie., non-class based) functions need access to it.
Here's your revised code:
test.as
package {
import flash.display.MovieClip;
import flash.events.*;
public class test extends MovieClip {
public function test() {
addEventListener(Event.ADDED_TO_STAGE, registerBtn);
}
private function registerBtn(e:Event):void {
this.parent["Homebtn"].addEventListener(MouseEvent.CLICK, myButtonClick);
}
private function myButtonClick(e:MouseEvent):void {
trace("CLICKED");
}
}
}
test.fla (timeline code on frame 1)
import test;
var Homebtn:MovieClip = new MovieClip();
Homebtn.graphics.beginFill(0xFF0000, 1);
Homebtn.graphics.drawRect(0, 0, 150, 25);
Homebtn.graphics.endFill();
addChild(Homebtn);
var testObj:test = new test();
addChild(testObj);

AS3 Add event listener to a movieclip within a movieclip

I currently have two movieclips one called mcInvFrame, and one called btnCloseInv (It is a movieclip, and I know the naming convention is wrong). btnCloseInv is located inside mcInvFrame. I have two files Inventory.as and my main document class. I can load the mcInvFrame just fine to the stage and everything works as expected. However when I try to access the btnCloseInv movieclip i get errors. Here is the code for Inventory.as I have commented out my most recent failed attempt
package{
import flash.display.MovieClip;
import flash.events.MouseEvent;
public class Inventory extends MovieClip
{
public var inv:MovieClip = new mcInvFrame;
public function Inventory()
{
addChild(inv);
/*var invClose:MovieClip = inv.btnCloseInv;
invClose.addEventListener(MouseEvent.CLICK, CloseInventory);
function CloseInventory($e:MouseEvent):void
{
this.parent.removeChild(inv);
}*/
}
}
}
What I need to know is can/should i create a variable within inventory.as for the button that I can access from the main document? If so how?
P.S. I have been searching the forums and trying various solutions but I either didn't understand the implementation or they were not suitable for this situation. The most common error I receive is "Error #1009: Cannot access a property or method of a null object reference." Occasionally I will receive an error stating that an object has no properties.
you cant register event on stage.movieclip.movieclip2 , i have tried to do the same thing before, but it wont work, try to create btnCloseInv outside, then use this code
btnCloseInv.x = mcInvFrame.x + numberHere;
btnCloseInv.y = mcInvFrame.y + numberHere2;
if you doesn't want to use this code, AS3 - Button inside MovieClip triggers MC's event
EDIT: if you set mcInvFrame.buttonMode = true it will not work

Removing a child of a video class called from a private function

I'm making a quiz type animation for work where on clicking an answer it plays a short animation FLV file relating to what you picked. As everything I read points towards AS3 being OOP I decided to make a MovieClip containing an FLV player and linked it to an AS3 file called FLV_Player.as. That way I can create a new instance of the FLV_Player everytime I need to play a video. Here is the code in that file which seems to work fine:
package
{
import fl.video.VideoEvent;
import flash.events.VideoEvent;
import flash.display.MovieClip;
public class FLV_Player extends MovieClip
{
public function FLV_Player(NextVideo:String)
{
animation_player.source=(NextVideo);
animation_player.addEventListener(VideoEvent.COMPLETE, vcompleted);
}
private function vcompleted(e:VideoEvent):void
{
nextFrame();
}
}
}
Now in the DocumentClass.as file I have this code:
private function NewVideo(videoname:String)
{
var nextvideo:FLV_Player = new FLV_Player(videoname);
addChild(nextvideo);
nextvideo.x = 0;
nextvideo.y = 0;
}
So when you click a button, go to the next frame or whatever the prompt is, it calls the NewVideo function and passes the name of whatever video is to be played next.
NewVideo("Introduction.flv");
Now I'm sure I'm going to run in to other issues later down the line as I really have no idea whether anything I've done is how it should be done, but the only issue I seem to be having at this point in time is removing the video and going to the next (or previous) frame to answer another question. I tried:
nextFrame();
removeChild(newVideo);
But it didn't work. Well, it may have gone to the next frame but with the video taking up the whole window it's hard to see if it did or not.
So how do I remove the video I've created? The main issue seems to be that because I had to create a new instance of the FLV_Player class in a private function the child is defined locally "var", rather than "public" or "private" var so I can't reference it again. It tells me that you can only create a "private var" from within the document class but if I make it there it will create the class on load rather than from the function when I'm ready to pass the video name parameter to it. At load I don't know what video I need it to play?
removeChild() must be called from the same object in which it was added. In this case, your DocumentClass. What you're trying to do now is telling an FLV_Player to remove itself, which won't work due to several reasons and bugs in your code.
The correct way to do things would be to have the FLV_Player object dispatch a custom event that your DocumentClass listens for. You need to create a new class which inherits from Event to create your custom event. I'd call it "PlayerEvent". In DisplayClass function you'd do this:
nextVideo.addEventListener(PlayerEvent.PLAYBACK_FINISHED, onPlaybackFinished);
addChild(nextVideo);
Then you need to create the onPlaybackFinished method:
private function onPlaybackFinished(event:PlayerEvent):void {
nextVideo.removeEventListener(PlayerEvent.PLAYBACK_FINISHED, onPlaybackFinished);
removeChild(nextVideo);
}
Inside the FLV_Player class, the vcomplete function should change to:
dispatchEvent(new Event(PlayerEvent.PLAYBACK_FINISHED));
Alternately, you could pass a pointer of the DocumentClass to the FLV_Player object, but this is very messy, can cause serious problems and not at all in the spirit of OOP. But it's a quick fix if you want to be lazy.
Events are an extremely important part of Actionscript 3 and I recommend you read up on them. Here's some good references:
http://www.adobe.com/devnet/actionscript/articles/event_handling_as3.html
http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WS5b3ccc516d4fbf351e63e3d118a9b90204-7fca.html
http://www.blog.mpcreation.pl/actionscript-3-0-basics-custom-events-part-1/
I think you're right that your first problem is simply how to reference the new video, so to expand on my comment a bit: You can declare a variable without also assigning a value, so you don't need to have var nextvideo within your NewVideo function. With a class level variable instead, you can then reference whatever you set nextvideo to when you want to remove the video:
public class DocumentClass {
private var nextvideo:FLV_Player;
private function NewVideo(videoname:String)
{
nextvideo = new FLV_Player(videoname);
addChild(nextvideo);
}
private function removeVideo():void
{
removeChild(nextvideo);
nextvideo = null;
}
}