I have a Movieclip which is a child of another movieclip. I use startDrag() and stopDrag() with first (parent) Movieclip but the nested one doesnt move. Why?
relevant code on stage:
var main:rt = new rt(); // rt being a class in my library, which extends MovieClip object.
addChild(main);
stage.addEventListener(MouseEvent.MOUSE_DOWN, stage_mousedownHandler);
stage.addEventListener(MouseEvent.MOUSE_UP, stage_mouseupHandler);
function stage_mousedownHandler(event_object:Event) {
main.startDrag();
}
function stage_mouseupHandler(event_object:Event) {
main.stopDrag();
}
rt's constructor code:
public function rt() {
var bmp_bar:Bitmap;
var br_male:Bar_male; // Bar_male is a Bitmap in my library. (AS Linkage)
bmp_bar = new Bitmap(br_male);
this.addChild(bmp_bar);
}
Made this simple program to test and it works as expected in Flash Develop, there is a main sprite and a child bitmap when I mouse down any where on stage the main sprite is dragged and the child bitmap is moved.
So I am guessing there is something going on in your workflow in flash professional and linkage. Make sure the mouse event handlers are triggered put some breakpoints and debug.
package
{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Rectangle;
public class Test extends Sprite
{
private var sp:Sprite = new Sprite();
public function Test()
{
addEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
}
private function onAddedToStage(e:Event):void
{
removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
var bmpData:BitmapData = new BitmapData(100, 100,false,0x000000);
bmpData.fillRect(new Rectangle(0, 0, 100, 100), 0xff0000);
var bmp:Bitmap = new Bitmap(bmpData);
sp.addChild(bmp);
addChild(sp);
stage.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
stage.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
}
private function onMouseUp(e:MouseEvent):void
{
sp.stopDrag();
}
private function onMouseDown(e:MouseEvent):void
{
sp.startDrag();
}
}
}
Related
What i am trying to do is, to place a new tower each time on MouseX and MouseY. but it seems it isn't working Any Idea guys?
or if you can create a tileMap array and add new child of PrototypeTower each time when we click on the Tower (on x=50, y=400) to select and place wherever we want. When i click the the box at x=50, y=400, the startDrag() doesn't work.
Main.as
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.ui.Mouse;
public class Main extends Sprite
{
private var pTower:PrototypeTower = new PrototypeTower;
private var zTower:PrototypeTower = new PrototypeTower;
private var fTower:PrototypeTower = new PrototypeTower;
public function Main()
{
pTower.x = 50;
pTower.y = 400;
addChild(pTower);
addEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
}
private function onAddedToStage(e:Event):void
{
removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
pTower.addEventListener(MouseEvent.CLICK, onClicked);
}
private function onClicked(e:Event):void
{
removeEventListener(MouseEvent.CLICK, onClicked);
zTower.x = mouseX;
zTower.y = mouseY;
addChild(zTower);
zTower.startDrag();
addEventListener(MouseEvent.CLICK, onPlaced);
}
private function onPlaced(e:Event):void
{
removeEventListener(MouseEvent.CLICK, onPlaced);
zTower.stopDrag();
fTower.x = mouseX
fTower.y = mouseY;
addChild(fTower);
}
}
}
PrototypeTower.as
package
{
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.events.Event;
public class PrototypeTower extends MovieClip
{
public function PrototypeTower()
{
this.graphics.beginFill(0x00FF00);
this.graphics.drawRect(this.x, this.y, 20, 20);
this.graphics.endFill();
}
}
}
Thank you, i am totally noob, wondering around from days!
Sorry this is just a schematic for now. I'll try to refine it later if you need. Hopefully this clears some things up for you though
When you click the tower, add a new tower at the x,y of the mouse and do some sort of startDrag(tower) on the new tower you just added. Then when you click on the stage, stop the drag and set the new X,y
edit
You might try getting rid of all your removeEventListener calls
I think your problem is you are removing the event listener that gets added in your main function. Keep in mind that the main function (class constructor) for the document class only gets called once, so you add an event listener for ADDED_TO_STAGE only once, and then you remove it the first time you try to add anything to the stage, and you never put it back. Just don't remove it in the first place.
You are calling zTower.startDrag() before you add it to the stage. Do addChild(zTower) and then zTower.startDrag()
We are making an space impact game. Here are 3 of our classes. Our problem is that when we create our InimigoNoite, they appear all over the game(menus, other levels, etc), instead of only appearing in the Scene that we want. How should we restrict the child to only appear in the CenárioCidade?
We've tried to use gotoandPlay, addChildAt, and also tried to create the Inimigo not in the Main class, but in the Inimigo class itself, but it doesnt appear at all. Please can someone help us? Thank you very much!
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();
}
}
}
INIMIGO NOITE.as
package{
import flash.display.MovieClip;
import flash.events.Event;
import flash.utils.Timer;
public class InimigoNoite extends MovieClip{
var speed:Number;
static var list:Array = new Array();
var balaTimer: Timer;
function InimigoNoite(){
list.push(this);
this.x = 1160;
this.y = 150 + (450-150) * Math.random();
speed = Math.random()*5 + 5;
addEventListener("enterFrame", enterFrame);
var intervalo: Number = Math.random()*500 + 1000;
balaTimer = new Timer(intervalo);
balaTimer.addEventListener("timer", bala);
balaTimer.start();
}
function enterFrame (e:Event){
this.x -= speed;
if(this.x < -100){
matar();
return;
}
if(this.hitTestObject(SpaceImpact.navecnoite)){
matar();
}
}
function matar(){
var explosao = new ExplosaoNoite();
stage.addChild(explosao);
explosao.x = this.x;
explosao.y = this.y;
balaTimer.stop();
balaTimer.removeEventListener("timer",bala);
removeEventListener("enterFrame", enterFrame);
stage.removeChild(this);
for(var i in list){
if(list[i] == this){
delete list[i];
}
}
}
function bala(e:Event){
var b = new BalaInimigo();
b.x = this.x -50;
b.y = this.y;
stage.addChild(b);
}
}
}
MAIN.as
package{
import flash.display.MovieClip;
import flash.events.Event;
import flash.utils.Timer;
public class SpaceImpact extends MovieClip{
static var navecnoite:MovieClip;
var inimigoNoiteTimer:Timer;
function SpaceImpact(){
Key.initialize(stage);
inimigoNoiteTimer = new Timer(8000);
inimigoNoiteTimer.addEventListener("timer", criaInimigo);
inimigoNoiteTimer.start();
}
function criaInimigo(e:Event){
var inimigo = new InimigoNoite();
stage.addChild(inimigo);
addChildAt(inimigo, 3);
}
}
}
You never stop the timer. So your inimigo is created and added every 8seconds.
Stop the timer in criaInimigo and/or use the timerComplete Event
function SpaceImpact(){
Key.initialize(stage);
inimigoNoiteTimer = new Timer(8000,1);
inimigoNoiteTimer.addEventListener(TimerEvent.TIMER_COMPLETE, criaInimigo);
inimigoNoiteTimer.start();
}
function criaInimigo(e:Event){
//inimigoNoiteTimer.stop();//only needed if you use the 'timer'-Event
var inimigo = new InimigoNoite();
stage.addChild(inimigo);
addChildAt(inimigo, 3);
}
Right when you application starts, you are creating a new InimigoNoite every 8 seconds. Since you are adding them to the stage, they will appear over top anything you have on your timeline.
The issue (besides creating them when the application starts and never stopping your timer), is that when you through code use addChild, that child will stay on the screen until it's explicitly removed via removeChild (or one of it's parents are - but since the parent is stage that isn't going to happen).
I see that your have a hit test in the InimigoNoite class that can potentially remove it, but I don't see anywhere else where you remove it (so if the hit test never happens, it will never be removed from the stage regardless of scene).
It seem though that the solution to your problem is more advice on how to architect your application.
Don't use scenes.
Your best bet is to create a class file for each distinct state of your game. So something like this as a basic example:
Main Menu State
Game Play State(either 1 game state that encompasses all levels, or one state for each level - or both - depending on how much functionality changes between levels)
Game Over State
Make your game state class files extend Sprite or MovieClip, and if you want you can even create a new MovieClip in flash pro and attach the class to that (thereby being able to drop visual assets on the timeline).
So then your Main class would just be in charge of managing states (and any anything else that is global to the application)
package{
import flash.display.MovieClip;
import flash.events.Event;
public class SpaceImpact extends MovieClip {
private var menu:Menu; //Assumes you have a Menu.as class file
private var game:MainGame; //MainGame.as file
private var gameOver:GameOver; //GameOver.as file
public function SpaceImpact(){
Key.initialize(stage);
goMenu();
}
public function goMenu(e:Event = null):void {
removeAll();
menu = new Menu();
addChild(menu);
menu.addEventListener(Event.COMPLETE, startGame,false,0,true);
}
private function removeMenu():void {
if(menu){
if(menu.parent) removeChild(menu); //remove it from the screen
menu = null;
}
}
public function startGame(e:Event = null):void {
removeAll();
game = new MainGame();
addChild(game);
game.addEventListener(Event.COMPLETE, gameOver,false,0,true);
}
private function removeGame():void {
if(game){
if(game.parent) removeChild(game); //remove it from the screen
game = null;
}
}
public function gameOver(e:Event = null):void {
removeAll();
gameOver = new GameOver();
addChild(gameOver);
gameOver.addEventListener(Event.COMPLETE, goMenu,false,0,true);
}
private function removeGameOver():void {
if(gameOver){
if(gameOver.parent) removeChild(gameOver); //remove it from the screen
gameOver = null;
}
}
private function removeAll():void {
removeGameOver();
removeMenu();
removeGame();
}
}
}
then, your game state for example:
MainGame.as
package{
import flash.display.MovieClip;
import flash.events.Event;
import flash.utils.Timer;
public class MainGame extends MovieClip {
private var inimigoNoiteTimer:Timer;
public function MainGame() {
this.addEventListener(Event.ADDED_TO_STAGE, addedToStage, false, 0, true); //don't do anything until this object has been added to the screen
}
private function addedToStage(e:Event):void {
this.removeEventListener(Event.ADDED_TO_STAGE, addedToStage);
//start spawning
inimigoNoiteTimer = new Timer(8000);
inimigoNoiteTimer.addEventListener("timer", criaInimigo);
inimigoNoiteTimer.start();
}
function criaInimigo(e:Event){
var inimigo = new InimigoNoite();
addChild(inimigo);
}
//when whatever happens that makes your game finished
function gameComplete():void {
dispatchEvent(new Event(addEventListener.COMPLETE));
}
}
}
I have a transparent image and a square. I'm wanting to detect when the square collides with the image. However, because the image is transparent it would still detect it colliding with the transparent pixels. So, after some reading I've attempted using BitmapData, which I haven't used before. And so, it isn't working. To be honest I didn't expect the bellow code to work. I just wrote to give you an idea of what I wanted to do and how I wanted to it.
Here's my code:
package
{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.events.Event;
/**
* Testing Transparency
* #author Craig Jackson
*/
public class Main extends Sprite
{
public var square:Sprite;
[Embed(source="../lib/TestTransparency.png")]
public var TestTrans:Class;
public var testTransBitmapData:BitmapData = new BitmapData(300, 30, true, 0);
public var testTransBitmap:Bitmap = new TestTrans();
public function Main():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
startUp();
}
public function startUp():void
{
square = new Sprite();
square.graphics.beginFill(0x666666);
square.graphics.drawRect(0, 0, 50, 50);
square.graphics.endFill();
addChild(square);
testTransBitmapData.draw(testTransBitmap);
addChild(testTransBitmap);
addEventListener(Event.ENTER_FRAME, enterFrame);
}
public function enterFrame(e:Event):void
{
square.x = mouseX;
square.y = mouseY;
if (square.hitTestObject(testTransBitmap))
{
trace("Touching");
}
}
}
Anyone know how I can make the it detect only when the square collides with visible part of the image?
Massive thanks in advance.
Unless you have a personal reason for wanting to implement this yourself, I'd recommend using Corey O'Neil's collision detection kit:
https://code.google.com/p/collisiondetectionkit/
I'm currently working through a AS3 game tutorial on Lynda.com and am coming across a problem with the MouseEvent.CLICK and child indexes. The game is a simple point and shoot, where the player must shoot all of the approaching enemies before they get too close. It works initially, however the custom cursor I added displays behind the enemies. However when I try and adjust the index (I've used the addChildAt function and moving the addChild(cursor) line of code below the enemy container initializer) the on click interaction, which is supposed to remove the enemy when clicked on, doesn't work.
My document class:
package {
import flash.display.*;
import flash.utils.*;
import flash.events.*;
import flash.ui.*;
public class Game extends MovieClip {
public var cursor:Cursor;
public var enemy:Enemy;
public var numberOfEnemies:uint;
public var enemyContainer:MovieClip;
public var enemyTimer:Timer;
public function Game() {
addEventListener(Event.ADDED_TO_STAGE, init);
Mouse.hide();
}
public function init(event:Event):void {
cursor = new Cursor;
addChild(cursor);
stage.addEventListener(MouseEvent.MOUSE_MOVE, dragCursor);
numberOfEnemies = 10;
enemyTimer = new Timer(1000, numberOfEnemies);
enemyContainer = new MovieClip();
addChild(enemyContainer);
enemyTimer.addEventListener(TimerEvent.TIMER, createEnemies);
enemyTimer.start();
}
public function dragCursor(event:MouseEvent) {
cursor.x = this.mouseX;
cursor.y = this.mouseY;
}
public function createEnemies(event:TimerEvent):void {
enemy = new Enemy();
enemy.x = 25 + Math.random() * (stage.stageWidth - 75);
enemy.y = 25 + Math.random() * (stage.stageHeight - 75);
enemyContainer.addChild(enemy);
enemy.timerStart();
}
}
}
My enemy class:
package {
import flash.display.MovieClip;
import flash.utils.Timer;
import flash.ui.Mouse;
import flash.events.*;
public class Enemy extends MovieClip {
public var scaleObj:Number = 0.50;
public var growTimer:Timer;
public function Enemy() {
scaleX = scaleObj;
scaleY = scaleObj;
addEventListener(MouseEvent.CLICK, shootEnemy);
}
public function timerStart() {
growTimer = new Timer(50);
growTimer.addEventListener(TimerEvent.TIMER, objectGrow);
growTimer.start();
}
public function objectGrow(event:TimerEvent):void {
if(scaleObj <= 1.0) {
scaleObj += 0.01;
scaleX = scaleObj;
scaleY = scaleObj;
}
else {
killEnemy();
}
}
public function killEnemy():void {
this.parent.removeChild(this);
growTimer.stop();
}
public function shootEnemy(event:MouseEvent):void {
killEnemy();
}
}
}
There also is a cursor class, however there is no code beyond the package and class definers. Please let me know of any questions or comments you might have, thanks.
Most likely the Cursor object is intercepting the mouse click since it is above the Enemy object.
You can stop the Cursor from intercepting mouse events by setting in the cursor class:
this.mouseEnabled = false;
this.mouseChildren = false;
Also, you should ideally be using a native mouse cursor instead of manually creating your own. Check out this Adobe tutorial for an example.
Set your Cursor instance to not receive mouse events itself as it would block the click events from getting to the objects behind it. Code would be something like
cursor = new Cursor;
cursor.mouseEnabled = false;
cursor.mouseChildren = false;
So at the beginning when my SWF loads up it also loads up a sequence of animated clips like so:
var loader:Loader = new Loader();
loader.load(new URLRequest("clips/clip4.swf"));
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, clip4Loaded);
And my clipLoaded function is:
private function clip4Loaded(e:Event):void {
clip4 = e.target.content as MovieClip;
}
The clip4 file being loaded in has a stop() at the first frame. Later in the game (clip4 is the "outro") I use:
clip4.gotoAndPlay(0);
clip4.addFrameScript(clip4.totalFrames - 1, clip4End);
However, the clip only seems to play about 25% of the time and all the other clips which I load the exact same way play fine. The only difference is that those clips get played fairly soon after they load which leads me to believe clip4 is being autoreleased at some point but I really have no clue.
strange - i've got a timeline-animated swf with stop(); in the first frame and the following code:
package {
import flash.display.Loader;
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.net.URLRequest;
/**
*
* #author www0z0k
*/
[SWF(width='400', height='300', frameRate='30')]
public class NewClass extends Sprite {
private const URL:String = 'res/1.swf';
private var spr:MovieClip;
public function NewClass():void {
var ldr:Loader = new Loader();
ldr.contentLoaderInfo.addEventListener(Event.INIT, onloaded);
ldr.load(new URLRequest(URL));
}
private function onloaded(e:Event):void {
spr = e.target.content as MovieClip;
addChild(spr);
spr.addFrameScript(spr.totalFrames - 1, function():void { x = x == 0 ? 100 : 0; } );
spr.addEventListener(MouseEvent.CLICK, onclick);
}
private function onclick(e:MouseEvent):void {
spr.gotoAndPlay(0);
}
}
}
and it works exactly as it's written.
could you please upload your clip4.swf anywhere (or test this code with it yourself)?