ArgumentError: Error #2025 when removeChild - actionscript-3

I wrote a AS3 class to make a Counter function. Click and hold mouse in blue area to define a value. I try to show a indicator picture to users that reminding the variation.
But when I drag mouse a little quick in the blue area a error will occur:
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display::DisplayObjectContainer/removeChild()
at test/get2()
I have read some similar issue posts, but I can't fix this. Could you give me any help? Thank you!
Download .fla and .as in CS6
Download .fla and .as in CS5
The code is below:
package {
import flash.display.Sprite;
import flash.text.TextField;
import flash.events.MouseEvent;
import flash.text.TextFormat;
import flash.events.Event;
public class test extends Sprite{
var i:int=20; //Set a var for the number displayed in stage.
var mx1:Number; //Set a var to save MouseY when MOUSE_DOWN
var mx2:Number; //Set a var to save MouseY when MOUSE_UP
var num:int=0; //Set a var to calculate result
var sub1:subbar1=new subbar1();
var sub2:subbar2=new subbar2();
var sub3:subbar3=new subbar3();
var add1:addbar1=new addbar1();
var add2:addbar2=new addbar2();
var add3:addbar3=new addbar3();
public function test() {
init1(); //Set TextField and addEventListener
initbar(); //Set indicator picture position when drag mouse
}
private function init1():void{
label=new TextField();
label.text=String(i);
label.width=280;
label.selectable=false;
label.x=140;
label.y=90;
addChild(label);
Controler.addEventListener(MouseEvent.MOUSE_DOWN,get1); //addEventListener to bluearea
}
private function initbar(){
sub1.x=sub2.x=sub3.x=add1.x=add2.x=add3.x=30;
sub1.y=35;
sub2.y=55;
add3.y=sub3.y=75;
add2.y=95;
add1.y=115;
}
private function get1(evt:MouseEvent):void{
mx1=mouseY;
trace(mx1);
Controler.removeEventListener(MouseEvent.MOUSE_DOWN,get1);
stage.addEventListener(MouseEvent.MOUSE_UP,get2); //addEventListener to MOUSE_UP
stage.addEventListener(Event.ENTER_FRAME,lifebar); //add ENTER_FRAME to display indicator picture when move mouse
}
private function get2(evt:MouseEvent):void{
mx2=mouseY;
trace(mx2);
if(mx2<=135&&mx2>=35&&mouseX<=130&&mouseX>=50){ //Limited enable area as the blue area
if(num>=4){ //Set i value depends on num
i=i-3;
}else if(num<=-4){
i=i+3;
}else{
i=i-num;
}
label.text=String(i);
}
if(num==1){ //remove indicator picture when MOUSE_UP
removeChild(sub1);
}
if(num==2){
removeChild(sub1);
removeChild(sub2);
}
if(num>=3){
removeChild(sub1);
removeChild(sub2);
removeChild(sub3);
}
if(num==-1){
removeChild(add1);
}
if(num==-2){
removeChild(add1);
removeChild(add2);
}
if(num<=-3){
removeChild(add1);
removeChild(add2);
removeChild(add3);
}
stage.removeEventListener(MouseEvent.MOUSE_UP,get2);
Controler.addEventListener(MouseEvent.MOUSE_DOWN,get1);
stage.removeEventListener(Event.ENTER_FRAME,lifebar);
}
private function lifebar(evt:Event):void{ //Set a ENTER_FRAME to display indicator picture
num=(mouseY-mx1)/12+1;
trace(num);
if(mouseY!=mx1&&num==1){
addChild(sub1);
}
if(num==2){
addChild(sub2);
}
if(num==3){
addChild(sub3);
}
if(num==-1){
addChild(add1);
}
if(num==-2){
addChild(add2);
}
if(num==-3){
addChild(add3);
}
}
}
}

You are attempting to remove display objects that have not yet been added as a child to the display list.
Even though sub1 has been instantiated, it has not been added at the time you attempt to remove it:
Before calling removeChild(obj) on the display object, first test if it has been added as a child by evaluating whether if(contains(obj)) is true.
At line 67 in test.as, you should perform condition testing to see if sub1 has been added to the display list:
if(num==1) {
if(contains(sub1)) // test to see if sub1 is on the display list
removeChild(sub1);
}
If this issue continues with other children, you should add additional testing in blocks like these:
if(num==2){
removeChild(sub1);
removeChild(sub2);
}

Related

Creating Top Down Shooter in Adobe Flash CS4 using ActionScript 3 but bullets behaving weirdly

I am making a TDS in Flash CS4 using AS3 but there seems to be a problem. It's hard to explain so I'm gonna link the flash file. Click this.
This is the first time uploading a file for sharing so for those who can't or are unable to download the file, this is what happens:
Player has mouse rotation that is, Player looks at where the mouse is. On Mouse down I've put the script for creating bullets. The bullets are being created alright. But when the bullets move that's when the problem arises. Say that at position and rotation X, I shot 5 bullets and they are moving in X direction. Now if I shoot a bullet in Y position and rotation, the bullet that was created there goes in Y direction but so do all the other bullets that were created in the X position and direction. They change their course.
Here is the code for the game.
package {
import flash.display.MovieClip;
import flash.display.Stage;
import flash.events.MouseEvent;
import flash.ui.Keyboard;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Mouse;
import flash.events.TimerEvent;
public class Main extends MovieClip {
var player : Player = new Player();
//Customizable Weapon Settings
var bulletNumber:Number;//number of bullets per shot
var bulletOffset:Number;//bigger number = less acurate
var bulletSpeed:Number;//pixels per frame
var bulletMaxAge:Number;//1000 = 1 second
var reloadSpeed:Number;//1000 = 1 second
var randomNum:Number;
public static var xSpeed:Number;
public static var ySpeed:Number;
var bulletAngle:Number;
var timer:Number=0;
var flag:Boolean;
//other variables (do not edit)
var mouseClicked:Boolean=false;
var radians:Number=Math.PI/180;
public function Main() {
player.x=stage.stageWidth/2;
player.y=stage.stageHeight/2;
stage.addChild(player);
player.gotoAndStop(5);
loadWeapon("Machine Gun");
addEventListener(Event.ENTER_FRAME,on_enter_frame);
stage.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDownHandler);
stage.addEventListener(MouseEvent.MOUSE_UP, onMouseUpHandler);
}
public function onMouseDownHandler(event:MouseEvent) {
//trace("Mouse Down");
mouseClicked=true;
flag=true;
}
public function onMouseUpHandler(event:MouseEvent) {
//trace("Mouse Up");
mouseClicked=false;
flag=false;
timer=0;
}
public function loadWeapon(weaponType:String) {
switch (weaponType) {
case "Machine Gun" :
//bulletNumber = 100;
bulletOffset=10;
bulletSpeed=10;
bulletMaxAge=1000;
break;
}
}
function on_enter_frame(e:Event) {
trace("Click: "+ mouseClicked);
fireWeapon();
}
function fireWeapon() {
//check if mouse is clicked
//if true, create bullet
if (mouseClicked) {
createBullet();
player.gotoAndStop(10);
} else {
player.gotoAndStop(1);
}
}
public function createBullet() {
var bullet : Bullet2= new Bullet2();
bullet.x=player.x;
bullet.y=player.y;
if (flag) {
timer++;
if (timer==10) {
trace("lol");
//calculate random bullet offset.
randomNum = Math.random() * (bulletOffset);
//set bullet firing angle
bulletAngle = (player.rotation + randomNum) * radians;
//set bullet speed based on angle
xSpeed=Math.cos(bulletAngle)*bulletSpeed;
ySpeed=Math.sin(bulletAngle)*bulletSpeed;
//trace (bulletAngle);
stage.addChild(bullet);
bullet.addEventListener(Event.ENTER_FRAME, runForest);
//mouseClicked = false;
timer=0;
}
}
function runForest(e:Event) {
bullet.x+=xSpeed;
bullet.y+=ySpeed;
}
}
}
}
Things that I've tried:
1) I put the "runForest()" funtion outside of "createbullet()" function which give me a "1120: Access of undefined property bullet." Error. (Which doesn't make sense since I am giving it a enter frame event listener.)
2) For solving this, I made the bullet variable global and declared it inside the "createbullet()" function like this- "var bullet : Bullet2;" And inside createbullet()- "bullet = new Bullet2();" That gives me a completely different output.
3) I put the "runForest()" function in its own class file. But the same thing is happening.
I was referring to a Tutorial that used AS2. This is the link.
Help me solve this please.
Thanks!
Review this code:
//set bullet speed based on angle
xSpeed=Math.cos(bulletAngle)*bulletSpeed;
ySpeed=Math.sin(bulletAngle)*bulletSpeed;
then take a look at how these variables for speed are created:
public static var xSpeed:Number;
public static var ySpeed:Number;
You have 1 variable for the x direction of the speed. If there is only one variable, there can only be 1 value for speed.
that's why all your bullets are moving in the same direction, because they all share that one single value for speed, which causes them to go into the same direction.
Your Main class is doing everything at the moment and you should really refactor some of that code into several other classes.
Even your own understanding of the code you are writing is not reflected by the code, your comment says:
//set bullet speed based on angle
Now why is that bullet speed a variable of Main? Object oriented programming is made exactly for that. You can literally turn your plain English description of the desired behaviour into code.
When you say that you "want to have Bullets", then create a Bullet class.
When you say "each Bullet object should have its own speed", then add a property to that class that is the speed.
You will encounter the same problem with your weapons and the same solution applies.

making a symbol move by keyboard not showing result and when published it not reads stop(); but replays it again and again

I am new to actionscript ,
My document class is ,
package
{
//list of our imports these are classes we need in order to
//run our application.
import flash.display.MovieClip;
import flash.display.Stage;
import flash.events.Event;
public class engine extends MovieClip
{
// moved ourShip to a class variable.
private var Circle:circle = new circle()
//our constructor function. This runs when an object of
//the class is created
public function engine()
{
addFrameScript(0, frame1);
addFrameScript(1, frame2);
}
// frame 1 layer 1 --------------------------------------------------
public function frame1()
{
stop();
}
//-------------------------------------------------------------------
// frame 2 layer 1 --------------------------------------------------
public function frame2()
{
Circle.x = stage.stageWidth / 2;
Circle.y = stage.stageHeight / 2;
addChild(Circle);
}
//-------------------------------------------------------------------
}
}
i made two frames first contains button and the other circle which i want to move but it not moves and it stays in the middle on second frame
My button class is
package
{
//imports
import flash.events.MouseEvent;
import flash.display.SimpleButton;
import flash.display.MovieClip;
//-------
public class start extends SimpleButton
{
public function start()
{
addEventListener(MouseEvent.CLICK, onTopClick);
addEventListener(MouseEvent.MOUSE_OVER, onBottomOver);
}
function onTopClick(e:MouseEvent):void
{
MovieClip(root).gotoAndStop(2)
}
function onBottomOver(e:MouseEvent):void
{
}
}
}
And my as of circle movieclip is
package
{
//imports
import flash.display.MovieClip;
import flash.display.Stage;
import flash.ui.Keyboard;
import flash.events.Event;
import flash.events.KeyboardEvent;
public class circle extends MovieClip
{
private var speed:Number = 0.5;
private var vx:Number = 0;
private var vy:Number = 0;
private var friction:Number = 0.93;
private var maxspeed:Number = 8;
public function circle()
{
addEventListener(Event.ENTER_FRAME, loop, false, 0, true);
}
public function loop(e:Event) : void
{
addEventListener(KeyboardEvent.KEY_DOWN, keyHit);
x+=vx;
y+=vy
}
function keyHit(event:KeyboardEvent):void {
switch (event.keyCode) {
case Keyboard.RIGHT :
vx+=speed;
break;
case Keyboard.LEFT :
vx-=speed;
break;
case Keyboard.UP :
vy-=speed;
break;
case Keyboard.DOWN :
vy+=speed;
break;
}
}
}
}
I am sorry to post so much for you guys to read but stackoverflow is the only website where anyone helps me !
You have made several major errors. First, addFrameScript() isn't a proper way to place code on frames, use Flash's editor to place code on timeline. (IIRC you will have to make a single call out of your two in order to have all the code you add to function) And, whatever code you added to a frame of a MC is executed each frame if the MC's currentFrame is the frame with code. Thus, you are adding a function "frame2()" that places the Circle in the center of the stage each frame! You should instead place it at design time (link it to a property) into the second frame, or in a constructor, or you can use one single frame and Sprite instead of MovieClip, and instead of using frames you can use container sprites, adding and removing them at will, or at an action.
The other major mistake is adding an event listener inside an enterframe listener - these accumulate, not overwrite each other, so you can have multiple functions be designated as listeners for a particular event, or even one function several times. The latter happens for you, so each frame another instance of a listening keyHit function is added as a listener. The proper way to assign listeners is either in constructor, or in any function that listens for manually triggered event (say, MouseEvent.CLICK), but then you have to take precautions about listening for more than once with each function, and listening only with those functions you need right now.
EDIT:
Okay. Your code was:
addFrameScript(0, frame1);
addFrameScript(1, frame2);
The more correct way should be:
addFrameScript(0,frame1,1,frame2);
The reason is, the call to addFrameScript replaces all the timeline code with what you supply within here. The function is undocumented, perhaps by the reason of its affects on the stage and AS3 environment. The closest thing to the documentation on addFrameScript() so far is this link.
Next: Your code is:
public function circle()
{
addEventListener(Event.ENTER_FRAME, loop, false, 0, true);
}
public function loop(e:Event) : void
{
addEventListener(KeyboardEvent.KEY_DOWN, keyHit);
x+=vx;
y+=vy
}
The correct way of writing this is as follows:
public function circle()
{
addEventListener(Event.ENTER_FRAME, loop, false, 0, true);
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE,init);
}
private function init(e:Event=null):void
{
removeEventListener(Event.ADDED_TO_STAGE,init);
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyHit);
}
public function loop(e:Event) : void
{
x+=vx;
y+=vy
}
The listeners should be assigned in constructor, if they are permanent or you want them to be active as soon as you create an object. The KeyboardEvent listeners are separate case, as in order for them to function you have to assign them to stage, which is not available right at the time of creating the object, so you need an intermediate layer - the init() function, that is only called when the object is added to stage. At this point stage is no longer null, and you can assign an event listener there. Note, if you want to make your circles eventually disappear, you have to remove the listener you assigned to stage at some point of your removal handling code.
Next: Your code:
public function frame2()
{
Circle.x = stage.stageWidth / 2;
Circle.y = stage.stageHeight / 2;
addChild(Circle);
}
Correct code should be:
public function frame2():void
{
if (Circle.parent) return; // we have added Circle to stage already!
Circle.x = stage.stageWidth / 2;
Circle.y = stage.stageHeight / 2;
addChild(Circle);
}
See, you are calling this every time your MC is stopped at second frame, thus you constantly reset Circle's coordinates to stage center, so you just cannot see if it moves (it doesn't, as you have assigned the keyboard listener not to stage).
Perhaps there are more mistakes, but fixing these will make your MC tick a little bit.

want to change the code actionscript2 to actionscript3?

i am newbie to flash.i need to change the below actionscript code to actionscript 3.0 code.
i am currently working on drag and drop. so i want to duplicate the movieclip while dragging i found the code on internet but it is actionscript 2.0 so please convert it to as3. the box is a instance name of a movieclip.
the code blocks are:
var num:Number = 0
box.onPress = function(){
num++
duplicateMovieClip(box ,"box"+num, _root.getNextHighestDepth())
_root["box"+num].startDrag();
}
box.onReleaseOutside = function(){
trace(_root["box"+num])
stopDrag();
}
If you dont want to use seperate .as file, follow this steps:
1- assign AS linkage to box movieClip (in library panel):
2- Select frame 1 on the timeline, and paste this code in the Actions panel:
var boxes:Array=[];
//var box:Box=new Box();
//addChild(box);
box.addEventListener(MouseEvent.MOUSE_DOWN,generateBox);
function generateBox(e:MouseEvent):void{
var newBox:Box=new Box();
newBox.x = e.target.x;
newBox.y = e.target.y;
newBox.startDrag();
newBox.addEventListener(MouseEvent.MOUSE_UP,stopD);
newBox.addEventListener(MouseEvent.MOUSE_DOWN,startD);
boxes.push(newBox);
addChild(newBox);
}
function startD(e:MouseEvent):void{
e.target.startDrag();
}
function stopD(e:MouseEvent):void{
e.target.stopDrag();
}
Unfortunately, there's no duplicateMovieClip analog in AS3, so you'll have to create a Class for your box movieClip template. Let's say it will be called BoxTemplate. (You can google how to create Classes for your library object). Add a Class with this name and add this code (event subscription in the constructor and a private event listener). You'll get something like this:
package
{
public class BoxTemplate
{
public function BoxTemplate()
{
addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
}
}
private function onMouseUp(e:MouseEvent):void
{
stopDrag();
}
}
Leave your present instance of this symbol on the stage. This is your code in the frame:
import flash.event.MouseEvent
box.addEventListener(MouseEvent.CLICK, onClick);
function onClick(e:MouseEvent):void
{
var newBox:BoxTemplate = new BoxTemplate();
newBox.x = e.target.x;
newBox.y = e.target.y;
addChild(newBox);
newBox.startDrag();
}
It will allow you to infinitely clone your boxes. Of course, you can add all of them in the array to keep the references.

How to delay when my actionscript 3 code runs?

I am creating a drag and drop game that I followed through a Lynda tut. I kept getting an error for my game that I created because I noticed (after weeks of reviewing the code and having other people look at it to figure out what was wrong) that the tutorial that I followed did everything on frame one but I was making my game start at frame 3. So if I start my game at frame 1, it works perfectly and I wont get these errors:
This occurs when I test the movie, once I click continue I am able to see the movie -
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at simpleSpring()[simpleSpring.as:21]
And this occurs when I drag my object -
TypeError: Error #2007: Parameter hitTestObject must be non-null.
at flash.display::DisplayObject/_hitTest()
at flash.display::DisplayObject/hitTestObject()
at DragDrop/drop()[DragDrop.as:33]
Since I know these errors won't appear unless I begin the game at frame 1, I want to know what code I can place so that I can begin the game at frames that are past the first frame.
The following is the code for DragDrop.as
package
{
import flash.display.*;
import flash.events.*;
public class DragDrop extends Sprite
{
var origX:Number;
var origY:Number;
var target:DisplayObject;
public function DragDrop()
{
// constructor code
origX = x;
origY = y;
addEventListener(MouseEvent.MOUSE_DOWN, drag);
buttonMode = true;
}
function drag(evt:MouseEvent):void
{
stage.addEventListener(MouseEvent.MOUSE_UP, drop);
startDrag();
parent.addChild(this);
}
function drop(evt:MouseEvent):void
{
stage.removeEventListener(MouseEvent.MOUSE_UP, drop);
stopDrag();
if(hitTestObject(target))
{
visible = false;
target.alpha = 1;
Object(parent).match();
}
x = origX;
y = origY;
}
}
}
And here is the simpleSpring.as
package
{
import flash.display.*;
import flash.events.*;
public class simpleSpring extends MovieClip
{
var dragdrops:Array;
public function simpleSpring()
{
// constructor code
dragdrops = [ladyone,ladytwo,ladythree,ladyfour,ladyfive,ladysix];
var currentObject:DragDrop;
for(var i:uint = 0; i < dragdrops.length; i++)
{
currentObject = dragdrops[i];
currentObject.target = getChildByName(currentObject.name + "_target");
}
}
public function match():void
{
}
}
}
I tried adding the code to a actions layer in the game document but that also does not seem to work correctly.
I am such a newbie when it comes to publishing things. I noticed I can add multiple swf files when I publish for android. This solves my issue of not being able to code at the beginning frame. If I have this game in a separate flash file saved in the same folder with the title movie calling to it with actionscript, the code will work and I am able to publish the whole thing as one file. Thanks again for those that tried to help me figure this out!

ActionScript Retrieving Width/Height Of Loader Image

i'm trying to access the width and height of an image that is added to the stage via a custom LoadImage class. the trace results are 0 even though the image displays correctly. what is the problem?
//frame script
var image:LoadImage = new LoadImage("myImage.jpeg");
addChild(image);
trace(image.width); //returns 0
//-------------------------
package
{
import flash.display.Sprite;
import flash.display.Loader;
import flash.net.URLRequest;
import flash.events.Event;
public class LoadImage extends Sprite
{
public function LoadImage(imageURL:String)
{
//Load Image
var imageLoader:Loader = new Loader();
imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageHandler);
imageLoader.load(new URLRequest(imageURL));
}
private function imageHandler(evt:Event):void
{
addChild(evt.target.content);
}
}
}
If you're trying to access it right after you instantiate it, you don't have access to it's properties. You will have to make it event driven:
class LoadImage loads image
frame script listens for a complete event from LoadImage
LoadImage loads the image, once it has it's hands on it it dispatches the event
frame script works with the data
you need to make an event in LoadImage and once done in imageHandler, dispatch that. When you make your new LoadImage, set up the listener
var image:LoadImage = new LoadImage("myImage.jpeg");
image.addEventListener("complete", loadedImage); //or whatever you call the event
function loadedImage(evt:Event) {
addChild( evt.target );
trace(evt.target.content.width); //returns 0
}
you're trying to get the width and height before the image is completely loaded? see this question for more detail.