I just have no idea what to do with this. I've been looking through this for an hour now and I keep getting an error reading:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at Shooter_Enemy/shotHandler()
at flash.utils::Timer/_timerDispatch()
at flash.utils::Timer/tick()
When I debug it it points to the line of the code where "seekingBullet" is added to the stage. Any help resolving this would be greatly welcomed.
package
{
import flash.display.*;
import flash.events.*;
import flash.utils.Timer;
public class Shooter_Enemy extends MovieClip
{
private var yMove:int = 2;
private var shootTimer:Timer = new Timer(500);
public function Shooter_Enemy()
{
this.name = "mc_shooter_enemy";
this.addEventListener(Event.ENTER_FRAME,enemyMove);
shootTimer.start();
shootTimer.addEventListener(TimerEvent.TIMER,shotHandler);
}
public function addShooterEnemy(X:int):void
{
this.x = X;
this.y = 0;
}
public function removeEnemy()
{
shootTimer.removeEventListener(TimerEvent.TIMER,shotHandler);
shootTimer.stop();
this.removeEventListener(Event.ENTER_FRAME,enemyMove);
this.x = 0;
this.y = (stage.height + this.height);
}
private function shotHandler(te:TimerEvent):void
{
var seekingBullet:SeekingBullet = new SeekingBullet();
Main.seekingBulletArray.push(seekingBullet);
stage.addChild(seekingBullet);
seekingBullet.addSeekingBullet(this.x,this.y);
}
private function enemyMove(e:Event)
{
this.y += yMove;
}
}
}
If it's actual, a good practice for using stage is listening *Event.ADDED_TO_STAGE* and then starting your activity like:
package
{
import flash.display.*;
import flash.events.*;
import flash.utils.Timer;
public class Shooter_Enemy extends MovieClip
{
private var yMove:int = 2;
private var shootTimer:Timer = new Timer(500);
public function Shooter_Enemy()
{
this.name = "mc_shooter_enemy";
this.addEventListener(Event.ENTER_FRAME,enemyMove);
shootTimer.addEventListener(TimerEvent.TIMER, shotHandler);
addEventListener(Event.ADDED_TO_STAGE, addedToStageHandler);
}
public function addShooterEnemy(X:int):void
{
this.x = X;
this.y = 0;
}
public function removeEnemy()
{
shootTimer.removeEventListener(TimerEvent.TIMER,shotHandler);
shootTimer.stop();
this.removeEventListener(Event.ENTER_FRAME,enemyMove);
this.x = 0;
this.y = (stage.height + this.height);
}
private function addedToStageHandler(e:Event)
{
shootTimer.start();
}
private function shotHandler(te:TimerEvent):void
{
var seekingBullet:SeekingBullet = new SeekingBullet();
Main.seekingBulletArray.push(seekingBullet);
stage.addChild(seekingBullet);
seekingBullet.addSeekingBullet(this.x,this.y);
}
private function enemyMove(e:Event)
{
this.y += yMove;
}
}
}
Related
I am getting an error whenever I try running the game. I get errors for every class saying that the public attribute can only be used inside a package and on this line with "private function moveMe" "the private attribute may only be used on class functions". I verified if I have the as file linked properly. I am not sure what the issue is.
package {
import flash.display.MovieClip;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.events.Event;
public class banana_fall extends MovieClip {
public function banana_fall (){
var velX:Number=0;
var velY:Number=0;
var falling:Boolean=false;
var gravity:Number=2;
public function banana() {
var timing:Timer = new Timer(20,0);
timing.addEventListener(TimerEvent.TIMER,moveMe);
timing.start();
}
private function moveMe(event:TimerEvent){
this.x=this.x+velX;
this.y=this.y+velY;
if (falling) {
velY=velY+gravity;
}
}
public function setSpot(atX,atY){
this.x=atX;
this.y=atY;
}
//
public function setSpeed(dx,dy){
velX=dx;
velY=dy;
}
}
}
}
The problem is that your public functions were inside your constructor function, which doesnt work in as3.
try this code:
package {
import flash.display.MovieClip;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.events.Event;
public class banana_fall extends MovieClip {
var velX: Number = 0;
var velY: Number = 0;
var falling: Boolean = false;
var gravity: Number = 2;
public function banana_fall() {
var timing: Timer = new Timer(20, 0);
timing.addEventListener(TimerEvent.TIMER, moveMe);
timing.start();
}
private function moveMe(event: TimerEvent) {
this.x = this.x + velX;
this.y = this.y + velY;
if (falling) {
velY = velY + gravity;
}
}
public function setSpot(atX, atY) {
this.x = atX;
this.y = atY;
}
//
public function setSpeed(dx, dy) {
velX = dx;
velY = dy;
}
}
}
I'm currently working on a game, and am fairly new to AS3.
I'm stuck on the character movement: I was following a guide and ended up with the following as my code. When I test the game it just plays the character animation and I can't control it.
package {
import flash.display.Stage;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.utils.Proxy;
import flash.utils.flash_proxy;
dynamic public class KeyObject extends Proxy {
private static var stage:Stage;
private static var keysDown:Object;
public function KeyObject(stage:Stage) {
construct(stage);
}
public function construct(stage:Stage):void {
KeyObject.stage = stage;
keysDown = new Object();
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);
}
flash_proxy override function getProperty(name:*):* {
return (name in Keyboard) ? Keyboard[name] : -1;
}
public function isDown(keyCode:uint):Boolean {
return Boolean(keyCode in keysDown);
}
public function deconstruct():void {
stage.removeEventListener(KeyboardEvent.KEY_DOWN,keyPressed);
stage.removeEventListener(KeyboardEvent.KEY_UP, keyReleased);
keysDown = new Object();
KeyObject.stage = null;
}
private function keyPressed(evt:KeyboardEvent):void {
keysDown[evt.keyCode] = true;
}
private function keyReleased(evt:KeyboardEvent):void {
delete keysDown[evt.keyCode];
}
}
}
package {
import flash.display.Sprite
import flash.events.Event;
import KeyObject;
public class Main extends Sprite{
private var key:KeyObject;
public function Main() {
addEventListener(Event.ADDED_TO_STAGE,setupKeyObject);
}
function setupKeyObject(e:Event){
key = new KeyObject(stage);
stage.addEventListener(Event.ENTER_FRAME,movePlayer);
}
function movePlayer(e:Event){
if(key.isDown(key.LEFT)){
roy.x -= 5;
}
if(key.isDown(key.RIGHT)){
roy.x +=5;
}
if(roy.x<0){
roy.x = 0;
}
if(roy.x > (stage.stageWidth - player.width)){
roy.x = stage.stageWidth - player.width;
}
}
}
}
Nothing is happening when I press the arrow keys, but neither are there any errors: what's wrong with this? If I remove the key press testing it accelerates accordingly...
At this stage I am just trying to move a block around a screen in an inertial manner using the arrow keys. However, this is my first foray into AS3 so I may be going about it in completely the wrong manner.
Any help would be greatly appreciated.
Unit.AS:
package {
import flash.display.MovieClip;
import flash.events.*
import flash.ui.Keyboard
public class Unit extends MovieClip {
var velocityX:Number = 1;
var velocityY:Number = 1;
var accellerationX:Number = 1;
var accellerationY:Number = 1;
public function Unit(){
addEventListener("enterFrame", move);
}
private function move(e:Event){
accellerate()
this.x += velocityX;
this.y += velocityY;
}
private function accellerate(){
if (Key.isDown(Keyboard.UP)){
velocityY += accellerationY;
trace("Accellerating");
}
if (Key.isDown(Keyboard.DOWN)){
velocityY -= accellerationY;
trace("Accellerating");
}
if (Key.isDown(Keyboard.RIGHT)){
velocityX += accellerationX;
trace("Accellerating");
}
if (Key.isDown(Keyboard.LEFT)){
velocityX -= accellerationX;
trace("Accellerating");
}
}
}
}
Key.AS:
package
{
import flash.display.Stage;
import flash.events.Event;
import flash.events.KeyboardEvent;
public class Key {
private static var initialized:Boolean = false;
private static var keysDown:Object = new Object();
public static function initialize(stage:Stage) {
if (!initialized) {
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);
stage.addEventListener(Event.DEACTIVATE, clearKeys);
initialized = true;
}
}
public static function isDown(keyCode:uint):Boolean
{
return Boolean(keyCode in keysDown);
}
private static function keyPressed(event:KeyboardEvent):void {
keysDown[event.keyCode] = true;
}
private static function keyReleased(event:KeyboardEvent):void {
if (event.keyCode in keysDown) {
delete keysDown[event.keyCode];
}
}
private static function clearKeys(event:Event):void {
keysDown = new Object();
}
}
}
On your unit constructor function call the initialize(stage) static function.
Key.initialize(stage);
I can't get this program to work. I Always get this error: Error #1009: Cannot access a property or method of a null object reference.
I don't understand why and would appreciate some help.
Here's my code:
Main class:
package
{
import flash.display.Sprite;
import flash.events.Event;
public class Main extends Sprite
{
private var enginge:Engine = new Engine(stage);
private var enemy:Enemy = new Enemy(100, 100);
public function Main():void
{
addChild(enemy);
}
}
}
Engine class:
package
{
import flash.display.Sprite;
import flash.display.Stage;
public class Engine
{
public static var stage:Stage;
public static var gravity:int = 1;
public function Engine(stage:Stage)
{
Engine.stage = stage;
}
public static function gravitate(object:Sprite):void
{
object.y += Engine.gravity;
if (object.y < Engine.stage.stageHeight - object.height / 2)
{
Engine.gravity += 1;
}
else
{
Engine.gravity = 0;
object.y = Engine.stage.stageHeight - object.height / 2;
}
}
}
}
Enemy class:
package
{
import flash.display.Sprite;
import flash.display.Stage;
import flash.events.Event;
public class Enemy extends Sprite
{
private var gravity:int = 1;
public function Enemy(x:int, y:int)
{
this.graphics.beginFill(1, 1);
this.graphics.drawRect(this.x - 25, this.y - 40, 50, 80);
this.graphics.endFill();
this.x = x;
this.y = y;
this.addEventListener(Event.ENTER_FRAME, function(e:Event):void
{
Engine.gravitate(this);
});
}
}
}
In order to fix the problem you need to get rid of the anonymous function in the Enemy class.
You will have:
public function Enemy(x:int, y:int)
{
this.graphics.beginFill(1, 1);
this.graphics.drawRect(this.x - 25, this.y - 40, 50, 80);
this.graphics.endFill();
this.x = x;
this.y = y;
this.addEventListener(Event.ENTER_FRAME,handler);
}
private function handler(event:Event):void
{
Engine.gravitate(Sprite(this));
}
and the code will be working. This is due to context difference of word this inside anonymous function.
Usage of anonymous function is terrible practice and you should refrain from doing it.
I'm still really new about classes and stuffs. So, I tried making this and I got an error: Access of undefined property.
Why speedX and speedY var still error although I've defined it in public var in the main class?
Thanks!
EDITED: I've tried calling the variables from other class with main.speedX and main.speedY
But it got error : Cannot access a property or method of a null object reference.
at Ball/moveBall()
This is the Main code:
package
{
import flash.display.MovieClip;
import flash.events.Event;
public class Main extends MovieClip
{
public var speedX:Number = 5;
public var speedY:Number = 5;
public var speedMax:Number = 10;
private var ball:MovieClip = new Ball();
private var paddle:MovieClip = new Paddle();
public function Main()
{
paddle.addEventListener(Event.ENTER_FRAME, movePaddle);
addChild(ball);
addChild(paddle);
}
}
}
This is the Ball Movie Clip Code:
package
{
import flash.display.MovieClip;
import flash.events.Event;
public class Ball extends MovieClip
{ public var main:Main;
public function Ball()
{addEventListener(Event.ENTER_FRAME, moveBall);
main= new Main();
}
public function moveBall(e:Event):void
{
x += main.speedX;
y += main.speedY;
}
}
}
That's because your class Ball cannot access speedX and speedY inside the event callback. Why not add speedX and speedY to your Ball class directly instead ?
public class Ball extends MovieClip
{
public var speedX:Number;
public var speedY:Number;
public function Ball(sX:Number = 0, sY:Number = 0)
{
this.speedX = sX;
this.speedY = sY;
addEventListener(Event.ENTER_FRAME, moveBall);
}
public function moveBall(e:Event):void
{
x += speedX;
y += speedY;
}
}
Here's another possible solution where you would be passing main to ball to use the values of speed stored in Main.
public class Main extends MovieClip
{
public var speedX:Number = 5;
private var ball:MovieClip;
public function Main()
{
ball=new Ball(this);
addChild(ball);
}
}
and
public class Ball extends MovieClip
{
private var _main:Main;
public function Ball(main:Main)
{
_main=main;
addEventListener(Event.ENTER_FRAME, moveBall);
}
public function moveBall(e:Event):void
{
x += _main.speedX;
}
}
}