Initialize Assets after Preload - actionscript-3

Whenever I export the .swf file of my Flash game, I am receiving "TypeError: Error #1009: Cannot access a property or method of a null object reference.", along with a Runtime Shared Library Preloading Warning for my preloader. I have my timeline organized so that the first and third frames are both empty along with a stop(); command in the Actions layer. The second frame contains a single MovieClip that contains all of my exported assets, which are going to be initialized in the third frame of the timeline. None of my assets, except for the preloader, are exported in the first frame. What changes should I make to my Document Class for it to initialize the assets in the third frame?
Document Class:
package com.gameEngine.documentClass
{
import flash.events.*;
import flash.display.*;
import flash.geom.Point;
import com.gameEngine.assetHolders.*;
import com.gameEngine.assetHolders.Levels.*;
public class Document extends MovieClip
{
private static var _document:Document;
private var preloader:Preloader;
public var mcMain:Player;
public var restartButton:RestartButton;
public var spawnArea:SpawnArea;
public var level_1:Level_1;
public var level_2:Level_2;
public var level_3:Level_3;
public function Document()
{
addEventListener(Event.ADDED_TO_STAGE, init);
_document = this;
preloader = new Preloader(390, this.loaderInfo);
this.addChild(preloader);
preloader.addEventListener("loadComplete", loadAssets);
preloader.addEventListener("preloaderFinished", showLogo);
mcMain = new Player(this);
restartButton = new RestartButton(this);
spawnArea = new SpawnArea();
level_1 = new Level_1(this);
level_2 = new Level_2(this);
level_3 = new Level_3(this);
this.addChild(restartButton);
this.addChild(spawnArea);
this.preloader.x = 400;
this.preloader.y = 250;
restartButton.x = 822.95;
restartButton.y = 19;
spawnArea.x = 400;
spawnArea.y = 250;
trace ("Document Class Initialized");
// constructor code
}
public static function getInstance():Document
{
return _document;
}
private function loadAssets(event:Event):void
{
this.play();
}
private function showLogo(event:Event):void
{
this.removeChild(preloader);
}
public function init(event:Event)
{
if (stage.contains(spawnArea))
{
addChild(mcMain);
}
mcMain.x = spawnArea.x;
mcMain.y = spawnArea.y;
}
}
}
Preloader Class:
package com.gameEngine.assetHolders
{
import com.gameEngine.documentClass.*;
import flash.display.*;
import flash.events.*;
public class Preloader extends MovieClip
{
private var fullWidth:Number;
public var loaderInfo:LoaderInfo;
public function Preloader(fullWidth:Number = 0, loaderInfo:LoaderInfo = null)
{
this.fullWidth = fullWidth;
this.loaderInfo = loaderInfo;
addEventListener(Event.ENTER_FRAME, checkLoad);
}
private function checkLoad (event:Event):void
{
if (loaderInfo.bytesLoaded == loaderInfo.bytesTotal && loaderInfo.bytesTotal != 0)
{
dispatchEvent(new Event("loadComplete"));
phaseOut();
}
updateLoader(loaderInfo.bytesLoaded / loaderInfo.bytesTotal);
}
private function updateLoader(num:Number):void
{
progressBar.width = num * fullWidth;
}
private function phaseOut():void
{
removeEventListener(Event.ENTER_FRAME, checkLoad);
progressBar.gotoAndPlay(2);
if (progressBar.currentFrame == progressBar.totalFrames)
{
phaseComplete();
}
}
private function phaseComplete() : void
{
dispatchEvent(new Event("preloaderFinished"));
}
}
}

You have a lot of race conditions going on here. Many of these events could occur at relatively random times in relation to one another . . . you have to think asynchronously. That is, there can be no assumption that any object exists. E.g., in Document.init(), you check is if the spawnArea exists, but it is almost guaranteed not to at that point, and you never check for it again.
Without making any specific changes, I can recommend a generic solution. For any object (objB) you want loaded after another object (objA) is loaded, have objB created in the objA's ADDED_TO_STAGE handler. A simple example would be:
var objA:Whatever;
var objB:WhateverElse;
[...]
objA = new Whatever();
objA.addEventListener(Event.ADDED_TO_STAGE, objAAddedHnd);
[...]
public function objAAddedHnd(event:Event)
{
// remove the event, if no longer needed:
objA.removeEventListener(Event.ADDED_TO_STAGE, objAAddedHnd);
objB = new WhateverElse();
objB.addEventListener(Event.ADDED_TO_STAGE, objBAddedHnd);
}
[...]
public function objBAddedHnd(event:Event)
{
// remove the event, if no longer needed:
objB.removeEventListener(Event.ADDED_TO_STAGE, objBAddedHnd);
// and so on . . .
}
At this point, it shows that you would need to plan the timeline of object creation.

Related

Object Loading Issue

I am developing an application that consists of several different objects working together. Everything seems to work great, however, when I play this on a web server I notice the graphics and assets that are being loaded in from an external source are taking some time to load I'm not really sure what is going on I was hoping someone might provide some insight. Example, sometimes the graphic assets will not load at all, but audio seems to be loading in ok. Here is an example of my image loading class:
GFXReg.as
package {
import flash.display.MovieClip;
import flash.events.Event;
import flash.net.URLRequest;
import flash.display.Loader;
import flash.display.Sprite;
import flash.text.TextField;
public class GFXReg extends Sprite {
private var mc: MovieClip = new MovieClip();
private var loader: Loader = new Loader();
private var setW: Number;
public var setH: Number;
public var theH: Number;
private var bool: Boolean = false;
public function GFXReg(setSize: Boolean, W: Number, H: Number) {
bool = setSize;
if (bool) {
setW = W;
setH = H;
}
}
private function loadData(e: Event) {
if(loader.contentLoaderInfo.bytesLoaded == loader.contentLoaderInfo.bytesTotal){
addChild(loader);
}else{
var text:TextField = new TextField();
text.text = "Loading..."
addChild(text);
}
if (bool) {
loader.width = setW;
loader.height = setH;
}
}
public function theData(file: String): void {
loader.load(new URLRequest(file));
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadData);
}
public function getBytes(str:String):int{
var num:int = 0;
switch(str){
case "loaded":
num = loader.contentLoaderInfo.bytesLoaded;
break;
case "total":
num = loader.contentLoaderInfo.bytesTotal;
break;
}
return num;
}
public function removeData():void{
loader.unloadAndStop(false);
trace("unload?");
}
private function unloadData(e:Event):void{
}
}
}
Main.as Sections(This loads in all the appropriate sections when prompted):
public function Main() {
xmlLoader = new XMLReg("config.xml", processXML);
}
private function processXML(e: Event): void {
theXML = new XML(e.target.data);
dir = theXML.MASTER.#DIRECTORY;
//BACKGROUND
bgGFX.theData(dir + theXML.MAINBG.#IMG);
//INITIALIZE
add(bgGFX,intro);
//INTRO WAS INSTANTIATED IN THE BEGINNING OF THIS CLASS
intro.start();
/*start method adds objects to stage, to test as a solution*/
addChildAt(header, numChildren);
//...
Also in my Main.as class I have a private method transition which loads in the appropriate sections after the previous sections have been completed these assets usually take a few seconds to load in I've noticed when working on a web server.
private function transition(e: Event): void {
//If intro is on the stage instantiate a new QuestionAnswer Object
if (intro.stage) {
header.enableMenu(true);
qa = new QuestAnswer(feedBool,nameCounter,nameVar);
qa.addEventListener("unload", transition);
qa.addEventListener("addFeed", setFeedFalse);
qa.addEventListener("addFeedTrue", setFeedTrue);
qa.addEventListener("enableHelp",enableHelp);
qa.addEventListener("getName",getName);
addChildAt(qa, numChildren-1);
remove(intro);
} else if (qa.stage) {
//If QuestionAnswer is on the Stage instantiate a new Results Object
header.enableMenu(true);
header.enableHelp(false);
results = new Results(qa.resultBundle());
results.addEventListener("unload", transition);
results.addEventListener("addFeed", setFeedFalse);
results.addEventListener("addFeedTrue", setFeedTrue);
results.addEventListener("setName",setName);
addChildAt(results, numChildren-1);
remove(qa);
} else if (results.stage) {
//If Results is on the stage loop back and instantiate a new QuestionAnswer Object
header.enableMenu(true);
header.enableHelp(false);
intro.enableAsset(true);
qa = new QuestAnswer(feedBool,nameCounter,nameVar);
qa.addEventListener("unload", transition);
qa.addEventListener("addFeed", setFeedFalse);
qa.addEventListener("addFeedTrue", setFeedTrue);
addChildAt(qa, numChildren-1);
trackAsset = true;
remove(results);
}
}

Accessing object parameters from another object actionscript3

in the following video:
http://tv.adobe.com/watch/actionscript-11-with-doug-winnie/communicating-between-classes-episode-52/
he have two instances of object communicating together, both objects were created from Flash profession, and they simply "talk" by using the dot notation.
my program creates the objects dynamically, how can I communicate from one class to another from within the created instances? the creation may be from the main .as file or from within an object created from Main,
is this even possible?
If you can't keep object reference, you may need a third class to be the bridge between the objects.
Here is an example
public class NotifyMgr
{
private static var _instance:NotifyMgr = new NotifyMgr();
public static function getInstance():NotifyMgr
{
return _instance;
}
//send a message
public function sendMessage(msgType:String, data:*):void
{
var observers:Vector.<IObserver> = notifies[msgType] as Vector.<IObserver>;
if (observers == null)
{
return;
}
for each (var obj:IObserver in observers)
{
obj.notify(msgType, data);
}
}
private var notifies:Dictionary = new Dictionary();
//regiter a observer by msgType
public function register(msgType:String, obj:IObsever):void
{
if (notifies[msgType] == null)
{
notifies[msgType] = new Vector.<IObserver>();
}
var observers:Vector.<IObserver> = notifies[msgType] as Vector.<IObserver>;
if (obj != null && observers.indexOf(obj) == -1)
{
observers.push(obj);
}
}
public function unRegister(msgType:String, obj:IObserver):void
{
}
}
/**
*Your object should implement this interface
*/
public interface IObserver
{
function notify(msgType:String, data:*):void;
}
So you could create object A and b that both implement interface IObserver, and register A in NotifyMgr, call NotifyMgr.sendMessage in B,then A will know it.
In this example, Main is your Document Class, and Die is an extension of the Sprite Class. You can call its rollDie() method from within the Main Class because the access modifier is set to public
package{
import flash.display.Sprite;
import flash.events.MouseEvent;
public class Main extends Sprite{
public var die:Die;
public function Main()
{
//create a die
this.die = new Die();
addChild(die);
var button:MovieClip = new MovieClip();
addChild(button);
button.addEventListener(MouseEvent.CLICK, onButtonClick);
}
private function onButtonClick(e:MouseEvent):void
{
this.die.rollDie();
}
}
/**
* Die inherits from Sprite
*/
public class Die extends Sprite {
public function Die() {}
public function rollDie():void
{
var result:int = Math.ceil( Math.random()*6 );
trace("rolling die: " + result);
}
}
}

Actionscript making intro of a game

I'm making a game in full classes. so the timeline is empty. But I want to use another scene for the game intro, after the intro, it will proceed to the main menu of the game which I have created. Anyone got an idea? I haven't found any since a week ago... I don't really know about how to operate scenes from code in classes. Please help. Thanks!
Here is the main code :
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.display.MovieClip;
public class Main extends Sprite
{
public var field:Array;
//CALL EVERY CLASS
public var _money:Money = new Money();
public var _gold:Gold;
public var _hero:Hero;
public var _enemy:Enemy;
private var _pause:MovieClip = new Pause();
private var pauseLayer:MovieClip = new PauseLayer();
private var ts:TitleScreen;
public function Main():void
{
ts = new TitleScreen();
addChild(ts);
}
//GAME FUNCTION
public function onStage():void
{
_hero = new Hero(this);
_enemy = new Enemy(this);
_gold = new Gold(this);
setupField();
_gold.goldSet(stage);
_money.addText(stage);
_hero.displayHero(stage);
_enemy.displayEnemy(stage);
setPause();
_pause.addEventListener(MouseEvent.CLICK, pauseGame);
}
private function setPause():void
{
addChild(_pause);
_pause.x = 620;
_pause.y = 50;
_pause.buttonMode = true;
}
private function pauseGame (e:MouseEvent):void
{
stage.frameRate = 0;
addChild(pauseLayer);
pauseLayer.alpha = 0.5;
pauseLayer.parent.setChildIndex(pauseLayer,numChildren-1);
}
//SET UP FIELD ARRAY
private function setupField():void
{
var fieldSprite:Sprite=new Sprite();
addChild(fieldSprite);
fieldSprite.graphics.lineStyle(4);
field=new Array();
for (var a:int=0; a<6; a++)
{
field[a]=new Array();
for (var b:int=0; b<10; b++)
{
field[a][b]=0;
}
}
//DRAW FIELD
for (var i:int=0; i<5; i++)
{
for (var j:int=0; j<9; j++)
{
fieldSprite.graphics.drawRect(75+65*j,50+75*i,65,75);
}
}
}
}
}
Titlescreen class :
package
{
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.display.Sprite;
public class TitleScreen extends Sprite
{
private var playBtn:MovieClip = new Resume();
public function TitleScreen()
{
playBtn.x = 50;
playBtn.y = 50;
playBtn.addEventListener(MouseEvent.CLICK, Play);
}
private function Play(e:MouseEvent):void
{
trace("a");
}
}
}
The most simple way would be using wrapper Sprites to hold each set of objects you probably want to be available as whole, say main menu, upgrades, storyline, etc etc. Then you just shift them in and out of display list to display corresponding "scene" with your Main class responsible of transition flow. But to do this you need to shift your game core functionality out of Main class into say Game class. That's how I have done the same thing in my game:
public class Main extends MovieClip {
private var so:SharedObject;
private var ui:UserInterface;
private var ts:TitleScreen;
private function init(e:Event = null):void
{
ui = new UserInterface();
ts = new TitleScreen();
ts.newButtonClicked = newGame;
ts.loadButtonClicked = loadGame;
ui.gotoMapBehavior = wentToMap;
addChild(ts);
}
Here, UserInterface is a class that has gaming logic inside, and TitleScreen is a main menu class. The functions are callbacks in Main:
private function newGame():void {
removeChild(ts); // hide title
if (!contains(ui)) addChild(ui);
SoundManager.playMusic(SoundManager.MUSIC_LEVELSELECT);
}
private function loadGame():void {
newGame();
ui.loadBattle(); // this should make UI load the battle from shared object (either supplied or received by itself)
}
private function wentToMap():void {
// we have just executed "go to map" from UI
removeChild(ui);
addChild(ts);
checkSO();
SoundManager.playMusic(SoundManager.MUSIC_INTRO);
}
The actual gaming logic does not interact with Main at all, except for shared object which is common for the entire project, but the link is received normally via SharedObject.getLocal(someName). The code is ugly, but could do for starters.
Save your game as SWF and make another project with timeline-animated intro. When the intro ends, make your project to load your game. Loader class can load other swf files. So, you don't need to edit your game classes.

Actionscript 3, adding an audio slider to my game

so I've really been struggling trying to add an audio slider to my game the last couple days and I've about had it, so, let me preface this by saying I have tried EXTREMELY hard and I would love to fully understand the solution, but at this point I really just want the solution, so the more specific you can be the better.
I've thought of a number of approaches, but my actionscript skills have been too faulty to pull any of them off. Let me explain my setup a bit. I have a fully functional class that is an audio slider. It plays music, slides, does everything perfect. Now, I'm sticking it in my document class. I thought it was easiest to call this function right at the very beginning (as my title screen shows up), EVEN THOUGH I don't want music to be playing right now at the title screen. So I thought I would call it, then just simply not play the music yet. So now I have it called from my document class. Now, I want to be able to click on the options button and then addChild the audio slider. I have actually accomplished this and it works. Finally....the hard part. I want to click the play game button and then have the music start playing WHILE BEING LINKED to the options slider which has the possibility of already being moved. Really...just a standard audio slider.
I'm really stuck on linking the options screen audio slider to the music actually playing in the game. I thought I would call the Volume() function (my audio slider), and then once my playscreen starts up, call it again and then just run a method of the Volume() class from within my playscreen class. This seems to lead to problems though...and this is where I lose it. By calling the Volume() class again, am I totally reinstating my audio? Like does this mean that I'm erasing everything I have done with my audio slider in the options panel? It seems to be...because it just starts playing at the default value.
So here's some detailed code of what I'm doing. I was thinking of using navigation events, but like I said, I'm not the greatest flash programmer yet and when I tried using them before I ran into trouble. Here are my main concerns in the code.
1) Calling new_Volume in my playScreen class (called SimpleMenuMain). Does this wipe out everything I've done in my document class when I called Volume()?
2) Towards the end of the Volume() class, I made a stopMusic function. Whenever I call it from my document class, it only works if I have not yet pressed play game, further leading me to believe I'm erasing whatever I do in the options panel before pressing play game.
3) Should I be using navigation events (custom events)? If so, how exactly do I do it? I understand how to use them in general (I've already used 5 in this game), but all of my navigation events go to my document class, so I'm guessing there's some subtlety with them I'm not quite understanding. I have a custom events class..I'll post that as well.
Thank you for all the help =) this has been killing me. I will wittle down these classes to the relavent info.
Document Class
package
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.ProgressEvent;
public class SMGDocClass extends MovieClip
{
public var playScreen:SimpleMenuMain;
public var titleScreen:TitleScreen;
public var gameOver:GameOver;
public var loadingProgress:LoadingProgress;
public var optionScreen:OptionScreen;
public var new_Volume:Volume;
public function SMGDocClass()
{
loadingProgress = new LoadingProgress();
loadingProgress.x = 0;
loadingProgress.y = 0;
addChild( loadingProgress );
loaderInfo.addEventListener( Event.COMPLETE, onCompletelyDownloaded,false,0,true );
loaderInfo.addEventListener( ProgressEvent.PROGRESS, onProgressMade,false,0,true );
}
public function showTitleScreen():void
{
titleScreen = new TitleScreen();
titleScreen.addEventListener(NavigationEvent.START,onRequestStart,false,0,true);
titleScreen.addEventListener(NavigationEvent.OPTIONS,onRequestOptions,false,0,true);
titleScreen.x = 0;
titleScreen.y = 0;
addChild(titleScreen);
removeChild(loadingProgress);
new_Volume = new Volume();
new_Volume.stopMusic();
stage.focus = playScreen;
stage.stageFocusRect = false;
}
public function onStickman1Death(stickman1Event:Stickman1Event):void
{
var finalScore:Number = playScreen.getFinalScore();
var finalClockTime:Number = playScreen.getFinalClockTime();
gameOver = new GameOver();
gameOver.addEventListener(NavigationEvent.RESTART,onRequestRestart,false,0,true);
gameOver.addEventListener(NavigationEvent.MAINMENU,onRequestMainMenu,false,0,true);
gameOver.x = 5;
gameOver.y = 6;
gameOver.setFinalScore( finalScore );
gameOver.setFinalClockTime( finalClockTime );
addChild(gameOver);
new_Volume.stopMusic();
removeChild(playScreen);
playScreen = null;
}
public function onRequestStart( navigationEvent:NavigationEvent ):void
{
playScreen = new SimpleMenuMain();
playScreen.addEventListener( Stickman1Event.DEAD, onStickman1Death,false,0,true );
playScreen.x = 0;
playScreen.y = 0;
addChild( playScreen );
dispatchEvent(new Stickman1Event(Stickman1Event.DEAD));
removeChild(titleScreen);
titleScreen = null;
stage.focus = playScreen;
stage.stageFocusRect = false;
}
public function restartGame():void
{
playScreen = new SimpleMenuMain();
playScreen.addEventListener(Stickman1Event.DEAD, onStickman1Death,false,0,true);
playScreen.x = 0;
playScreen.y = 0;
addChild(playScreen);
removeChild(gameOver);
gameOver = null;
}
public function onRequestMainMenu( navigationEvent:NavigationEvent):void
{
titleScreen = new TitleScreen();
titleScreen.addEventListener(NavigationEvent.START,onRequestStart,false,0,true);
titleScreen.addEventListener(NavigationEvent.OPTIONS,onRequestOptions,false,0,true);
titleScreen.x = 0;
titleScreen.y = 0;
while(numChildren > 0)
{
removeChildAt(0);
}
addChild(titleScreen);
stage.focus = playScreen;
stage.stageFocusRect = false;
}
public function onCompletelyDownloaded( event:Event ):void
{
gotoAndStop(3);
showTitleScreen();
}
public function onProgressMade( progressEvent:ProgressEvent ):void
{
loadingProgress.setValue( Math.floor( 100 * loaderInfo.bytesLoaded / loaderInfo.bytesTotal ) );
}
public function onRequestOptions(navigationEvent:NavigationEvent):void
{
optionScreen = new OptionScreen();
optionScreen.addEventListener(NavigationEvent.MAINMENU,onRequestMainMenu,false,0,true);
optionScreen.x = 0;
optionScreen.y = 0;
addChild(optionScreen);
removeChild(titleScreen);
}
}
}
Play Screen Class
package {
import flash.display.MovieClip;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.ui.Mouse;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.events.Event;
import flash.media.SoundChannel;
public class SimpleMenuMain extends MovieClip {
public var gameTimer:Timer;
public var stickman1:Stickman1;
public var new_Volume:Volume;
public function SimpleMenuMain() {
currentLevelData = new LevelData( 1 );
setBackgroundImage();
new_Volume = new Volume();
gameTimer = new Timer(25);
gameTimer.addEventListener(TimerEvent.TIMER, onTick, false, 0, true);
gameTimer.start();
addEventListener( Event.ADDED_TO_STAGE, onAddToStage );
}
public function onAddToStage(event:Event):void
{
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyPress,false,0,true);
stage.addEventListener(KeyboardEvent.KEY_UP, onKeyRelease,false,0,true);
}
public function onTick(timerEvent:TimerEvent):void
{
var stickman1HasBeenHit:Boolean = false;
var i:int = army1.length - 1;
var enemy1:Enemy1;
while ( i > -1 )
{
enemy1 = army1[i];
if (enemySpeed == 1)
{
enemy1.moveABit(3,-1.5);
}
if (enemySpeed == 2)
{
enemy1.moveABit(3.6,-1.8);
}
if ( PixelPerfectCollisionDetection.isColliding( stickman1, enemy1, this, true ) )
{
getFinalScore();
gameTimer.stop();
bgmSoundChannel.stop();
stickman1HasBeenHit = true;
}
if ( enemy1.y > 400 )
{
removeChild( enemy1 );
army1.splice( i, 1 );
}
i = i - 1;
}
var i:int = army2.length - 1;
var enemy2:Enemy2;
while ( i > -1 )
{
enemy2 = army2[i];
if (enemySpeed2 == 1)
{
enemy2.moveABit(6,-3);
}
if (PixelPerfectCollisionDetection.isColliding(stickman1, enemy2, this, true ) )
{
gameTimer.stop();
bgmSoundChannel.stop();
stickman1HasBeenHit = true;
}
if ( enemy2.y > 400 )
{
removeChild( enemy2 );
army2.splice( i, 1 );
}
i = i - 1;
}
if (stickman1HasBeenHit)
{
dispatchEvent(new Stickman1Event(Stickman1Event.DEAD));
}
}
}
Volume Class
package {
import flash.display.Sprite;
import flash.display.Graphics;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.net.URLRequest;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.media.SoundTransform;
import flash.geom.Rectangle;
public class Volume extends Sprite {
public var snd:Sound = new Sound();
public var channel:SoundChannel = new SoundChannel();
//URLRequest=new URLRequest("solitude.wav");
//Make sure you pass URLRequest an audio file on your computer.
public var req:BackgroundMusic = new BackgroundMusic();
public var boundary:Rectangle;
public var sprite:Sprite;
public var slider:Sprite;
public var xPos:Number;
public var yPos:Number;
public var vol:Number;
/*
Our request is loaded into the sound object and plays through
our channel. Volume is initially set at 50% and passed as a
transformation to our our channels soundTransform property
(a fancy way of saying volume). The init() function is called.
*/
public function Volume() {
this.addEventListener(Event.ADDED_TO_STAGE, onStage,false,0,true);
startMusic();
}
/*
The init function creates and draws a rectangle and circle
to the stage and centers them based on the height and
width of the stage. In addition, a rectangle object is
created to 'contain' the sliding circle, like an imaginary box.
We pass -100 as the x value because it is added relative
to our sprite. If we set its x value at 0, or the sprites default x
value,the boundary would stop and start at the slider sprite. Change
-100 to 0 in the rectangle object to get a better idea of its use.
*/
public function onStage(e:Event):void
{
//We remove it immediately so that it doesn't get called multiple times
//As the instance is added to the display list tree
this.removeEventListener(Event.ADDED_TO_STAGE, onStage);
xPos = 320;
yPos = 132;
/* Now that we have a reference to the stage, let's go ahead and create our slider */
init();
}
public function init():void {
sprite = new Sprite();
channel.stop();
sprite.graphics.beginFill(0x999999);
sprite.graphics.drawRect(xPos,yPos,100,5);
sprite.graphics.endFill();
addChild(sprite);
sprite.x-=sprite.width/2;
slider = new Sprite();
slider.graphics.beginFill(0xFF0000);
slider.graphics.drawCircle(xPos+50,yPos, 15);
slider.graphics.endFill();
addChild(slider);
slider.addEventListener(MouseEvent.MOUSE_DOWN, dragSlider);
stage.addEventListener(MouseEvent.MOUSE_UP, stopSlider);
boundary=new Rectangle(-100,0,100,0);
}
/*
dragSlider runs when the use holds the mouse button down. A
startDrag method is used on our sprite where we specify boundary
as our dragging limits. A new event handler designed
to change the mouse volume is subsequenlty called per frame, where
the slider.x property determines volume.
*/
public function dragSlider(event:MouseEvent):void {
slider.startDrag(false,boundary);
slider.removeEventListener(MouseEvent.CLICK, dragSlider);
slider.addEventListener(Event.ENTER_FRAME, changeVolume);
}
/*
Stops dragging and removes the event listener to save on space. Again,
volume will be based on the sliders current x position, which is
constantly being recalculated per frame because we used an
ENTER_FRAME event.
*/
public function stopSlider(event:MouseEvent):void {
slider.stopDrag();
slider.removeEventListener(MouseEvent.MOUSE_UP, stopSlider);
}
/*
This function is constantly recalculating the vol variable
based on the sliders x position, relative to the length of
our rectangle. Creates a decimal range from 0 to 1, where 1
represents 100% volume and 0 represents mute. Anything exceeding
100% causes distortion.
*/
public function changeVolume(event:Event):void {
vol=1+Math.round(slider.x)/100;
channel.soundTransform=new SoundTransform(vol);
}
public function onBackgroundMusicFinished(event:Event):void
{
channel = req.play();
channel.addEventListener( Event.SOUND_COMPLETE, onBackgroundMusicFinished );
vol=1;
channel.soundTransform=new SoundTransform(vol);
}
public function startMusic():void
{
channel=req.play();
channel.addEventListener( Event.SOUND_COMPLETE, onBackgroundMusicFinished,false,0,true );
vol=1;
channel.soundTransform=new SoundTransform(vol);
}
public function playMusic():void
{
channel = req.play();
}
public function stopMusic():void
{
channel.stop();
}
}
}
Navigation Event Class
package
{
import flash.events.Event;
public class NavigationEvent extends Event
{
public static const RESTART:String = "restart";
public static const START:String = "start";
public static const MAINMENU:String = "mainmenu";
public static const OPTIONS:String = "options";
public static const STOPMUSIC:String = "stopmusic"
public function NavigationEvent( type:String, bubbles:Boolean = false, cancelable:Boolean = false )
{
super( type, bubbles, cancelable );
}
public override function clone():Event
{
return new NavigationEvent( type, bubbles, cancelable );
}
public override function toString():String
{
return formatToString( "NavigationEvent", "type", "bubbles", "cancelable", "eventPhase" );
}
}
}
Options Screen Class
package {
import flash.display.MovieClip;
import flash.display.SimpleButton;
import flash.events.MouseEvent;
import flash.text.TextField;
import flash.ui.Mouse;
import flash.net.SharedObject;
import flash.events.Event;
public class OptionScreen extends MovieClip {
public var mainMenuButton:SimpleButton;
private var new_Volume:Volume;
public var myEvent:Event;
public function OptionScreen() {
Mouse.show();
new_Volume = new Volume();
addChild(new_Volume);
mainMenuButtonOptions.addEventListener(MouseEvent.CLICK, onClickMainMenu,false,0,true);
}
public function onClickMainMenu(mouseEvent:MouseEvent):void
{
dispatchEvent( new NavigationEvent(NavigationEvent.MAINMENU));
}
}
}
Finally....Title Screen Class
package
{
import flash.display.MovieClip;
import flash.display.SimpleButton;
import flash.events.MouseEvent;
import flash.ui.Mouse;
public class TitleScreen extends MovieClip
{
public var startButton:SimpleButton;
public function TitleScreen()
{
Mouse.show();
startButton.addEventListener( MouseEvent.CLICK, onClickStart,false,0,true );
titleOptionsButton.addEventListener( MouseEvent.CLICK, onClickOptions,false,0,true );
}
public function onClickStart( event:MouseEvent ):void
{
dispatchEvent( new NavigationEvent( NavigationEvent.START ) );
}
public function onClickOptions( event:MouseEvent ):void
{
dispatchEvent( new NavigationEvent( NavigationEvent.OPTIONS ) );
}
}
}
You can change the volume on individual SoundChannels, or globally on the SoundMixer class. Your current implementation is the former, and defined every time you instantiate your class.
See Adobe's Controlling sound volume and panning.
You can also set global volume and pan values for all sounds at once
using the soundTransform property of the SoundMixer class, as the
following example shows:
SoundMixer.soundTransform = new SoundTransform(1, -1);
You could also store your volume and reference it as a global/static variable.
public static var soundLevel:Number = 100;
public function changeVolume(event:Event):void {
soundLevel = 1+Math.round(slider.x)/100;
channel.soundTransform=new SoundTransform(soundVolume);
}
This way, any slider object changes the same variable. Of course, then you're left with needing to update N number of soundObjects to the new soundLevel, which is why using the SoundMixer is a better solution.
No. The new instance of Volume class doesn't overwrite the SoundChannel previously created. However, because Volume is a DisplayObject, if its only reference was on the stage, and starting your game takes to you a different frame, the old Volume object would be removed from the DisplayList and could be garbage collected.
Definitely sounds like you're moving between frames, in which case the older Volume object would be removed from DisplayList and GC'ed. This comes up a lot, but I'll reiterate: don't use stage frames. There are better (less headache inducing) ways of programming what you need.
Your choice of Nav events is discretional. You could just as easily write a nav class which handles all input events as they come from the system, and appropriately call your methods. Personally, I don't like Flash style events. There's often other data I want to pass to my methods apart from the usual variable suspects, thereby leading to clutter induced by custom events. You could also clear that up with global state tracking, and simply reference your current state from your generic methods to determine their response to any given nav event.

Error #1009 utilizing event listener in external class file

(New to AS3/Flash so go easy on me if I'm oblivious to something...)
Trying to utilize external class files to create a continuous scrolling background image. I got it to work by putting it in the document class file, but trying to put it in its own external class file and calling it from the document class file brings up the error in my title.
Document Class File:
package {
import flash.display.MovieClip;
import org.masteringmoneybasics.piggy._class_BG
public class Main extends MovieClip {
public function Main() {
//Create instance of background class
new _class_BG();
}
}
}
External Class File:
package org.masteringmoneybasics.piggy {
import flash.display.*
import flash.events.Event
import flash.display.Bitmap;
import flash.display.BitmapData;
public class _class_BG{
//BG Variables
var scrollSpeed:uint = 6;
var bgLeft:Bitmap
var bgRight:Bitmap
[Embed(source="../../../assets/side_of_mountain.png")]
private var bgImage:Class;
public function _class_BG() {
//This adds two instances of the background to the stage
bgLeft = new bgImage();
bgRight = new bgImage();
bgLeft.height = 500;
bgRight.height = bgLeft.height;
bgLeft.width = 1300;
bgRight.width = bgLeft.width;
bgLeft.x = 0;
bgRight.x = bgLeft.width;
addChild(bgLeft);
addChild(bgRight);
//Adds an event lsitener to the stage
stage.addEventListener(Event.ENTER_FRAME, moveScroll); //<<<<<< ERROR HERE
}
public function moveScroll(e:Event):void{
bgLeft.x -= scrollSpeed;
bgRight.x -= scrollSpeed;
if(bgLeft.x < -bgLeft.width){
bgLeft.x = bgRight.x + bgRight.width;
}else if(bgRight.x < -bgRight.width){
bgRight.x = bgLeft.x + bgLeft.width;
}
}
}
}
If I remove the stage. reference in the event listener, it runs without errors but the images don't appear on the stage like they are supposed to.
What am I doing wrong?
You tried to In Main class external class initialized in stage. In fact, stage not arrived. see a your _class_BG, addChild() is a little wrong. because you not check Main class, perfectly added stage.
FlashBuilder this problem must be careful. first added to stage on Main class after external class(related DisplayObject) fully loaded or initialized.
refer a following code.
In _class_BG Class Carefully addEventListener(Event.ADDED_TO_STAGE,init);
package {
import flash.display.MovieClip;
public class Main extends MovieClip {
public function Main() {
var sp:_class_BG = new _class_BG();
addChild(sp);
}
}
}
package {
import flash.display.*;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.events.Event;
public class _class_BG extends Sprite {
//BG Variables
private var scrollSpeed:uint = 6;
private var bgLeft:Bitmap
private var bgRight:Bitmap
[Embed(source="../asset/myTestImage.png")]
private var bgImage:Class;
public function _class_BG()
{
if(!stage)
addEventListener(Event.ADDED_TO_STAGE, init);
else
init();
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
//This adds two instances of the background to the stage
bgLeft = new bgImage();
bgRight = new bgImage();
bgLeft.height = 500;
bgRight.height = bgLeft.height;
bgLeft.width = 1300;
bgRight.width = bgLeft.width;
bgLeft.x = 0;
bgRight.x = bgLeft.width;
addChild(bgLeft);
addChild(bgRight);
//Adds an event lsitener to the stage
stage.addEventListener(Event.ENTER_FRAME, moveScroll);
}
public function moveScroll(e:Event):void{
bgLeft.x -= scrollSpeed;
bgRight.x -= scrollSpeed;
if(bgLeft.x < -bgLeft.width){
bgLeft.x = bgRight.x + bgRight.width;
}else if(bgRight.x < -bgRight.width){
bgRight.x = bgLeft.x + bgLeft.width;
}
}
}
}
Only the top level Displayable has access to scene. What's more, it is read-only, which means that you cannot pass it through the original stage attribute.
The simplest way to go would be... I don't know, perhaps passing the stage to your constructor? The relavant parts of the constructor would be:
public function _class_BG(myStage : Stage) {
// SNIP
//Adds an event lsitener to the stage
myStage.addEventListener(Event.ENTER_FRAME, moveScroll);
}
And in Main (in which you do have acces to the stage):
public class Main extends MovieClip {
public function Main() {
//Create instance of background class
addChild(new _class_BG(stage));
}
}
You should think about some other means of building your logic, passing stage around will get hairy quickly. But it should work.
EDIT:
stage -> myStage; also, addChild in Main().