I am having a really hard time getting a contextmenu or some sort of NativeMenu coming up on right click in my AIR app. Can someone point me in the right direction or provide a small bit of sample code so I clarify it in my mind?
Thanks!
This is nice example of context menu item in air application
Adobe air - add context menu on right click of tree node
Sure,
Take a look at this: http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/ui/ContextMenu.html
Here is the example:
package {
import flash.ui.ContextMenu;
import flash.ui.ContextMenuItem;
import flash.ui.ContextMenuBuiltInItems;
import flash.events.ContextMenuEvent;
import flash.display.Sprite;
import flash.display.Shape;
import flash.text.TextField;
public class ContextMenuExample extends Sprite {
private var myContextMenu:ContextMenu;
private var menuLabel:String = "Reverse Colors";
private var textLabel:String = "Right Click";
private var redRectangle:Sprite;
private var label:TextField;
private var size:uint = 100;
private var black:uint = 0x000000;
private var red:uint = 0xFF0000;
public function ContextMenuExample() {
myContextMenu = new ContextMenu();
removeDefaultItems();
addCustomMenuItems();
myContextMenu.addEventListener(ContextMenuEvent.MENU_SELECT, menuSelectHandler);
addChildren();
redRectangle.contextMenu = myContextMenu;
}
private function addChildren():void {
redRectangle = new Sprite();
redRectangle.graphics.beginFill(red);
redRectangle.graphics.drawRect(0, 0, size, size);
addChild(redRectangle);
redRectangle.x = size;
redRectangle.y = size;
label = createLabel();
redRectangle.addChild(label);
}
private function removeDefaultItems():void {
myContextMenu.hideBuiltInItems();
var defaultItems:ContextMenuBuiltInItems = myContextMenu.builtInItems;
defaultItems.print = true;
}
private function addCustomMenuItems():void {
var item:ContextMenuItem = new ContextMenuItem(menuLabel);
myContextMenu.customItems.push(item);
item.addEventListener(ContextMenuEvent.MENU_ITEM_SELECT, menuItemSelectHandler);
}
private function menuSelectHandler(event:ContextMenuEvent):void {
trace("menuSelectHandler: " + event);
}
private function menuItemSelectHandler(event:ContextMenuEvent):void {
trace("menuItemSelectHandler: " + event);
var textColor:uint = (label.textColor == black) ? red : black;
var bgColor:uint = (label.textColor == black) ? black : red;
redRectangle.graphics.clear();
redRectangle.graphics.beginFill(bgColor);
redRectangle.graphics.drawRect(0, 0, size, size);
label.textColor = textColor;
}
private function createLabel():TextField {
var txtField:TextField = new TextField();
txtField.text = textLabel;
return txtField;
}
}
}
Related
i'm building a flash desktop App where the user clicks on a button and opens a SWF file (a game) in a new window, i used a NativeWindow to achieve it, i did the folowing:
var windowOptions:NativeWindowInitOptions = new NativeWindowInitOptions();
windowOptions.systemChrome = NativeWindowSystemChrome.STANDARD;
windowOptions.type = NativeWindowType.NORMAL;
var newWindow:NativeWindow = new NativeWindow(windowOptions);
newWindow.stage.scaleMode = StageScaleMode.NO_SCALE;
newWindow.stage.align = StageAlign.TOP_LEFT;
newWindow.bounds = new Rectangle(100, 100, 2000, 800);
newWindow.activate();
var aLoader:Loader = new Loader;
aLoader.load(new URLRequest(path));
newWindow.stage.addChild(aLoader);
the result is this:
the game doesn't take the whole space available. When i change the "NO_SCALE" to "EXACT_FIT":
newWindow.stage.scaleMode = StageScaleMode.EXACT_FIT;
i got this:
it only shows the top-left corner of the game. I also tried "SHOW_ALL" and "NO_BORDER". I got the same result as "EXACT_FIT".
When i open the SWF file of the game separatly it's displayed normally:
any idea how can i display the SWF game as the image above?
The best solution for that is to have the dimensions of your external game in pixel. you have to stretch the loader to fit it in your stage. if you are try to load different games with different sizes to your stage, save the swf dimensions with their URL addresses.
var extSWFW:Number = 550;
var extSWFH:Number = 400;
var extURL:String = "./Data/someSwf.swf";
var mainStageWidth:Number = 1024;
var mainStageHeight:Nubmer = 768;
var aLoader:Loader = new Loader;
aLoader.load(new URLRequest(extURL));
newWindow.stage.addChild(aLoader);
aLoader.scaleY = aLoader.scaleX = Math.min(mainStageWidth/extSWFW,mainStageHeight/extSWFH);
It is not very difficult to figure dimensions of a loaded SWF because it is engraved into it's header, you can read and parse it upon loading. Here's the working sample:
package assortie
{
import flash.display.Loader;
import flash.display.Sprite;
import flash.events.Event;
import flash.geom.Rectangle;
import flash.net.URLRequest;
import flash.utils.ByteArray;
public class Dimensions extends Sprite
{
private var loader:Loader;
public function Dimensions()
{
super();
loader = new Loader;
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoaded);
loader.load(new URLRequest("outer.swf"));
}
private function onLoaded(e:Event):void
{
var aBytes:ByteArray = loader.contentLoaderInfo.bytes;
var aRect:Rectangle = new Rectangle;
var aRead:BitReader = new BitReader(aBytes, 8);
var perEntry:uint = aRead.readUnsigned(5);
aRect.left = aRead.readSigned(perEntry) / 20;
aRect.right = aRead.readSigned(perEntry) / 20;
aRect.top = aRead.readSigned(perEntry) / 20;
aRect.bottom = aRead.readSigned(perEntry) / 20;
aRead.dispose();
aRead = null;
trace(aRect);
}
}
}
import flash.utils.ByteArray;
internal class BitReader
{
private var bytes:ByteArray;
private var position:int;
private var bits:String;
public function BitReader(source:ByteArray, start:int)
{
bits = "";
bytes = source;
position = start;
}
public function readSigned(length:int):int
{
var aSign:int = (readBits(1) == "1")? -1: 1;
return aSign * int(readUnsigned(length - 1));
}
public function readUnsigned(length:int):uint
{
return parseInt(readBits(length), 2);
}
private function readBits(length:int):String
{
while (length > bits.length) readAhead();
var result:String = bits.substr(0, length);
bits = bits.substr(length);
return result;
}
static private const Z:String = "00000000";
private function readAhead():void
{
var wasBits:String = bits;
var aByte:String = bytes[position].toString(2);
bits += Z.substr(aByte.length) + aByte;
position++;
}
public function dispose():void
{
bits = null;
bytes = null;
}
}
i separated one big file into multiple file to have it cleaned and i got a problem now.
I have my main.as, character.as, camera.as.
What i'm trying to do is access a variable from another class which i set later on that class. Ill show you what i mean.
From my main.as im loading each class and add them as child so it get displayed on screen.
public function buildGame()
{
var loadMap:Sprite = new nf_MapBuilder();
var xChar:Sprite = new nf_Character();
var xCam:Sprite = new nf_Camera();
var UserControl:nf_UserControl = new nf_UserControl();
addChild(loadMap);
addChild(xChar);
addChild(xCam);
addChild(UserControl);
}
Everything show on screen like it needed. Then it goes to my character.as:
package as3
{
import flash.display.Sprite;
import flash.events.Event;
public class nf_Character extends Sprite
{
public var character_pos:Array = new Array();
public var character_is_moving:Boolean = false;
public var character_x_dir:int = 0;
public var character_y_dir:int = 0;
public var character:hero = new hero();
public function nf_Character()
{
addEventListener(Event.ADDED_TO_STAGE,xCharLoad);
}
public function xCharLoad(e:Event)
{
character_pos = [2,2];
character.x=64*(character_pos[1]);
character.y=64*(character_pos[0]);
addChild(character);
}
}
}
There is the problem. I need to use those variable i set there in my character.as to use it in my camera.as:
package as3
{
import flash.display.Sprite;
import flash.events.Event;
import flash.geom.Rectangle;
import flash.display.StageScaleMode;
import as3.nf_Character;
public class nf_Camera extends Sprite
{
private var xChar:nf_Character = new nf_Character();
//Camera variables
var stageW2:Number;
var stageH2:Number;
var view:Rectangle;
public function nf_Camera()
{
addEventListener(Event.ADDED_TO_STAGE,xCamGo);
}
public function xCamGo(e:Event):void
{
trace("Camera pos - " + xChar.x + " " + xChar.character.y);
view = new Rectangle(0,0,stage.stageWidth,stage.stageHeight)
stageW2 = stage.stageWidth / 2 - 32;
stageH2 = stage.stageHeight / 2 - 32;
addEventListener(Event.ENTER_FRAME,CamView);
}
public function CamView(e:Event):void
{
view.x = xChar.character.x - stageW2;
view.y = xChar.character.y - stageH2;
scrollRect = view;
}
}
}
When it was all in one big file it was ok i just had to set the variable in the class and acessing it trough every function but now im kinda confused. Anyone see how i could do this?
In short, I think you should subscribe to an event from your character in your main class which is fired whenever the character moves. In the handler for that event you could call a method on the camera to set it's position according to the current position of the character.
main.as
private var xChar:Sprite = new nf_Character();
private var xCam:Sprite = new nf_Camera();
public function buildGame()
{
var loadMap:Sprite = new nf_MapBuilder();
var UserControl:nf_UserControl = new nf_UserControl();
// listen for when the character has moved
xChar.addEventListener(MoveEvent.MOVED, characterMovedHandler);
addChild(loadMap);
addChild(xChar);
addChild(xCam);
addChild(UserControl);
}
private function characterMovedHandler(event:MoveEvent):void
{
xCam.setPosition(xChar.x, xChar.y);
}
nf_Character.as
public class nf_Character extends Sprite
{
public var character_pos:Array = new Array();
public var character_is_moving:Boolean = false;
public var character_x_dir:int = 0;
public var character_y_dir:int = 0;
public var character:hero = new hero();
public function nf_Character()
{
addEventListener(Event.ADDED_TO_STAGE,xCharLoad);
}
public function xCharLoad(e:Event)
{
character_pos = [2,2];
character.x=64*(character_pos[1]);
character.y=64*(character_pos[0]);
addChild(character);
}
public function xCharMoved()
{
// Dispatch a custom event when the character moves
dispatchEvent(new MovedEvent(MovedEvent.MOVED));
}
}
nf_Camera.as
public class nf_Camera extends Sprite
{
private var xChar:nf_Character = new nf_Character();
//Camera variables
var stageW2:Number;
var stageH2:Number;
var view:Rectangle;
public function nf_Camera()
{
addEventListener(Event.ADDED_TO_STAGE,xCamGo);
}
public function xCamGo(e:Event):void
{
trace("Camera pos - " + xChar.x + " " + xChar.character.y);
view = new Rectangle(0,0,stage.stageWidth,stage.stageHeight)
stageW2 = stage.stageWidth / 2 - 32;
stageH2 = stage.stageHeight / 2 - 32;
// Probably only need one enterframe either in your character class or main
//addEventListener(Event.ENTER_FRAME,CamView);
}
public function setPosition(x:Number, y:Number):void
{
view.x = xChar.character.x - stageW2;
view.y = xChar.character.y - stageH2;
scrollRect = view;
}
}
Out of interest, how are you moving the character?
You can pass your character class instance to your camera class instance as an argument of the constructor. You will then have a reference to the character inside the camera class and you can access it's variables
// Inside buildGame() in main.
var xChar:nf_Character = new nf_Character();
var xCam:nf_Camera = new nf_Camera(xChar);
// Inside nf_Camera
public function nf_Camera(char:nf_Character) {
xChar = char;
}
I'm not familliar with flash neither action script, but i have to use a flash applet in my website, here is the object demo; http://www.weberdesignlabs.com/demos/flash_10_coverflow/
So the problem is, i want to disable the blank borders around each image, and also in the image reflection.
I think that when i'll get the image border itself to be disabled, the reflection border will be disabled too.
I of course have the .fla and all .as needed to modify that project.
What i tried, with succes is to set the blank border from 4 to 0 by modifing this line in the .as file called "Coverflow.as";
private var padding:Number=4;
The border will be effectively thinner, but the border is still here.
I paste you the Coverflow.as script code:
////////////////////////////////////////////
// Project: Flash 10 Coverflow
// Date: 10/3/09
// Author: Stephen Weber
////////////////////////////////////////////
package {
////////////////////////////////////////////
// IMPORTS
////////////////////////////////////////////
import flash.display.Sprite;
import flash.display.BitmapData;
import flash.display.Bitmap;
import flash.display.GradientType;
import flash.display.Graphics;
import flash.display.Shape;
import flash.display.MovieClip;
import flash.display.BlendMode;
import flash.display.Loader;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent;
import flash.events.IOErrorEvent;
import flash.geom.Matrix;
import flash.geom.Rectangle;
import flash.geom.ColorTransform;
import flash.net.URLRequest;
import flash.net.URLLoader;
import flash.net.navigateToURL;
import flash.display.Stage;
import flash.utils.setTimeout;
//TweenLite - Tweening Engine - SOURCE: http://blog.greensock.com/tweenliteas3/
import com.greensock.*;
import com.greensock.easing.*;
import com.greensock.plugins.*;
public class Coverflow extends Sprite {
////////////////////////////////////////////
// VARIABLES
////////////////////////////////////////////
// size of the stage
private var sw:Number;
private var sh:Number;
private var background:Background;
// padding between each cover, can be customed via xml
private var coverflowSpacing:Number=30;
// transition time for movement
private var transitionTime:Number=0.75;
// the center of the stage
private var centerX:Number;
private var centerY:Number;
// store each image cover's instance
private var coverArray:Array=new Array();
// title of each image
private var coverLabel:CoverflowTitle = new CoverflowTitle();
// the slider under the image cover
private var coverSlider:Scrollbar;
// how many image covers
private var coverflowItemsTotal:Number;
// how to open the link
private var _target:String;
// size of the image cover
private var coverflowImageWidth:Number;
private var coverflowImageHeight:Number;
//Holds the objects in the data array
private var _data:Array = new Array();
// the y position of the item's title
private var coverLabelPositionY:Number;
//Z Position of Current CoverflowItem
private var centerCoverflowZPosition:Number=-125;
// display the middle of the cover or not
private var startIndexInCenter:Boolean=true;
// which cover to display in the beginning
private var startIndex:Number=0;
// the slide's Y position
private var coverSlidePositionY:Number;
//Holder for current CoverflowItem
private var _currentCover:Number;
//CoverflowItem Container
private var coverflowItemContainer:Sprite = new Sprite();
//XML Loading
private var coverflowXMLLoader:URLLoader;
//XML
private var coverflowXML:XML;
// the image cover's white border padding
private var padding:Number=0;
// stage reference
private var _stage:Stage;
//reflection
private var reflection:Reflect;
//Reflection Properties
private var reflectionAlpha:Number;
private var reflectionRatio:Number;
private var reflectionDistance:Number;
private var reflectionUpdateTime:Number;
private var reflectionDropoff:Number;
////////////////////////////////////////////
// CONSTRUCTOR - INITIAL ACTIONS
////////////////////////////////////////////
public function Coverflow(_width:Number, _height:Number, __stage:Stage = null):void {
_stage=__stage;
sw=_width;
sh=_height;
centerX=_width>>1;
centerY=(_height>>1) - 20;
loadXML();
//Grabs Background color passed in through FlashVars
var backgColor:String = _stage.loaderInfo.parameters["backgroundColor"];
if(backgColor == null) {
//Black
backgColor = "0x000000";
//White
//backgColor = "0xFFFFFF";
}
//Creates Background MovieClip
background = new Background();
//Set Background To Provided Width/Height
background.width = _width;
background.height = _height;
//Adds background MovieClip to DisplayList
addChild(background);
//Tints Background MovieClip with provided tint
TweenPlugin.activate([TintPlugin]);
TweenLite.to(background, 0, {tint:backgColor});
//Grabs Background color passed in through FlashVars
var labelColor:String = _stage.loaderInfo.parameters["labelColor"];
//Check for value and then default
if(labelColor == null) {
//Black
//labelColor = "0x000000";
//White
labelColor = "0xFFFFFF";
}
//Tint Coverflow label to color provided
TweenLite.to(coverLabel, 0, {tint:labelColor});
if (_stage) {
_stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
}
}
////////////////////////////////////////////
// FUNCTIONS
////////////////////////////////////////////
private function keyDownHandler(e:KeyboardEvent):void {
if (e.keyCode==37||e.keyCode==74) {
clickPre();
}
if (e.keyCode==39||e.keyCode==75) {
clickNext();
}
// 72 stand for "H" key, 191 stand for "?" key
if (e.keyCode==72||e.keyCode==191) {
}
}
// display the previous image
private function clickPre(e:Event=null):void {
_currentCover--;
if (_currentCover<0) {
_currentCover=coverflowItemsTotal-1;
}
coverSlider.value=_currentCover;
gotoCoverflowItem(_currentCover);
}
// display the next image
private function clickNext(e:Event=null):void {
_currentCover++;
if (_currentCover>coverflowItemsTotal-1) {
_currentCover=0;
}
coverSlider.value=_currentCover;
gotoCoverflowItem(_currentCover);
}
// loading the XML
private function loadXML():void {
//Loads XML passed through FlashVars
var xml_source:String = _stage.loaderInfo.parameters["xmlPath"];
//If XML not found through FlashVars then defaults to xml path below
if(xml_source == null) {
xml_source = 'xml/data.xml';
}
// loading the cover xml here
coverflowXMLLoader = new URLLoader();
coverflowXMLLoader.load(new URLRequest("xml/data.xml"));
coverflowXMLLoader.addEventListener(Event.COMPLETE, coverflowXMLLoader_Complete);
coverflowXMLLoader.addEventListener(IOErrorEvent.IO_ERROR, coverflowXMLLoader_IOError);
}
// parse the XML
private function coverflowXMLLoader_Complete(e:Event):void {
coverflowXML=new XML(e.target.data);
coverflowItemsTotal=coverflowXML.cover.length();
coverflowSpacing=Number(coverflowXML.#coverflowSpacing);
coverflowImageWidth=Number(coverflowXML.#imageWidth);
coverflowImageHeight=Number(coverflowXML.#imageHeight);
coverLabelPositionY=Number(coverflowXML.#coverLabelPositionY);
coverSlidePositionY=Number(coverflowXML.#coverSlidePositionY);
transitionTime=Number(coverflowXML.#transitionTime);
centerCoverflowZPosition=Number(coverflowXML.#centerCoverflowZPosition);
//Image Border
padding = Number(coverflowXML.#imagePadding)
//Reflection Attributes
reflectionAlpha=Number(coverflowXML.#reflectionAlpha);
reflectionRatio=Number(coverflowXML.#reflectionRatio);
reflectionDistance=Number(coverflowXML.#reflectionDistance);
reflectionUpdateTime=Number(coverflowXML.#reflectionUpdateTime);
reflectionDropoff=Number(coverflowXML.#reflectionDropoff);
startIndex=Number(coverflowXML.#startIndex);
startIndexInCenter = (coverflowXML.#startIndexInCenter.toLowerCase().toString()=="yes");
_target=coverflowXML.#target.toString();
for (var i=0; i<coverflowItemsTotal; i++) {
//Make An Object To Hold Values
var _obj:Object = new Object();
//Set Values To Object from XML for each CoverflowItem
_obj.image = (coverflowXML.cover[i].#img.toString());
_obj.title = (coverflowXML.cover[i].#title.toString());
_obj.link = (coverflowXML.cover[i].#link.toString());
_data[i] = _obj;
}
loadCover();
}
private function coverflowXMLLoader_IOError(event:IOErrorEvent):void {
trace("Coverflow XML Load Error: "+ event);
}
// load the image cover when xml is loaded
private function loadCover():void {
for (var i:int = 0; i < coverflowItemsTotal; i++) {
var cover:Sprite=createCover(i,_data[i].image);
coverArray[i]=cover;
cover.y=centerY;
cover.z=0;
coverflowItemContainer.addChild(cover);
}
if (startIndexInCenter) {
startIndex=coverArray.length>>1;
gotoCoverflowItem(startIndex);
} else {
gotoCoverflowItem(startIndex);
}
_currentCover=startIndex;
coverSlider=new Scrollbar(coverflowItemsTotal,_stage);
coverSlider.value=startIndex;
coverSlider.x = (_stage.stageWidth/2) - (coverSlider.width/2);
coverSlider.y=_stage.stageHeight-40;
coverSlider.addEventListener("UPDATE", coverSlider_Update);
coverSlider.addEventListener("PREVIOUS", coverSlider_Previous);
coverSlider.addEventListener("NEXT", coverSlider_Next);
addChild(coverSlider);
//coverLabel.x = (sw - coverLabel.width)>>1;
coverLabel.x = (_stage.stageWidth/2) - (coverLabel.width/2);
coverLabel.y=coverLabelPositionY;
addChild(coverLabel);
addChild(coverSlider);
addChild(coverLabel);
}
private function coverSlider_Update(e:Event):void {
var value:Number=(coverSlider.value);
gotoCoverflowItem(value);
e.stopPropagation();
}
private function coverSlider_Previous(e:Event):void {
clickPre();
}
private function coverSlider_Next(e:Event):void {
clickNext();
}
// move to a certain cover via number
private function gotoCoverflowItem(n:int):void {
_currentCover=n;
reOrderCover(n);
if (coverSlider) {
coverSlider.value=n;
}
}
private function cover_Selected(event:CoverflowItemEvent):void {
var currentCover:uint=event.data.id;
if (coverArray[currentCover].rotationY==0) {
try {
// open the link if user click the cover in the middle again
if (_data[currentCover].link!="") {
navigateToURL(new URLRequest(_data[currentCover].link), _target);
}
} catch (e:Error) {
//
}
} else {
gotoCoverflowItem(currentCover);
}
}
// change each cover's position and rotation
private function reOrderCover(currentCover:uint):void {
for (var i:uint = 0, len:uint = coverArray.length; i < len; i++) {
var cover:Sprite=coverArray[i];
if (i<currentCover) {
//Left Side
TweenLite.to(cover, transitionTime, {x:(centerX - (currentCover - i) * coverflowSpacing - coverflowImageWidth/2), z:(coverflowImageWidth/2), rotationY:-65});
} else if (i > currentCover) {
//Right Side
TweenLite.to(cover, transitionTime, {x:(centerX + (i - currentCover) * coverflowSpacing + coverflowImageWidth/2), z:(coverflowImageWidth/2), rotationY:65});
} else {
//Center Coverflow
TweenLite.to(cover, transitionTime, {x:centerX, z:centerCoverflowZPosition, rotationY:0});
//Label Handling
coverLabel._text.text=_data[i].title;
coverLabel.alpha=0;
TweenLite.to(coverLabel, 0.75, {alpha:1,delay:0.2});
}
}
for (i = 0; i < currentCover; i++) {
addChild(coverArray[i]);
}
for (i = coverArray.length - 1; i > currentCover; i--) {
addChild(coverArray[i]);
}
addChild(coverArray[currentCover]);
if (coverSlider) {
addChild(coverSlider);
addChild(coverLabel);
}
}
//Create CoverflowItem and Set Data To It
private function createCover(num:uint, url:String):Sprite {
//Setup Data
var _data:Object = new Object();
_data.id=num;
//Create CoverflowItem
var cover:CoverflowItem=new CoverflowItem(_data);
//Listen for Click
cover.addEventListener(CoverflowItemEvent.COVERFLOWITEM_SELECTED, cover_Selected);
//Set Some Values
cover.name=num.toString();
cover.image=url;
//cover.padding=padding;
cover.imageWidth=coverflowImageWidth;
cover.imageHeight=coverflowImageHeight;
cover.setReflection(reflectionAlpha, reflectionRatio, reflectionDistance, reflectionUpdateTime, reflectionDropoff);
//Put CoverflowItem in Sprite Container
var coverItem:Sprite = new Sprite();
cover.x=- coverflowImageWidth/2-padding;
cover.y=- coverflowImageHeight/2-padding;
coverItem.addChild(cover);
coverItem.name=num.toString();
return coverItem;
}
}
}
Note that there is 6 more script file, named: CoverflowItem.as, CoverflowItemEvent.as, Main.as, Reflect.as, Scrollbar.as, ScrollbarEvent.as.
I hope the solution is in the script file above.
If someone who's familliar with AS can point me in a good direction to go, i will be very pleased !
Sorry if my english isnt very good.
This component loads settings from a file called data.xml. Setting imagePadding="0" in that XML file should get rid of the border.
I have a problem with my game.
When i played level 1 and i return to my main menu, the button new game doesn't work anymore.
Does anyone know what could be the problem?
this is what i have in my main menu as:
package
{
import flash.display.MovieClip;
import flash.events.MouseEvent;
import HomeTitel;
import InstBtn;
import NieuwBtn;
public class Hoofdmenu extends MovieClip
{
private var homeTitel:HomeTitel;
private var instBtn:InstBtn;
private var nieuwBtn:NieuwBtn;
private var inst:Instructions;
private var level1:Level1;
public function Hoofdmenu():void
{
placeHomeTitel();
placeInstructionsBtn();
placeNieuwBtn();
}
private function placeHomeTitel():void
{
homeTitel = new HomeTitel();
addChild(homeTitel);
homeTitel.x = 275;
homeTitel.y = 20;
}
private function placeInstBtn():void
{
instBtn = new InstBtn();
addChild(instBtn);
instBtn.x = 275;
instBtn.y = 225;
instBtn.addEventListener(MouseEvent.CLICK, gotoInstructions);
}
private function gotoInstructions(event:MouseEvent)
{
inst = new Instructoins();
addChild(inst);
}
private function placeNewBtn():void
{
newBtn = new NewBtn();
addChild(newBtn);
newBtn.x = 275;
newBtn.y = 175;
newBtn.addEventListener(MouseEvent.CLICK, gotoLevel1);
}
private function gotoLevel1(event:MouseEvent):void
{
level1 = new Level1();
addChild(level1);
}
}
}
this is what i have in my level1 as:
package
{
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.utils.Timer;
import flash.events.TimerEvent;
import L1Achtergrond;
import L1Titel;
import MenuBtn;
import Sun;
import Min;
import GameOver;
import WellDone;
import VolgLevel;
import HoofdmenuBtn;
import Opnieuw;
public class Level1 extends MovieClip
{
private var back:L1Achtergrond;
private var titel:L1Titel;
private var menu:MenuBtn;
private var sun:Sun;
private var aantalSun:int = 5;
private var counter:int;
private var sunArray:Array = new Array();
private var timer:Timer;
private var min:Min;
private var gameover:GameOver;
private var welldone:WellDone;
private var volglevel:VolgLevel;
private var opn:Opnieuw;
private var hoofdBtn:HoofdmenuBtn;
private var level1:Level1;
private var level2:Level2;
private var hoofdmenu:Hoofdmenu;
public function Level1():void
{
back = new L1Achtergrond();
addChild(back);
placeTitel();
timer = new Timer(3000,1);
timer.addEventListener(TimerEvent.TIMER_COMPLETE, startLevel1);
timer.start();
}
private function placeTitel():void
{
titel = new L1Titel();
addChild(titel);
titel.x = 275;
titel.y = 150;
}
private function startLevel1(event:TimerEvent):void
{
for (counter = 0; counter < aantalSun; counter++)
{
sun = new Sun();
sunArray.push(sun);
addChild(sun);
sun.addEventListener(MouseEvent.CLICK, checkSun);
}
min = new Min();
addChild(min);
min.x = 275;
min.y = 30;
min.play();
min.width = 40;
min.height = 20;
timer = new Timer(20000,1);
timer.addEventListener(TimerEvent.TIMER_COMPLETE, gameOver);
timer.start();
menu = new MenuBtn();
addChild(menu);
menu.x = 510;
menu.y = 380;
menu.addEventListener(MouseEvent.CLICK, gotoHoofdmenu);
}
private function checkSun(event:MouseEvent):void
{
aantalSun--;
if (aantalSun == 0)
{
wellDone();
timer.stop();
}
}
public function wellDone():void
{
removeChild(menu);
removeChild(min);
welldone = new WellDone();
addChild(welldone);
welldone.x = 275;
welldone.y = 150;
volglevel = new VolgLevel();
addChild(volglevel);
volglevel.x = 300;
volglevel.y = 250;
volglevel.addEventListener(MouseEvent.CLICK, gotoLevel2);
hoofdBtn = new HoofdmenuBtn();
addChild(hoofdBtn);
hoofdBtn.x = 95;
hoofdBtn.y = 250;
hoofdBtn.addEventListener(MouseEvent.CLICK, gotoHoofdmenuW);
}
private function gameOver(event:TimerEvent):void
{
//timer.stop();
removeChild(min);
removeChild(menu);
for (counter = 0; counter < sunArray.length; counter++)
{
removeChild(sunArray[counter]);
}
gameover = new GameOver();
addChild(gameover);
gameover.x = 275;
gameover.y = 150;
opn = new Opnieuw();
addChild(opn);
opn.x = 300;
opn.y = 250;
opn.addEventListener(MouseEvent.CLICK, level1Opn);
hoofdBtn = new HoofdmenuBtn();
addChild(hoofdBtn);
hoofdBtn.x = 95;
hoofdBtn.y = 250;
hoofdBtn.addEventListener(MouseEvent.CLICK, gotoHoofdmenuG);
}
private function level1Opn(event:MouseEvent):void
{
removeChild(gameover);
removeChild(opn);
removeChild(hoofdBtn);
removeChild(back);
level1 = new Level1();
addChild(level1);
}
private function gotoHoofdmenu(event:MouseEvent):void
{
timer.stop();
removeChild(min);
removeChild(menu);
removeChild(back);
for (counter = 0; counter < sunArray.length; counter++)
{
removeChild(sunArray[counter]);
}
}
private function gotoHoofdmenuW(event:MouseEvent):void
{
removeChild(back);
removeChild(welldone);
removeChild(hoofdBtn);
removeChild(volglevel);
}
private function gotoHoofdmenuG(event:MouseEvent):void
{
removeChild(back);
removeChild(gameover);
removeChild(hoofdBtn);
removeChild(opn);
}
private function gotoLevel2(event:MouseEvent):void
{
removeChild(back);
removeChild(volglevel);
removeChild(hoofdBtn);
removeChild(welldone);
level2 = new Level2();
addChild(level2);
}
}
}
I think you should rebuild/redesign the structure of your game.
Now, your code does few strange things:
in your Main class: everytime you call function gotoLevel1 you create a new instance of Level1
in your Level1 class in the function level1Opn you create another instance of 'Level1' and you add it inside Level1 - quite a mess.
This isn't just small code tweak - you should rebuild it quite significantly.
Seems like you never remove level1 from your menu. Even though you remove all children from Level 1, the movieclip will still exist and be on top of your menu.
I would recommend reading though this tutorial, as it will teach you some basic skills about structuring your code, and specific game development features (sound, preloading, saving things in cookies): http://gamedev.michaeljameswilliams.com/2008/09/17/avoider-game-tutorial-1/
I am running the following piece of code:
package {
import fl.controls.Button;
import fl.controls.Label;
import fl.controls.RadioButton;
import fl.controls.RadioButtonGroup;
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.text.TextFieldAutoSize;
public class RadioButtonExample extends Sprite {
private var j:uint;
private var padding:uint = 10;
private var currHeight:uint = 0;
private var verticalSpacing:uint = 30;
private var rbg:RadioButtonGroup;
private var questionLabel:Label;
private var answerLabel:Label;
private var question:String = "What day is known internationally as Speak Like A Pirate Day?";
private var answers:Array = [ "August 12", "March 4", "September 19", "June 22" ];
public function RadioButtonExample() {
setupQuiz();
}
private function setupQuiz():void {
setupQuestionLabel();
setupRadioButtons();
setupButton();
setupAnswerLabel();
}
private function setupQuestionLabel():void {
questionLabel = new Label();
questionLabel.text = question;
questionLabel.autoSize = TextFieldAutoSize.LEFT;
questionLabel.move(padding, padding + currHeight);
currHeight += verticalSpacing;
addChild(questionLabel);
}
private function setupAnswerLabel():void {
answerLabel = new Label();
answerLabel.text = "";
answerLabel.autoSize = TextFieldAutoSize.LEFT;
answerLabel.move(padding + 120, padding + currHeight);
addChild(answerLabel);
}
private function setupRadioButtons():void {
rbg = new RadioButtonGroup("question1");
createRadioButton(answers[0], rbg);
createRadioButton(answers[1], rbg);
createRadioButton(answers[2], rbg);
createRadioButton(answers[3], rbg);
}
private function setupButton():void {
var b:Button = new Button();
b.move(padding, padding + currHeight);
b.label = "Check Answer";
b.addEventListener(MouseEvent.CLICK, checkAnswer);
addChild(b);
}
private function createRadioButton(rbLabel:String, rbg:RadioButtonGroup):void {
var rb:RadioButton = new RadioButton();
rb.group = rbg;
rb.label = rbLabel;
rb.move(padding, padding + currHeight);
addChild(rb);
currHeight += verticalSpacing;
}
private function checkAnswer(e:MouseEvent):void {
if (rbg.selection == null) {
return;
}
var resultStr:String = (rbg.selection.label == answers[2]) ? "Correct" : "Incorrect";
answerLabel.text = resultStr;
}
}
}
This is from Adobe Livedocs. http://www.adobe.com/livedocs/flash/9.0/ActionScriptLangRefV3/
I have added a Radiobutton to stage and then deleted it so that its there in the library.
However I am getting the following error
TypeError: Error #2007: Parameter child must be non-null.
at flash.display::DisplayObjectContainer/addChildAt()
at fl.controls::BaseButton/fl.controls:BaseButton::drawBackground()
at fl.controls::LabelButton/fl.controls:LabelButton::draw()
at fl.controls::Button/fl.controls:Button::draw()
at fl.core::UIComponent/::callLaterDispatcher()
Can anyone tell me what is going on and how to remove this error.
the problem here is that you have not included a Button Component to your library.
drag a Button from the components panel (in addition to the RadioButton component) into your library (or drag it to the stage and delete it). the runtime error will go away and you'll have a working "Check Answer" button below the questionare.