Adding dynamic variables to movieClip instance in Flash professional - actionscript-3

I have a number of instances of a movieClip on the stage in Flash. I would like to be able to add a dynamic variable to each. For example, I would like to number each instance.
I have tried giving each instance an instance name (eg. box1, box2) and writing the following code in the layer 1 > frame 1 code window
box1.number = 1;
box2.number = 2; etc.
or
box1["number"] = 1;
box2["number"] = 2;
but the variables are undefined when trying to access them in Flash builder.

You should create a custom class for all your movieClips to extend (use as a base class). If you don't know how to do this, create the following MyCustomClassName.as file in the root of your .fla directory.
package {
public class MyCustomClassName extends Sprite { //use MovieClip is your box makes use of the timeline
public var myNumber:int = 0;
public function MyCustomClassName(num:int = 0) {
myNumber = num;
}
}
}
Then on your box object, right click it in the library and bring up the properties/linkage. Set the base class to the path to your custom class .as file
You can leave everything the same and now your boxes will inherit all properties and functions in that base class.
myBoxInstance.myNumber = 5;
OR if instantiating through code:
var box:MyCustomClassName = new MyCustomClassName(5); //creates a new box giving it the number 5

Related

How to reference a variable from a class to a scene in ActionScript 3.0

I am creating a platformer in flash as3 and i want to pass the var Score for my score from Scene 1 to the next. However, I realized the best way to do this was to store the score inside a class, but I am having trouble referencing the variable inside the scenes. Please help. This is the code currently inside the class
package file_as{
public class CS{
public function CS(){
public var Score:Number = 0;
}
}
}
I tried to reference the score in scene in the frame containing my code my stating
CS.Score
But that didn't work so I'm lost.
To access it by doing CS.Score you would need to make that property static.
Static vars/methods belong to the class itself (CS in this case), if not static, they belong to instances of that class (eg var csInstance:CS = new CS(); csInstance.Score = 6;)
Here is how to make it static:
package file_as{
public class CS{
public static var Score:Number = 0;
}
}
As an aside, your current class code should be throwing an error, as you can't have the public/private keywords inside a function. Also, since you defined the var inside a function (the constructor in your case) it would only be available in that function. Notice how in my example above the var definition is at the class level.
All this said, I believe that if you defined a score var on your main timeline, it should be available across different scenes.

AS3: How do I access a variable from a parent object?

I'm new to AS3 and my code may look a bit off.
Basically, how my program works is that I have an instance of "Level" on the stage, and it is a MovieClip containing several other objects which are also MovieClips with their own document class. In the "Level" class, I can access the X and Y position from the instance of "Player", but in my "Arrow" class, which is also a child of Level, I'm unable to access the X and Y of "Player". What I tried to do is set a public static variable called playerX and playerY in the Level class and assign that to the player's x and y position every frame, and I try accessing the variable in the Arrow class by doing "var x:Number = Object(parent).playerX, I've also tried MovieClip(parent).playerX and parent.playerX and just player X, neither of them work.
So to sum it up, I need to access a variable from a parent class, but every way I have tried it just returns an error.
Sorry if this was a bit unclear, any help will be much appreciated!
Sounds like you are using FlashPro Timelines, and have two siblings objects (they have the same parent MovieClip/timeline) and you want to be able to reference one from the other (let me know if this doesn't properly summarize your question).
Since it sounds like you have class files attached to your Arrow and Player classes, you'll want to make sure any code referencing the parent or stage or root vars is run AFTER the item has been added to the display list as those vars are only populated after the item has been put on the stage. (this isn't an issue for timeline code).
So, something like this:
public class Arrow extends MovieClip {
public var player:Player; //a var to hold a local reference to the player
public function Arrow():void {
//right now parent/stage/root are null
//listen for the added to stage event, so you know when it's safe to use the parent and stage and root keywords
this.addEventListener(Event.ADDED_TO_STAGE, addedToStageHandler);
}
private function addedToStageHandler(e:Event):void {
player = MovieClip(parent).playerInstanceName;
//where player instance name is the instance name of your player on the parent timeline
}
private function doSomethingWithPlayer():void {
if(player){
player.x = 5;
}
}
}
Now, if you wanted to use a Static var instead (might be less cumbersome than the parent keyword), and there is only ever 1 player instance, you could do the following:
public class Player extends MovieClip {
//create a static var to hold a reference to the player instance
public static var me:Player;
public function Player():void {
me = this; //now assign the instance to the static var.
}
}
Now, you can access the player instance from anywhere in your app by doing Player.me (regardless of context)
Player.me.x = 5;
You need to understand what a static variable is and what it is not. A static variable IS a Class variable, A static variable IS NOT an instance variable. So if I create a static variable called "playerX" in a class called "Level" I can now do this:
Level.playerX = 0;
Because Level is a class and playerX is a variable of that class.
I cannot do this:
Object(parent).playerX
Because 'parent' is not a class and does not have a variable called 'playerX', parent might be an instance of the class 'Level' but instances of the class 'Level' do not have a variable called 'playerX', the class itself "Level" is the one that has that variable.

Making a simple tamagoci game getting no compiler errors but receiving no output

Kind of new Actionscript and I'm just trying to make a simple tamagoci game. I've wrote all the code out but and receiving no compiler errors but for some reason I'm also not receiving any output messages for my mouse event listeners. Here is all my code, I really can't find the problem and any help would be greatly appreciated. Thanks.
package{
import flash.display.MovieClip;
import flash.events.MouseEvent;
public class Main extends MovieClip{
public var feedButton:MovieClip;
public var tamagoci:MovieClip;
public var disButton:MovieClip;
public var dietButton:MovieClip;
public function Main() {
this.init();
}
private function init():void {
this.feedButton.addEventListener(MouseEvent.MOUSE_DOWN, onfeedMouseDownHandler);
this.disButton.addEventListener(MouseEvent.MOUSE_DOWN, ondisMouseDownHandler);
this.dietButton.addEventListener(MouseEvent.MOUSE_DOWN, ondietMouseDownHandler);
}
private function onfeedMouseDownHandler(event:MouseEvent)void{
this.tamagoci.scaleX += 0.1;
this.tamagoci.scaleY += 0.1;
}
private function ondisMouseDownHandler(event:MouseEvent)void{
this.tamagoci.gotoAndPlay(5);
}
private function ondietMouseDownHandler(event:MouseEvent)void{
this.tamagoci.scaleX -= 0.1;
this.tamagoci.scaleY -= 0.1;
}
Are you using Flash Professional?
You're declaring your variable types in your class here;
public var feedButton:MovieClip;
public var tamagoci:MovieClip;
public var disButton:MovieClip;
public var dietButton:MovieClip;
But then in your constructor, all you are doing is running init();
public function Main() {
this.init();
}
So, this could one of a few things. The most likely is that you have declared your variables, but you haven't initialised them. You've created the variables to hold your objects, but according to your code, they're empty. More specifically, a variable or class property that doesn't assign an object to a variable of an object type will contain a default value of null.
You could prove this in your code by simply putting a condition inside your init(); method;
if(tamagoci == null){
trace("I haven't been assigned an object of type class yet!")
}
So it could be 1 of these 3 things:
1: If you have written your own classes for these class properties/variables, then you need to instantiate them with the new keyword. The general syntax is;
variable_name = new ClassName(parameter_1, parameter_2);
If you are using classes you have written yourself, you have to create an instance of the object, assign it to a variable, and then add it to the stage using addChild();. For example, lets say you've written your own Tamagoci class;
tamagoci = new Tamagoci();
tamagoci.x = 100; // set the x location
tamagoci.y = 200; // set the y location
addChild(tamagoci);
Notice the use of Tamagoci. This is just an example, but this is the class name, which shouldn't be confused with variable/property name. It could just have easily been;
tamagoci = new MovieClip();
But then, this is just an empty MovieClip. It needs a property to display on the screen. A Shape, A Bitmap, or another container class object like MovieClip or Sprite (container classes allow you to nest display objects inside them). But on a basic level, it must contain a visual component to appear on the stage.
2:
Have you made Main your document class? This is the class which will get automatically called when your Flash movie plays. To set this, click on your stage, and in the properties dialogue box on the right, under PUBLISH, type in the name of your class, which is "Main".
3:
If you have created MovieClips in your library in Flash Professional, then you need to go to your library, right click the MovieClips, and select properties. From there, you need to make sure Export for Actionscript is ticked.
Now, if you click on your MovieClips on the stage, then open the Properties tab in the top right of Flash Professional's default layout, then right at the top should be a text field, and if you hover over it, Instance name will pop up as a tool tip. This is where you name your stage objects. Once that is done, you have access to them in your timeline.
If this is how you've done this, then you don't need to declare the variables in your main class, as they are already declared on your stage by Flash Professional and instantiated automatically.

How can I give flash stage instances unique properties in Flash Professional to pass to AS3 script?

I've started building a rough game engine framework in Flash Professional and I'm curious how I can create objects in the Flash library that I'm able to drag onto the stage and assign properties that are accessible from AS3.
Example:
I want to create a switch object (e.g. a light switch), so that when the player interactes with it, it triggers something specific in code such as a light in the room turns on.
I understand that Flash has built in UI components that you can define properties within the Flash Professional environment (see image below), and I'm wondering if there's a way to create my own custom style components so that I can essentially have my level file open in flash (.fla) and then drag a switch component from my library, and type in some information such as what light it is controlling, and any other information I want.
(above is an example of the type of parameter control I'm looking for)
I've read a bit about extending the flash UIComponent class but I feel that that's not the right approach because it's overkill for what I want. All I want is to pass some basic parameters from a library stage instance into AS3. I do not want to pass data via the instance name because this seems very messy if I want to have more complex interaction.
Thanks!
I would create a "switch" movie clip and export it to actionscrip, same with a "light" movie clip. The in the main class .as file I would inset them into the stage, using addChild (clips) and then add a click listener to the "switch" movie clip to control the "light".
This can be easily done.
Component(s) are wrong approach in my opinion.
Firstly you would want to setup Actionscript linkage / label your Library item.
In Library Panel.
- Right Click on "yourMC" >> click "Properties".
- In Properties dialog Tick "Export for Action Script"
- Then Name your Class eg "yourMC_Class"
now MC is ready to be referenced in your code.
next you would want to Dynamically add your "yourMC" from library to stage.
which can be done like such.
// first reference library item
var yourMC_ref:yourMC_Class = new yourMC_Class();
// Then load dynamic mc item into var
var your_MC_OBJ = yourMC_ref;
// then add your MC to stage.
this.addChild(your_MC_OBJ);
your_MC_OBJ.x = 200;
your_MC_OBJ.y = 100;
in a nutshell that's how I add library items to stage.
Obviously thats the basic function / code.
In a project I would have all code in an external class, in which case you would just set vars as public vars
public var yourMC_ref:yourMC_Class = new yourMC_Class();
public var your_MC_OBJ = yourMC_ref;
and the last 3 lines of code into a public function
public function ADD_First_MC()
{
this.addChild(your_MC_OBJ);
your_MC_OBJ.x = 200;
your_MC_OBJ.y = 100;
}
Now 'your_MC_OBJ' can be used in more complex ways.
eg. to create a light switch there are many options depending on how you need to approch functionality.
eg. Apply a different MC library item to "your_MC_OBJ"
play specific frame within MCs.
However If it was me I would just use mouse function to switch light on or off using addChild removeChild.
eg.
public var LightON = 0;
public var yourMC_ref:yourMC_Class = new yourMC_Class();
public var your_MC_OBJ = yourMC_ref;
then create a public function that handles on / off events
public function LightON_OFF()
{
if(LightON == 1)
{
this.addChild(your_MC_OBJ);
your_MC_OBJ.x = 200;
your_MC_OBJ.y = 100;
}
if(LightON == 0)
{
this.removeChild(your_MC_OBJ);
}
}
Hope this helps.
So, for what you want, while it may not be the best way to do what you want, I understand it's your experience you are constructing.
Use components, yes...in the following way (the most simple one):
Create a Movie Clip
Right-click it in library
Click on "Component Definitions"
Add a property, set a name, a variable name (var test, for this matter) and a default value
Click OK
Open your movie clip
Open code for the first frame and declare the variable without an initial value (var test:String;)
Trace it's value ( trace( test ); )
Go back to the stage root
Drag and drop the item from library to stage
Test it (Cmd/Ctrl + Enter) (maybe it will print null, dunno why, it ignores the default value sometimes)
Select your component on stage
Open the properties panel (Windows > Properties)
Go to Component Parameters on this panel and change the property value
You should see the value traced on console
And, I think, like this you can use properties from components for what you want, like using a String and getting the controlled mc by its name.
Good luck
I think what people are trying to say is that you can have the whole thing is data driven, and so you can combine the IDE with the data to come up with your final game.
But consider this ... it might be what you want.
If you have, for instance, a BaseSwitch Class:
public Class BaseSwitch extends MovieClip {
private var _lightName:String;
private var _light:Light;
public function get lightName():String {
return lightName;
}
public function set lightName(value:String):void {
if (value != _lightName) {
_lightnName = value;
//Note I don't advocate having children reach into their parents like this,
//but you sound like you don't want the parent involved in the process, so
//this is one way you could do it.
if (parent.hasOwnProperty(lightName) && parent[lightName] is Light) {
_light = parent[lightName];
} else {
trace('Could not find light', _lightName);
}
}
}
//other code to listen for gestures and operate the light
}
Now, when you want a switch to operate a specific light name, create a library instance and set its base class to BaseSwitch. When you close the dialog where you set the base Class, you'll notice that it gives you a dialogue that it couldn't find the Class in the Class path and one will be generated. You're going to replace it with a Class that sets the lightName. Create a new AS3 Class in the root directory with the same name as your library instance. It should look something like this:
public class SpecificSwitch {
public function SpecificSwitch() {
super();
lightName = 'theSwitch';
}
}
Other possible choices involve having the parent Class match up instances of switch with instances of light based on name, so if it finds a light1 and a light1Switch, it either gives a reference to the light to the switch or it simply sets up a mapping in its own event listening system.

ActionScript 3 Trying to access a nested Moviclip and can't get it to work

Im fairly new in Actionscript. That being said, I'm trying to access a nested Movieclip in a MovieClip. My code looks like this
if (ground.hitTestPoint(char.getChildByName("charBox").x, char.getChildByName("charBox").y,true))
{
falling = false;
jumping = false;
jumpSpeed = 1;
fallSpeed = 0;
speed = 15;
}
This is just a snippet of the hitTest. the "charBox" is the Movieclip I'm trying to access in the char Movieclip. So where did I go wrong?
char.charBox.x
Should work to get the x value if you have an instance of a MovieClip inside the parent clip Class like so:
public var charBox:MovieClip = new MovieClip();
Or you have the instance name of that clip set to 'charBox' if you're using the Flash IDE, note the instance name is different than the name in the Flash IDE library.