I am trying to pass a variable "budget" from my DocumentClass of a flash file, to a class.
Currently I have :
(DocumentClassv5 , this is the code thats attached to the flash file in the properties panel, some code ommited)
package
{
import flash.display.MovieClip;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.events.*;
import flash.ui.Keyboard;
import flash.display.Stage;
import flash.text.TextFieldType;
import flash.media.Sound;
import flash.media.SoundChannel;
import miniGameOne;
import floorTileMC;
import flash.display.Loader;
import flash.net.URLRequest;
public class DocumentClassv5 extends MovieClip
{
/*#################################
## Defining Variables ##
#################################*/
public var budget:int = 0;
var gameOne:miniGameOne = new miniGameOne();
/*#################################
## Constructor ##
#################################*/
public function DocumentClassv5()
{
/*#################################
## Adding Event Listeners ##
#################################*/
trace("Document class loaded");
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/*###################################################
## Begins the mini game ##
###################################################*/
public function begin(evt: MouseEvent)
{
beginGame.visible = false;
beginGame.removeEventListener(MouseEvent.CLICK, begin);
budget = 500;
cleanListeners();
gameOne.loadGame();
trace(gameOne.testVar);
trace(floorTile.testVar2);
/*#################################
## Adding Event Listeners ##
#################################*/
trace("Game started");
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
}
Then I have the miniGameOne class file, which at the moment does nothing
I also have another class file, called tileFloorMC. This is attached to a symbol.
package
{
import flash.display.MovieClip;
import flash.events.MouseEvent;
import DocumentClassv5;
public class floorTileMC extends MovieClip
{
var propertyA:Number;
//var hackerClass:DocumentClassv5 = new DocumentClassv5;
public var testVar2:int = 50;
public function floorTileMC()
{
this.propertyA = randomRange(100, 500);
this.addEventListener(MouseEvent.ROLL_OVER, manageMouseOver, false, 0, true);
this.addEventListener(MouseEvent.ROLL_OUT, manageMouseOut, false, 0, true);
}
private function manageMouseOver(evt: MouseEvent)
{
this.gotoAndStop(2);
//trace(mainClass.budget);
}
private function manageMouseOut(evt: MouseEvent)
{
this.gotoAndStop(1);
//mainClass.budget += 1;
}
private function randomRange(minNum:Number, maxNum:Number):Number
{
return (Math.floor(Math.random() * (maxNum - minNum + 1)) + minNum);
}
}
}
Now, essentially I will need to be able to pass budget from DocumentClassv5 TO floorTileMC, and then BACK to DocumentClassv5. At the moment, I can pass anything from floorTileMC and anything from miniGameOne into DocumentClassv5, but when i try and pass from floorTileMC to DocumentClassv5, I get error
Error #2136: The SWF file file:///yadayada/GameV5.swf contains invalid data.
More specifically, as soon as I uncomment //var hackerClass:DocumentClassv5 = new DocumentClassv5;
Any help would be greatly appreciated!
Thanks,
Tiffany
You're trying to instantiate your document class in a subclass:
var hackerClass:DocumentClassv5 = new DocumentClassv5();
You want access to access the existing instance, not create a new one.
One thing you can do, is create a static reference to your document class. (see code sample below)
Static references can get ugly though, and you may just want to pass a reference of your doc class to your other classes when you instantiate them.
Both method below:
In your document class:
//instead of the line below:
var gameOne:miniGameOne = new miniGameOne(); //It's a bad idea to instantiate non primitive objects before the constructor of your document class runs.
//just declare it, and instantiate it in the constructor
var gameOne:miniGameOne;
//if you want to use a static reference:
public static var me:DocumentClassv5;
public function DocumentClassv5()
{
/*#################################
## Adding Event Listeners ##
#################################*/
//if using the static var me, set it's value to this (the instance of the document class):
me = this;
trace("Document class loaded");
gameOne = new miniGameOne(this); //pass a reference to the document class if NOT using the static var me
}
If using the static var me, you access it by doing the following from any class:
DocumentClassV5.me.budget;
Another cleaner alternative (if the values you need access to aren't really directly tied to any class, eg. global preferences), is make a whole new class that is just static (doesn't get instantiated) to hold your preferences.
package {
public class Global {
public static var budget:Number = 50;
}
}
Then you'd access budget by importing your Global class and doing Global.budget = 5
Related
I'm gonna try explaining my situation with images, to make sure that everyone will understand what i want to succeed.
First of all i have 3 files:
GenImage.fla which is linked to class GeneralImage.as
and it only contains the following picture (I tried to make the image Movie Clip but again it's not working):
Pic1
and a file named ScrollUI.as which contains the class ScrollUI.
What i want to succeed is from my GeneralImage class to create a ScrollUi item, pass the stage, and there create a ScrollPane which makes the picture look like this:
Pic2
The center part of the second image is the ScrollPane Component, which i need to make it Scrollable through the whole image. I managed to get it in my screen but i can't put the Stage in it and make it scrollable.
These are my codes :
GeneralImage.as
package {
import flash.display.*;
import flash.events.*;
import flash.display.Stage;
import ScrollUI;
public class GeneralImage extends MovieClip
{
public function GeneralImage()
{
var k = new ScrollUI();
k.ScrollConstructor(this);
}
}
}
ScrollUI.as
package
{
import flash.display.*;
import flash.events.*;
import fl.containers.ScrollPane;
import fl.events.ScrollEvent;
import fl.controls.ScrollPolicy;
public class ScrollUI extends MovieClip
{
private var _mainStage:Stage;
var aBox:MovieClip = new MovieClip();
var aSp:ScrollPane = new ScrollPane();
public function ScrollUI()
{
}
function ScrollConstructor(stage:Object):void
{
_mainStage = (stage as MovieClip).stage;
aBox == stage as MovieClip;
aSp.source == aBox ;
_mainStage.addChild(aBox);
aSp.setSize(300,300);
aSp.move(150, 75);
aSp.scrollDrag = true;
aSp.horizontalScrollPolicy=ScrollPolicy.OFF;
_mainStage.addChild(aSp);
}
}
}
So what i want it to set the Source of the Scroll Pane ( which is named aSp ) to be the _mainStage which is the stage i get from GeneralImage
Your issues is likely these two lines:
aBox == stage as MovieClip;
aSp.source == aBox ;
You're doing a comparison by using two ==, which effectively does nothing in your case. Use a single = to assign a value.
This is how I would suggest you approach this:
In the FlashPro library, find your image asset (I'm going to assume you have it wrapped in a MovieClip), right-click (or command click) and go to it's properties. Check the "export for actionscript" box, and give it a meaningful class name (for my example, I'll assume you called it MyImage)
Then you could do the following:
ScrollUI Class
package
{
import flash.display.Sprite;
import fl.containers.ScrollPane;
import fl.events.ScrollEvent;
import fl.controls.ScrollPolicy;
public class ScrollUI extends Sprite
{
//just declare the variables here, don't assign them new values
private var aBox:MovieClip;
private var aSp:ScrollPane;
public function ScrollUI()
{
//use the actual constructor...
aSp = new ScrollPane(); //instantiate a new scroll pane
addChild(aSp); //add the scroll pane to the display
aBox = new MyImage(); //instantiate an new MyImage from the library
//set the scroll pane properties
aSp.source = aBox; //you had two = signs here before, which doesn't actually assign anything it compares
aSp.setSize(300,300);
aSp.move(150, 75);
aSp.scrollDrag = true;
aSp.horizontalScrollPolicy=ScrollPolicy.OFF;
}
}
}
Document Class
package {
import ScrollUI;
public class GeneralImage extends MovieClip
{
public function GeneralImage()
{
var k:ScrollUI = new ScrollUI(); //create a new instance of the ScrollUI class
addChild(k); //add the scrollUI object to the display;
//OR, you just do this:
//addChild(new ScrollUI());
}
}
}
You could also just set the .source property of the scroll pane to the physical path of your image.
I found the solution, Thanks Batman for his help, I changes some things into my code and the program is working.
First of all as Batman said , In my GenImage.fla i made the logo a MovieClip and i named it "wholemap"
Here are my codes :
GeneralImage.as
package {
import flash.display.*;
import flash.events.*;
import flash.display.Stage;
import ScrollUI;
public class GeneralImage extends MovieClip
{
//as Batman indicated, I should have used the ScrollUI constructor, but
//except for the Stage, i also send the wholemap that is in my GenImage.fla
//<< this.getChildByName("wholemap") as MovieClip) >>
public function GeneralImage()
{
var k = new ScrollUI(this, this.getChildByName("wholemap") as MovieClip);
}
}
}
ScrollUI.as
package
{
import flash.display.*;
import flash.events.*;
import fl.containers.ScrollPane;
import fl.events.ScrollEvent;
import fl.controls.ScrollPolicy;
public class ScrollUI extends MovieClip
{
private var _mainStage:Stage;
var aBox:MovieClip = new MovieClip();
//So our constructor gets 2 items, a Stage, and a MovieClip
public function ScrollUI(stage:Object, pic:MovieClip)
{
//We set the Stage at the variable _mainStage with that way:
_mainStage = (stage as MovieClip).stage;
//We set the Image that we will take at our clip variable :
var clip:MovieClip = pic;
//And we send the Movieclip (clip) in our ScrollConstructor function
ScrollConstructor(clip);
}
function ScrollConstructor(Clip:MovieClip):void
{
var aSp:ScrollPane = new ScrollPane();
aBox = Clip;
_mainStage.addChild(aBox);
aSp.source = aBox ;
aSp.setSize(300,300);
aSp.move(150, 75);
aSp.scrollDrag = true;
aSp.horizontalScrollPolicy=ScrollPolicy.OFF;
aSp.verticalScrollPolicy=ScrollPolicy.OFF;
_mainStage.addChild(aSp);
}
}
}
Thank you very much for your assistance, I hope if someone else come across with this problem to be able to solve it with this Answer
I tried to write small as3 program based on framework pureMVC.
I understood basic principles of it, but I can't understand, where I must place custom logic.
For example, I must load 10 images. I created command, that init Proxy.
package app.controller
{
import app.model.GalleryProxy;
import dicts.Constants;
import org.puremvc.interfaces.INotification;
public class LoadFilesCommand extends BaseCommand
{
public function LoadFilesCommand() { }
override public function execute(note:INotification):void
{
facade.registerProxy(new GalleryProxy(Constants.FILES_LIST));
}
}
}
And Proxy is:
package app.model
{
import dicts.Constants;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Loader;
import flash.display.LoaderInfo;
import flash.events.ErrorEvent;
import flash.events.Event;
import flash.events.IOErrorEvent;
import flash.net.URLRequest;
import org.puremvc.interfaces.IProxy;
import org.puremvc.patterns.proxy.Proxy;
public class GalleryProxy extends Proxy implements IProxy
{
public function GalleryProxy(list:Vector.<String>)
{
super(Constants.PROXY_GALLERY);
_fileList = list;
_total = _fileList.length;
load();
}
public function get currentImage():Bitmap
{
return _images[_index];
}
//--------------------------------------------------------------------------
// PRIVATE SECTION
//--------------------------------------------------------------------------
private var _fileList:Vector.<String>;
private var _total:uint;
private var _loaded:uint = 0;
private var _images:Array = [];
private var _index:int;
private function load():void
{
var loader:Loader;
for (var i:int = 0; i < _total; i++)
{
loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoadHandler);
loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, errorHandler);
loader.load(new URLRequest(_fileList[i]));
}
}
private function imageLoadHandler(event:Event):void
{
var info:LoaderInfo = LoaderInfo(event.currentTarget);
_images[Constants.FILES_LIST.indexOf(info.url)] = info.content;
info.removeEventListener(Event.COMPLETE, imageLoadHandler);
info.removeEventListener(IOErrorEvent.IO_ERROR, errorHandler);
_loaded++;
if (_loaded >= _total)
sendNotification(Constants.COMMAND_SHOW_MAIN);
}
private function errorHandler(event:ErrorEvent):void
{
throw new Error("bad link or internet disconnect");
}
}
}
Now my Proxy is loading images independently (functions load() and imageLoadHandler)
Is it correct?
Or I must move this logic to Command class?
Or I must create some LoadService.as, which will contains this logic?
What is the correct variant for pureMVC?
Do you want to load your 10 images on application startup? If not, make load() public and call it from a Mediator, responding to a UI event.
If so, what you have will work fine. One alternative would be writing GalleryProxy so it doesn't call load() in the constructor - instead, you could have the Command register the proxy, load the image list, and call proxy.load(images[i]) in a loop.
I am sure this is a popular question but I can't find the exact answer I need. I simply need to access a function or functions created in the Main.as document class. I have tried several methods and they do not seem to work. Here is one example I tried.
anotherClass.as // This needs to access functions Main.as
package com
{
import Main;
public class anotherClass
{
private var stageMain:Main;
public function anotherClass()
{
// tries to call a function in Main.as called languageLoaded. NO WORK!
stageMain.languageLoaded("English");
// in the Main.as languageLoaded is a public function
}
}
}
The cleaner way is to simply pass a reference to Main to the constructor of the class you want to be able to access it.
For example, your AnotherClass could look like this:
class AnotherClass
{
private var _main:Main;
public function AnotherClass(main:Main)
{
_main = main;
_main.test(); // Success!
}
}
And your main class:
class Main
{
public function Main()
{
var another:AnotherClass = new AnotherClass(this);
}
public function test():void
{
trace("Success!");
}
}
public class MainDoc extends MovieClip // as long as it extends eventDispatcher you re fine
{
private var otherClass:OtherClass;
public function MainDoc()
{
otherClass = new OtherClass();
otherClass.addEventListener("otherClassCustomEvent", onOtherClassReady);
otherClass.startLogic();
}
public function onOtherClassReady(event:Event = null)
{
trace("from other class:", otherClass.infoToShare) // traces "from other class: YOLO!"
}
}
public class OtherClass extends EventDispatcher // must extend the event dispatcher at least
{
public var infoToShare:String;
public function OtherClass()
{
}
public function startLogic()
{
// do what you got to do
// when you have your data ready
infoToShare = "YOLO!";
dispatchEvent("otherClassCustomEvent");
}
}
Once you're confortable with that, you can start looking into building custom events that could carry the variable to send back
Ok I got the following code to work. It's really a messy solution but I didn't know of a better way. It works. I just hope it's stable and does not use a lot of resources.
If you have a much better Idea I am open.
Here is the MainDoc.as
package {
import flash.display.MovieClip;
import flash.events.*;
import com.*;
import com.views.*;
import flash.display.*;
import flash.filesystem.*;
import com.greensock.*;
import com.greensock.easing.*;
import flash.system.System;
public class mainDoc extends MovieClip
{
/// (Get Main Doc flow) this creates an instace of the main timeline
/// and then I send it
private static var _instance:mainDoc;
public static function get instance():mainDoc { return _instance; }
/// Calls the defaultVars.as in to "vars".
var vars:defaultVars = new defaultVars();
public function mainDoc()
{
/// Makes this class ready to be passed to defautVars.as
_instance = this;
// Sends the _instance to defaulVars.as to be accessed later.
vars.getMainDoc(_instance);
// Calls a function in defaultVars.as and loads a var
vars.loadButtonVars("English");
}
}
}
Here is the defaultVars.as
package com {
import flash.display.Stage;
import flash.events.*
import flash.net.*;
import flash.display.*;
import flash.filesystem.*;
public class defaultVars
{
/// Makes the MainDoc.as a MovieClip
// Not sure if this is good but it works.
public var MainDoc:MovieClip;
public function defaultVars()
{
}
public function getMainDoc(_instance:MovieClip)
{
trace("CALLED" + _instance);
/// receives the _instance var and its converted to a MovieClip
// This can now be used in any function because I declared it a public var.
MainDoc = _instance;
}
public function loadButtonVars(Language:String)
{
myLoader.load(new URLRequest("Languages/" + Language + "/vars.xml"));
myLoader.addEventListener(Event.COMPLETE, processXML);
function processXML(e:Event):void
{
myXML = new XML(e.target.data);
/// Home Screen Buttons
homeT = myXML.Button.(#Title=="homeT");
homeB1 = myXML.Button.(#Title=="homeB1");
homeB2 = myXML.Button.(#Title=="homeB2");
homeB3 = myXML.Button.(#Title=="homeB3");
homeB4 = myXML.Button.(#Title=="homeB4");
homeB5 = myXML.Button.(#Title=="homeB5");
/// HERE IS WHERE I CALL FUNCTION from MainDoc after xml is loaded.
/////////////////
trace("xml loaded!!!! " + homeB1);
MainDoc.languageLoaded(Language);
}
}
}
}
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.
I am finding it hard to fugure out the reference system in AS 3.0.
this is the code i have (i have trimmed it down in order to find the problem but to no avail)
package rpflash.ui {
import flash.display.Sprite;
import flash.display.MovieClip;
import flash.display.Stage;
import nowplaying;
import flash.text.TextField;
public class RPUserInterface extends Sprite{
var np:nowplaying;
public function RPUserInterface(){
}
public function init(){
var np:nowplaying = new nowplaying();
this.addChild(np)
}
public function updateplayer(xml:XML){
var artist: String = xml.nowplaying.artist.toString();
var title: String = xml.nowplaying.title.toString();
trace("UI:update");
trace(this.np);// this gives me a null reference
}
}
}
and still i cannot access np!!! trace this.np gives me a null reference. i am not even trying to access it from a subling class. (btw i def want to know how to do that as well.)
In your init() function, you are instantiating a local variable called np. Try this instead:
public function init() {
// var np:nowplaying = new nowplaying();
np = new nowplaying();
this.addChild(np);
}
Also, make sure init() is getting called before updateplayer(). Hope that helps.