I get a very similar problem when I uncomment the mcMain. method calls. When I try to call an instance on the stage it says "1061: Call to a possibly undefined method addEventListener through a reference with static type Class."
I have done similar stuff before on another computer and I am not sure why this is doing this. I am Using Adobe Flash CS5.5 and AS3.0.
//These variables will note which keys are down
//We don't need the up or down key just yet
//but we will later
var leftKeyDown:Boolean = false;
var upKeyDown:Boolean = false;
var rightKeyDown:Boolean = false;
var downKeyDown:Boolean = false;
//the main character's speed
var mainSpeed:Number = 7;
//adding a listener to mcMain which will make it move
//based on the key strokes that are down
mcMain.addEventListener(Event.ENTER_FRAME, moveChar);
function moveChar(event:Event):void
{
//if certain keys are down then move the character
if (leftKeyDown)
{
trace("left");
//mcMain.x -= mainSpeed;
}
if (rightKeyDown)
{
trace("right");
//mcMain.x += mainSpeed;
}
//if(upKeyDown || mainJumping){
////mainJump();
//}
}
http://i.stack.imgur.com/PtR7F.png
I believe from your screenshot that you named the object mcMain as the class name but not as the instance of the object's name. Click the properties panel and give the instance a name, that's the name you'll use to refer to it in AS3, the other name you made is what you would use if you wanted to make new instances of the object in AS3 (it's effectively the class name).
Check how mcMain is defined. Should be something like var mcMain:MovieClip;.
Related
I have multiple objects to drag to multiple targets.
I have a code without error.
I am using multiple functions. But I wonder if I pass the objects and the specific target with one function like dropIt since I have more objects and duplicated functions.
This picture is what I want to implement.
and the code is as follows.
Thanks in advance.
var obj1:Array = [obj_1, obj_10];
var obj2:Array = [obj_2, obj_20];
for each(var redsMC:MovieClip in reds)
{
obj1MC.buttonMode = true;
obj1MC.addEventListener(MouseEvent.MOUSE_DOWN, pickUp);
obj1MC.addEventListener(MouseEvent.MOUSE_UP, dropIt);
obj1MC.startX = obj1MC.x;
obj1MC.startY = obj1MC.y;
}
for each(var orangesMC:MovieClip in oranges)
{
obj2MC.buttonMode = true;
obj2MC.addEventListener(MouseEvent.MOUSE_DOWN, pickUp);
obj2MC.addEventListener(MouseEvent.MOUSE_UP, dropIt1);
obj2MC.startX = obj2MC.x;
obj2MC.startY = obj2MC.y;
}
function pickUp(event:MouseEvent):void
{
event.target.startDrag(true);
event.target.parent.addChild(event.target);
}
function dropIt(event:MouseEvent):void
{
event.target.stopDrag();
if(event.target.hitTestObject(target1)){
event.target.buttonMode = false;
event.target.x = target1.x;
event.target.y = target1.y;
}else if(event.target.hitTestObject(target10)){
event.target.buttonMode = false;
event.target.x = target10.x;
event.target.y = target10.y;
}
else
{
event.target.x = event.target.startX;
event.target.y = event.target.startY;
event.target.buttonMode = true;
}
}
function dropIt1(event:MouseEvent):void
{
event.target.stopDrag();
if(event.target.hitTestObject(target2)){
event.target.buttonMode = false;
event.target.x = target2.x;
event.target.y = target2.y;
}else if(event.target.hitTestObject(target20)){
event.target.buttonMode = false;
event.target.x = target20.x;
event.target.y = target20.y;
}
else
{
event.target.x = event.target.startX;
event.target.y = event.target.startY;
event.target.buttonMode = true;
}
}
You should somehow make your draggable objects know their targets, thus when your SWF registers an end drag event, the object that was being dragged would check against its target and if not colliding, then float/jump back. Since your objects derive from MovieClips, it's possible to add custom properties to them without doing any declarations, but be sure to check if there is something in a custom property before using it. Let's say you have assigned each draggable object a desiredTarget as whatever target you need them to be dragged. Then, you can do like this:
function dropIt(e:MouseEvent):void {
var desiredTarget:MovieClip=e.target.desiredTarget as MovieClip; // get where this should be placed
e.target.stopDrag(); // we still need to release the dragged object
if (!desiredTarget) return; // no target - nothing to do (also helps with debug)
if (e.target.hitTestObject(desiredTarget)) {
e.target.buttonMode=false;
e.target.x=desiredTarget.x;
e.target.y=desiredTarget.y;
} else {
// move dragged object back to starting position
e.target.x=e.target.startX;
e.target.y=e.target.startY;
}
}
Despite the fact Vesper's answer is already accepted, I think it to be far too brief and insufficient, on top of that it doesn't actually answer how to design a system where any number of objects could be dropped to any number of targets, without substantial changes to the code.
// Unlike the Object class, that allows String keys only
// the Dictionary class allows you to store and
// access data by the object instance.
var theValids:Dictionary = new Dictionary;
// We'll store the original (x,y) coordinates here.
var theOrigin:Point = new Point;
// The Sprite class is the superclass of MovieClip, furthermore,
// the startDrag method defined for Sprite class, so unless you
// create your own dragging code, you are bound to use Sprites,
// while you cannot drag SimpleButtons and TextFields this way.
// We'll store the current dragged object here.
var theObject:Sprite;
// This first argument is the object you want to be draggable.
// The "...targets:Array" means you can call this method with
// any number of arguments, the first one is mandatory, the
// rest will be passed in a form of Array (empty Array if you
// call this method with a single argument).
function setupDraggable(source:Sprite, ...targets:Array):void
{
// Make the object draggable.
source.addEventListener(MouseEvent.MOUSE_DOWN, onDown);
source.mouseChildren = false;
source.mouseEnabled = true;
source.buttonMode = true;
// Keep the list of the object's targets so it can be
// retrieved later by the key of the object itself.
theValids[source] = targets;
}
// Ok, let's setup the objects and link them to their designated
// targets. The whole point of the rest of the code is to make
// this one part as simple as it possible: you just edit
// these lines to tell which one objects go where.
// This object can be dropped to a single target.
setupDraggable(obj_1 , target1);
// These objects can go to two targets each.
setupDraggable(obj_10, target1, target10);
setupDraggable(obj_2 , target2, target20);
// This one object can be dropped to any of targets.
setupDraggable(obj_20, target1, target10, target2, target20);
// The MOUSE_DOWN event handler.
function onDown(e:MouseEvent):void
{
// Get the reference to the object under the mouse.
theObject = e.currentTarget as Sprite;
// Keep the object's initial position.
theOrigin.x = theObject.x;
theOrigin.y = theObject.y;
// Put the dragged object on top of anything else.
// We are operating in the parent context of all these
// objects here so there's no need to address anObj.parent.
setChildIndex(theObject, numChildren - 1);
// Start dragging.
theObject.startDrag(true);
// Listen to the MOUSE_UP event, which could happen offstage
// and out of the dragged object, so the only reliable
// way is to listen it from the Stage. That's why we
// are keeping theObject reference as an additional
// variable, without relying on event's data.
stage.addEventListener(MouseEvent.MOUSE_UP, onUp);
}
// The MOUSE_UP event handler.
function onUp(e:MouseEvent):void
{
// Unsubscribe the MOUSE_UP event handler.
stage.removeEventListener(MouseEvent.MOUSE_UP, onUp);
// Stop the dragging process.
theObject.stopDrag();
// Let's assume there could be more than a single collision.
// We need to figure the one target that is closest.
var theTarget:DisplayObject;
var theDistance:int = 100000;
// Store the dragged object position so we can
// measure distances to the valid collisions, if any.
var thePlace:Point = theObject.localToGlobal(new Point);
// Now, the magic. Lets browse through the
// valid targets and see if there's a collision.
for each (var aTarget:DisplayObject in theValids[theObject])
{
if (theObject.hitTestObject(aTarget))
{
// Let's see if the current collision is closer
// to the dragged object, than the previous one
// (if any, that's what initial 100000 for).
var aPlace:Point = aTarget.localToGlobal(new Point);
var aDistance:int = Point.distance(aPlace, thePlace);
if (aDistance < theDistance)
{
theTarget = aTarget;
theDistance = aDistance;
}
}
}
// If there's at least one collision,
// this variable will not be empty.
if (theTarget)
{
// Make the object non-interactive.
theObject.removeEventListener(MouseEvent.MOUSE_DOWN, onDown);
theObject.mouseEnabled = false;
theObject.buttonMode = false;
// Glue the dragged object to the center of the target.
theObject.x = theTarget.x;
theObject.y = theTarget.y;
}
else
{
// If we're here, that means there was no valid collisions,
// lets return the object to its designated place.
theObject.x = theOrigin.x;
theObject.y = theOrigin.y;
}
// Clean-up. Remove the reference, the object is no longer
// being dragged, so you won't need to keep it.
theObject = null;
}
P.S. I didn't test it, but I think I put enough comments to explain the whole idea.
I have this as3 project, and in frame one of the timeline I tried to load a swf movie named "menu" and in this loaded movie I have an instance of a button named "button1", and I want to add a new EventListener to this "button1". my code is here:
var theLoader:Loader = new Loader();
var address:URLRequest = new URLRequest("menu.swf");
theLoader.load(address);
theLoader.contentLoaderInfo.addEventListener(Event.COMPLETE , swfDidLoad);
function swfDidLoad(evt:Event){
if(theLoader.content){
addChild(theLoader);
var button:SimpleButton = theLoader.content.button1;
button.addEventListener(MouseEvent.CLICK, handler1);
}
}
function handler1 (event:MouseEvent):void
{
removeChild(theLoader);
gotoAndStop(10);
};
but I get this undefind property error. what should I do? Am i doing this right at all?
The reason you are getting that error is because you are trying to access button1 on theLoader.content which is a non-dynamic DisplayObject (this means that only explicitly defined properties/methods are valid). You must first cast it to a MovieClip (which is dynamic).
You should change that line to:
var button:SimpleButton = MovieClip(theLoader.content).button1;
I have a class that controls an enemy. From within that class, it checks for collisions with an array on the main timeline. I've done it this way before and it works fine, so I have no idea what I've done wrong this time. It keeps giving me an
ReferenceError: Error #1069: Property
bulletArray not found on
flash.display.Stage and there is no
default value.
error from within the enemy class.
Here's my code (shortened to remove the unimportant parts):
On timeline:
var bulletArray:Array = new Array();
function shoot(e:TimerEvent)
{
var bullet:MovieClip = new Bullet(player.rotation);
bullet.x = player.x;
bullet.y = player.y;
bulletArray.push(bullet);
stage.addChild(bullet);
}
In class:
private var thisParent:*;
thisParent=event.currentTarget.parent;
private function updateBeingShot()
{
for (var i=0; i<thisParent.bulletArray.length; i++) {
if (this.hitTestObject(thisParent.bulletArray[i]) && thisParent.bulletArray[i] != null) {
health--;
thisParent.bulletArray[i].removeEventListener(Event.ENTER_FRAME, thisParent.bulletArray[i].enterFrameHandler);
thisParent.removeChild(thisParent.bulletArray[i]);
thisParent.bulletArray.splice(i,1);
}
}
Any help would be greatly appreciated! Thanks.
My guess is that event.currentTarget is the instance where you declared the bulletArray variable. Using event.currentTarget.parent will refer to stage outside your scope. I donĀ“t know how you declare the listeners. Try using event.target instead of event.currentTarget and see if you get the same error.
My advice is that you put all your code in a class.
If you are going to do it this way you need to pass in a reference to the timeline.
private var _timeline:Object;
// constructor
public function YourClass(timeline:Object) {
_timeline = timeline;
}
private function updateBeginShot() {
// ..
trace(_timeline.bulletArray); // outputs [array contents]
// ..
}
I am running a for loop that loads swfs onto the stage. _componentData is an XMLList.
private function loadDevices():void
{
for each (var d:XML in _componentData.device)
{
var iname:String = d. # iname;
var mLoader:Loader = new Loader();
var mRequest:URLRequest = new URLRequest(d. # path);
mLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onDeviceLoadComplete);
mLoader.load(mRequest);
}
}
Inside onDeviceLoadComplete i want to be able to set the instance name of the loaded swf. Can i send extra parameters to the event handler function? Or is there a better approach?
Pretty sure you can't change an instance name on a dynamically-generated object. In any case, it would probably be easier to push them into an array for reference. You could use associative keys in the array and reference them as such:
var myArray:Object = new Object();
myArray.apple = "red";
for (var item in myArray) {
trace(item); // apple
trace(myArray[item]); // red
}
I found a nice link that pointed me in the right direction since i cannot set the instance name.
What i am doing is setting the name prop of the loader to iname and then using e.target.loader.name instead of the instance name. From there i am able to move forward in my development. Thanks!
This is something that has been bugging me since I took up AS3 a year ago.
Example. I make a class that extends a Movie Clip and call it "LoaderBar" all it is is some text that says "Loading" and below it another movie clip that is a plain rectangle that I call "lBar"
When I call a function to load my image I add the Loader to the stage as such..
function imageLoader(URL:String):void
{
var loader:Loader = new Loader(new URLRequest(URL));
loader.contentLoaderInfo.addEventListner(ProgressEvent.PROGRESS, progressHandler);
var loadBar:Loader Bar = new LoaderBar();
addChild(loadBar);
}
function progressHandler(e:Event):void
{
var pcent:Number = e.getBytesLoaded / e.getBytesTotal;
// HERE IS WHERE I'D LIKE TO MAKE DIRECT REFERENCE TO MY LOADBAR;
loadBar.lBar.width = pcent*100;
}
Essentially I just want to tell the lBar in the loadBar Movie Clip to be the width of the percent *100. (so that when the clip is loaded the loader bar is 100 pixels wide).
My problem is this. When I add the loadBar to the stage inside of a function, I cannot make reference to it inside of another function without doing some hack making a global variable outside of my function like...
var loadBarClip:MovieClip;
and inside the load function assigning the loadBar to the loadBarclip as such
loadBarClip = loadBar.
I feel like this is redundant. Does anyone know of anyway of accessing my loadBar without making a reference variable?
If it's just for that handler, you could make the handler anonymous and keep in inside the current scope.
var loadBar = new LoaderBar();
var loader:Loader = new Loader(new URLRequest(URL));
loader.contentLoaderInfo.addEventListner(
ProgressEvent.PROGRESS, function (e:Event):void {
var pcent:Number = e.getBytesLoaded / e.getBytesTotal;
loadBar.lBar.width = pcent*100; //Here you are making a direct reference.
}
);
If you really want to encapsulate your scopes you could use closures:
returnFromEncapulatingClosure = function(){
var loadBar = new LoaderBar();
var loader:Loader = new Loader(new URLRequest(URL));
return {
loadBar: loadBar,
loader: loader
};
}();
That allows you to bundle together some references so they won't clobber other parts of code, and you could refer to it with:
returnFromEncapulatingClosure.loader.contentLoaderInfo.addEventListner(ProgressEvent.PROGRESS, progressHandler);
function progressHandler(e:Event):void {
var pcent:Number = e.getBytesLoaded / e.getBytesTotal;
returnFromEncapulatingClosure.loadBar.lBar.width = pcent*100;
}
As a footnote, when you extend the Movie Clip, add a method that sets the lBar.width. Something like:
loadbar.setLBarWidth = function (w:number) {
this.lBar.width = w;
}
I don't see a major problem in having the variable declared outside of the imageLoader function. If you were writing this in a class instead of the timeline then it would just be a class member variable and there is nothing wrong with that. They exist for this very reason.
If your deadset wanting to keep the loadBar variable local then you could always do this:
in the imageLoader function:
var loadBar:Loader Bar = new LoaderBar();
loadBar.name = "loadBar";
addChild(loadBar);
in the progressHandler function:
getChildByName("loadBar");
Since lBar (or loadBar for that matter) is an element that you need to manage at a class level, you should indeed make it a class member. There is nothing wrong with it ;)