ActionScript 3's error output #1034 Type coercion failed - actionscript-3

I want to create a character's controls. Unfortunately, I have encounter an error #1304.
Here's the output error :
TypeError: Error #1034: Type Coercion failed: cannot convert class_Boy$ to
flash.display.MovieClip.
at class_Boy/mainJump()
at class_Boy/class_Boy_Move()
The flash can run but when I pressed Space bar, the error keeps repeating and the flash stopped.
I believe that the culprit is caused by MovieClip(boy_Class) under the class_Boy's class. Please help me if you can find any solution. Thanks.
This is the main class :
package
{
import flash.display.*;
import flash.text.*;
import flash.events.*;
import flash.utils.Timer;
import flash.text.*;
public class experimentingMain extends MovieClip
{
var count:Number = 0;
var myTimer:Timer = new Timer(10,count);
var classBoy:class_Boy;
var leftKey, rightKey, spaceKey, stopAnimation:Boolean;
public function experimentingMain()
{
myTimer.addEventListener(TimerEvent.TIMER, scoreUp);
myTimer.start();
classBoy = new class_Boy();
addChild(classBoy);
stage.addEventListener(KeyboardEvent.KEY_DOWN, pressTheDamnKey);
stage.addEventListener(KeyboardEvent.KEY_UP, liftTheDamnKey);
}
public function pressTheDamnKey(event:KeyboardEvent):void
{
if (event.keyCode == 37)
{
leftKey = true;
stopAnimation = false;
}
if (event.keyCode == 39)
{
rightKey = true;
stopAnimation = false;
}
if (event.keyCode == 32)
{
spaceKey = true;
stopAnimation = true;
}
}
public function liftTheDamnKey(event:KeyboardEvent):void
{
if (event.keyCode == 37)
{
leftKey = false;
stopAnimation = true;
}
if (event.keyCode == 39)
{
rightKey = false;
stopAnimation = true;
}
if (event.keyCode == 32)
{
spaceKey = false;
stopAnimation = true;
}
}
public function scoreUp(event:TimerEvent):void
{
scoreSystem.text = String("Score : "+myTimer.currentCount);
}
}
}
This is the class of class_Boy :
package
{
import flash.display.*;
import flash.events.*;
public class class_Boy extends MovieClip
{
var leftKeyDown:Boolean = false;
var upKeyDown:Boolean = false;
var rightKeyDown:Boolean = false;
var downKeyDown:Boolean = false;
var mainSpeed:Number = 5;
var mainJumping:Boolean = false;
var jumpSpeedLimit:int = 40;
var jumpSpeed:Number = 0;
var theCharacter:MovieClip;
var currentX, currentY:int;
public function class_Boy()
{
this.x = 600;
this.y = 500;
addEventListener(Event.ENTER_FRAME, class_Boy_Move);
}
public function class_Boy_Move(event:Event):void
{
currentX = this.x;
if (MovieClip(parent).leftKey)
{
currentX += mainSpeed;
}
if (MovieClip(parent).rightKey)
{
currentX -= mainSpeed;
}
if (MovieClip(parent).spaceKey)
{
mainJump();
}
this.x = currentX;
this.y = currentY;
}
public function mainJump():void
{
currentY = this.y;
if(!mainJumping)
{
mainJumping = true;
jumpSpeed = jumpSpeedLimit*-1;
currentY += jumpSpeed;
} else {
if(jumpSpeed < 0){
jumpSpeed *= 1 - jumpSpeedLimit/250;
if(jumpSpeed > -jumpSpeedLimit/12){
jumpSpeed *= -2;
}
}
}
if(jumpSpeed > 0 && jumpSpeed <= jumpSpeedLimit)
{
jumpSpeed *= 1 + jumpSpeedLimit/120;
}
currentY += jumpSpeed;
if(currentY >= stage.stageHeight - MovieClip(class_Boy).height)
{
mainJumping = false;
currentY = stage.stageHeight - MovieClip(class_Boy).height;
}
}
}
}

Instead of MovieClip(class_Boy), it should have been simply this, which is the object that refers to the current instance running the code. class_Boy is the class itself, used to instantiate new objects.
This kind of problem is prevented when using the common coding standard of naming variables and methods starting with lowercase (parent) and classes with uppercase (Sprite). Then when you see MovieClip(ClassBoy) it's clear there's an error because ClassBoy is a type of class.
A couple other things that may also help you:
if you follow the standard of starting class names with uppercase, you don't start it with class, and you can just name it Boy
methods don't have to start with the class name (class_Boy_Move). In fact it's better if they don't, so you don't confuse with the constructor and they end up shorter

Related

How do I call methods and properties from parent classes?

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();
}

Bullet fires perfectly in three directions, but not left

I'm quite new with actionscript, and have been scrapping together a little test game to sort of get used to the language, get my feet wet. The premise behind the game is pretty average, I have a character that can move in 8 directions, can pick up several keys that are randomly placed, and open a door when he possesses a key.
The problem comes in to play with the bullet shooting. I don't know much about trigonometry, so when a key is pressed, i just use the .rotate property to turn the player. I pass the .rotate integer into my bullet class and use that to tell which direction the bullet should travel. It works perfectly for the up, down, and right movements, but when the character is facing left the bullet is created but has no velocity whatsoever, and for the life of me I cannot figure out where the error in the code is.
If someone could look over my code and help me out, I would be much appreciated. I'm sure it's something simple that I'm just missing. I know it's a bit sloppy, so if there's any other tips you want to pass on to a novice please feel free!!
Thank you so much guys.
Main Class
package
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.text.TextField;
public class Main extends MovieClip
{
var player:Player;
var inventory:Inventory;
var invArray:Array = new Array();
var key:_Key;
var vx:int;
var maxSpeed:int;
var key_Up:Boolean;
var key_Down:Boolean;
var key_Left:Boolean;
var key_Right:Boolean;
var maxKey:int;
var keyCount:TextField;
var keysUp:int;
var door:Door;
var doorOpen:Boolean;
var wall1:Wall;
var wall2:Wall;
var wallCollide:Boolean;
var bulletTime:int;
var bulletLimit:int;
var bulletShoot:Boolean;
static var playerRotation:int;
public function Main()
{
init();
}
public function init():void
{
stage.addEventListener(Event.ENTER_FRAME, gameLoop);
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
initPlayer();
initVariables();
initInventory();
initItems();
}
public function gameLoop(e:Event):void
{
movePlayer();
collisionDetection();
bullet();
}
public function keyDownHandler(e:KeyboardEvent):void
{
switch (e.keyCode)
{
case 37 :
key_Left = true;
break;
case 38 :
key_Up = true;
break;
case 39 :
key_Right = true;
break;
case 40 :
key_Down = true;
break;
case 32:
if(bulletShoot)
{
bulletShoot = false;
var newBullet:Bullet = new Bullet(player.rotation);
newBullet.x = player.x;
newBullet.y = player.y;
addChild(newBullet);
}
}
}
public function keyUpHandler(e:KeyboardEvent):void
{
switch (e.keyCode)
{
case 37 :
key_Left = false;
break;
case 38 :
key_Up = false;
break;
case 39 :
key_Right = false;
break;
case 40 :
key_Down = false;
break;
}
}
public function movePlayer():void
{
if (key_Left && !key_Right)
{
player.x -= maxSpeed;
player.rotation = 270;
}
if (key_Right && !key_Left)
{
player.x += maxSpeed;
player.rotation = 90;
}
if (key_Up && !key_Down)
{
player.y -= maxSpeed;
player.rotation = 0;
}
if (key_Down && !key_Up)
{
player.y += maxSpeed;
player.rotation = 180;
}
/*if ( key_Left && key_Up && !key_Right && !key_Down )
{
player.rotation = 315;
}
if ( key_Right && key_Up && !key_Left && !key_Down )
{
player.rotation = 45;
}
if ( key_Left && key_Down && !key_Right && !key_Up )
{
player.rotation = 225;
}
if ( key_Right && key_Down && !key_Left && !key_Up )
{
player.rotation = 135;
}*/
}
public function initPlayer():void
{
player = new Player();
player.x = stage.stageWidth * .5;
player.y = stage.stageHeight * .5;
stage.addChild(player);
}
public function initVariables():void
{
vx = 0;
maxSpeed = 4;
key_Up = false;
key_Down = false;
key_Left = false;
key_Right = false;
maxKey = 3;
keysUp = 0;
doorOpen = false;
wallCollide = false;
bulletTime = 0;
bulletLimit = 12;
bulletShoot = true ;
}
public function collisionDetection():void
{
for (var i:int=0; i < invArray.length; i++)
{
key = invArray[i];
if (player.hitTestObject(key))
{
stage.removeChild(key);
invArray.splice(i, 1);
keysUp++;
//trace(keysUp);
i--;
keyCount.text = String(keysUp);
break;
}
}
if (player.hitTestPoint(door.x,door.y + 25,true) && (keysUp > 0) && ! doorOpen)
{
door.gotoAndStop(2);
keysUp--;
invArray.pop();
trace(keysUp);
keyCount.text = String(keysUp);
doorOpen = true;
}
if (player.hitTestObject(door) && (keysUp == 0) && ! doorOpen)
{
wallCollide = true;
}
if (player.hitTestObject(wall1))
{
wallCollide = true;
}
if (player.hitTestObject(wall2))
{
wallCollide = true;
}
if (wallCollide == true)
{
player.y += 4;
wallCollide = false;
}
}
public function initInventory():void
{
inventory = new Inventory();
inventory.x = stage.stageWidth * .15;
inventory.y = stage.stageHeight * .90;
stage.addChild(inventory);
keyCount = new TextField();
stage.addChild(keyCount);
keyCount.x = inventory.x - 8;
keyCount.y = inventory.y + 3;
keyCount.text = String(keysUp);
//keyCount.border = true;
keyCount.width = 20;
keyCount.height = 20;
}
public function initItems():void
{
while (invArray.length < maxKey)
{
key = new _Key ;
key.x = Math.random() * 550;
key.y = Math.random() * 300;
stage.addChild(key);
invArray.push(key);
}
door = new Door();
door.x = 250;
door.y = 25;
wall1 = new Wall();
stage.addChild(wall1);
wall1.x = door.x - 175;
wall1.y = door.y;
wall2 = new Wall();
stage.addChild(wall2);
wall2.x = door.x + 175;
wall2.y = door.y;
stage.addChild(door);
}
public function bullet():void
{
if (bulletTime < bulletLimit)
{
bulletTime++;
} else
{
bulletShoot = true;
bulletTime = 0;
}
}
}
}
Bullet Class
package {
import flash.display.MovieClip;
import flash.events.Event;
public class Bullet extends MovieClip {
public var _root:Object;
public var speed:int = 10;
public var bulletRotation:int;
public function Bullet(pRotation:int) {
addEventListener(Event.ADDED, beginClass);
addEventListener(Event.ENTER_FRAME, eFrame);
bulletRotation = pRotation;
}
private function beginClass(e:Event):void
{
_root = MovieClip(root);
}
private function eFrame(e:Event):void
{
if (bulletRotation == 0)
{
this.y -= speed;
}
else if (bulletRotation == 90)
{
this.x += speed;
}
else if(bulletRotation == 270)
{
this.x -= speed;
}
else if(bulletRotation == 180)
{
this.y += speed;
}
if(this.y < -1 * this.height)
{
removeEventListener(Event.ENTER_FRAME, eFrame);
_root.removeChild(this);
}
if(this.x < -1 * this.width)
{
removeEventListener(Event.ENTER_FRAME, eFrame);
_root.removeChild(this);
}
}
}
}
In Bullet class, change 270 to -90, at line 38:
else if(bulletRotation == -90)
{
this.x -= speed;
}

AS3 error 1084 syntax error expecting rightparen before dot

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.

Null object error; cannot access it - AS3

I'm making a platform game. Im trying just to get the player to move around on the stage, and to be able to jump, with some type of gravity added to it. However, when I run it, I get this error: Error #1009: Cannot access a property or method of a null object reference.
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.events.KeyboardEvent;
import flash.events.Event;
import flash.ui.Keyboard;
public class Code1 extends MovieClip {
var charSpeed:int = 0;
var velocity:int = 0;
var gravity:Number = 1;
var Jump:Boolean = false;
var leftKey:Boolean;
var rightKey:Boolean;
var upKey:Boolean;
private var platform:Platform;
public function startGame(){
stage.addEventListener(KeyboardEvent.KEY_DOWN, checkKeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP, checkKeyUp);
stage.addEventListener(Event.ENTER_FRAME, loop);
stage.addEventListener(Event.ENTER_FRAME, update);
}
public function Code() {
}
public function update(evt:Event){
moveChar();
}
public function moveChar(){
if (leftKey == true){
charSpeed -= 10;
}
if (rightKey == true){
charSpeed += 10;
}
if (upKey == true){
if(!Jump){
velocity -= 14;
Jump = true;
}
}
}
function checkKeyDown(evt:KeyboardEvent){
if (evt.keyCode == Keyboard.UP){
upKey = true;
}
else if (evt.keyCode == Keyboard.RIGHT){
rightKey = true;
}
else if (evt.keyCode == Keyboard.LEFT){
leftKey = true;
}
}
function checkKeyUp(evt:KeyboardEvent){
if (evt.keyCode == Keyboard.UP){
upKey = false;
}
else if (evt.keyCode == Keyboard.RIGHT){
rightKey = false;
}
else if (evt.keyCode == Keyboard.LEFT){
leftKey = false;
}
}
function loop(evt:Event){
player.x = charSpeed;
if (player.x < 0){
player.x = 0;
}
if (player.x > 550){
player.x = 550;
}
velocity += gravity;
if (!platform.hitTestPoint(player.x, player.y, true)){
player.y += velocity;
}
for (var i = 0; i < 10; i++){
if (platform.hitTestPoint(player.x, player.y, true)){
player.y--;
velocity = 0;
Jump = false;
}
}
}
}
}
My platform linkage is "Platform", but i set up a variable for it (or tried to). I debugged the code, and it came up with this line: player.x = charSpeed;
I have no idea what to do, if someone could help, that would be great.
You never declare or instantiate (ie player = new Player()) your player.
Alternatively, if your player is on the stage of your .fla timeline, it will need the instance name 'player'. That can be set in the object properties.
You player object is null.
I don't see the istantiation line as:
var player:Player = new Player();
Add it before use a property of your player

TypeError: Error #1009: Cannot access a property or method of a null reference

I am creating a platformer game. However, I have encountered an error after creating a collision boundary on platform to make the player jump on the platform without dropping.
I have create a rectangle box and I export it as platForm
Here's the output of the error:
The error keep repeating itself over and over again....
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at Boy/BoyMove()
Main class:
package
{
import flash.display.*;
import flash.text.*;
import flash.events.*;
import flash.utils.Timer;
import flash.text.*;
public class experimentingMain extends MovieClip
{
var count:Number = 0;
var myTimer:Timer = new Timer(10,count);
var classBoy:Boy;
//var activateGravity:gravity = new gravity();
var leftKey, rightKey, spaceKey, stopAnimation:Boolean;
public function experimentingMain()
{
myTimer.addEventListener(TimerEvent.TIMER, scoreUp);
myTimer.start();
classBoy = new Boy();
addChild(classBoy);
stage.addEventListener(KeyboardEvent.KEY_DOWN, pressTheDamnKey);
stage.addEventListener(KeyboardEvent.KEY_UP, liftTheDamnKey);
}
public function pressTheDamnKey(event:KeyboardEvent):void
{
if (event.keyCode == 37)
{
leftKey = true;
stopAnimation = false;
}
if (event.keyCode == 39)
{
rightKey = true;
stopAnimation = false;
}
if (event.keyCode == 32)
{
spaceKey = true;
stopAnimation = true;
}
}
public function liftTheDamnKey(event:KeyboardEvent):void
{
if (event.keyCode == 37)
{
leftKey = false;
stopAnimation = true;
}
if (event.keyCode == 39)
{
rightKey = false;
stopAnimation = true;
}
if (event.keyCode == 32)
{
spaceKey = false;
stopAnimation = true;
}
}
public function scoreUp(event:TimerEvent):void
{
scoreSystem.text = String("Score : "+myTimer.currentCount);
}
}
}
Boy class:
package
{
import flash.display.*;
import flash.events.*;
public class Boy extends MovieClip
{
var leftKeyDown:Boolean = false;
var upKeyDown:Boolean = false;
var rightKeyDown:Boolean = false;
var downKeyDown:Boolean = false;
//the main character's speed
var mainSpeed:Number = 15;
//whether or not the main guy is jumping
//var mainJumping:Boolean = false;
var mainJumping:Boolean = false;
//how quickly should the jump start off
var jumpSpeedLimit:int = 40;
//the current speed of the jump;
var jumpSpeed:Number = 0;
var gravity:Number = 10;
var theGround:ground = new ground();
//var theCharacter:MovieClip;
public var currentX,currentY:int;
public function Boy()
{
this.x = 600;
this.y = 540;
addEventListener(Event.ENTER_FRAME, BoyMove);
}
public function BoyMove(event:Event):void
{
currentX = this.x;
currentY = this.y;
if (MovieClip(parent).leftKey)
{
currentX -= mainSpeed;
MovieClip(this).scaleX = 1;
}
if (MovieClip(parent).rightKey)
{
currentX += mainSpeed;
MovieClip(this).scaleX = -1;
}
if (MovieClip(parent).spaceKey || mainJumping)
{
mainJump();
}
this.x = currentX;
this.y = currentY;
}
public function mainJump():void
{
currentY = this.y;
if (! mainJumping)
{
mainJumping = true;
jumpSpeed = jumpSpeedLimit * -1;
currentY += jumpSpeed;
}
else
{
if (jumpSpeed < 0)
{
jumpSpeed *= 1 - jumpSpeedLimit / 250;
if (jumpSpeed > -jumpSpeedLimit/12)
{
jumpSpeed *= -2;
}
}
}
if (jumpSpeed > 0 && jumpSpeed <= jumpSpeedLimit)
{
jumpSpeed *= 1 + jumpSpeedLimit / 120;
}
currentY += jumpSpeed;
if (MovieClip(this).y > 500)
{
mainJumping = false;
MovieClip(this).y = 500;
}
this.y = currentY;
}
}
}
Platformer class: This is the class I want to set the boundary for the rectangle (platForm)
package
{
import flash.events.*;
import flash.display.MovieClip;
public class platForm extends MovieClip
{
var level:Array = new Array();
var classBoys:Boy = new Boy();
var speedx:int = MovieClip(classBoys).currentX;
public function platForm()
{
for (var i = 0; i < numChildren; i++)
{
if (getChildAt(i) is platForm)
{
level.push(getChildAt(i).getRect(this));
}
}
for (i = 0; i < level.length; i++)
{
if (MovieClip(classBoys).getRect(this).intersects(level[i]))
{
if (speedx > 0)
{
MovieClip(classBoys).x = level[i].left - MovieClip(classBoys).width/2;
}
if (speedx < 0)
{
MovieClip(classBoys).x = level[i].right - MovieClip(classBoys).width/2;
}
}
}
}
}
}
It's a little difficult to see exactly what is happening without being able to run your code, but the error is saying that something within your BoyMove() method is trying to reference a property (or method) of something that is null. Having looked at the BoyMove() method, I can see that there isn't a lot there that could cause this problem. The other two candidates would be
MovieClip(parent)
or
MovieClip(this)
You are attempting to access properties of both of those MovieClips. One of them must not be initialized as you expect. I suggest you do some basic debugging on that method by commenting out the lines with MovieClip(parent) and see if you still get the error. Then try the same with the line with MovieClip(this). That should be able enough to isolate the issue.