getting error 1061: Call to a possibly undefined method stop through a reference with static type flash.events:TimerEvent.
on my as3 class. I'm just starting to learn as3 and cant figure out whats causing the error. code:
package {
import flash.display.MovieClip;
import flash.utils.Timer;
import flash.events.TimerEvent;
public class game extends MovieClip
{
//assign types to var names
//allows values and variables to be acessed in methods
public var as1:astroid;//astroids
public var ship1:ship;//ship
public var timer:Timer;
public function game()
{
//astroid
as1=new astroid();
addChild(as1);
//ship
ship1=new ship();
addChild(ship1);
//timer
timer=new Timer(25);//every n frames
timer.addEventListener( TimerEvent.TIMER, onTick );//attach function to timer
timer.start();//start timer
}
public function onTick( timer:TimerEvent ):void
{
//animate astroid
as1.moveDown();
//move ship
ship1.x = mouseX;
ship1.y = mouseY;
if(ship1.hitTestObject(as1))
{
timer.stop();//error on this line!
}
}
}
}
Rename timer to event in your event handler:
public function onTick( event:TimerEvent ):void
Also, in Flash CS5, go to File > Publish Setting > Flash, and turn on "Permit debugging". That should give you more useful error messages.
Related
I'm trying to create a simple Menu in AS3. There is a sprite called startButton, which when pressed will call the function startGame, and that's it! But, not so easy. I'm using flashdevelop IDE so I'm trying to call a loader to get a .png image file for the spite startButton. But, it doesn't work. There are no error messages, the debugger just does not respond. Any help? Here is the code for both files
Main code:
package {
//Other Files
import Menu;
import flash.display.Bitmap;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.ui.Mouse;
public class Main extends Sprite {
//Game values
public static var gameWidth:int = 750;
public static var gameHeight:int = 750;
public function Main() {
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
addChild(Menu.startButton);
Menu.startButton.addEventListener(MouseEvent.CLICK, startGame);
stage.addEventListener(Event.ENTER_FRAME, update);
}
private function init(e:Event = null):void {
removeEventListener(Event.ADDED_TO_STAGE, init);
// entry point
}
//Function starts game
public function startGame(evt:MouseEvent):void {
removeChild(Menu.startButton);
}
//Updates every 60 seconds
public function update():void {
trace("Updated");
}
}
}
And Menu Image code:
package {
//Other files
import Main;
import flash.display.Loader;
import flash.display.Sprite;
import flash.events.Event;
import flash.net.URLRequest;
public class Menu extends Sprite {
public static function imageLoaded():void {
startButton.addChild(loader);
//initizlize values for startButton Bitmap
startButton.x = (Main.gameWidth / 2) - (startButton.width / 2);
startButton.y = (Main.gameHeight / 2) - (startButton.height / 2);
}
//create startButton Bitmap
public static var startButton:Sprite = new Sprite();
public static var loader:Loader = new Loader();
loader.load(new URLRequest("lib/menustartbutton.png"));
loader.addEventListener(Event.COMPLETE, imageLoaded);
}
}
By the way, I wait for the loader to successfully load the image before working with it, just in case the image takes more time and it draws errors.
The problem is that you misuse static. all static methods/properties are initialized before the classes themselves. As a result static can receive values but they cannot run any code. Running code has to happen after all classes are ready to go which is not the case when static is initialized. In your case startButton and loader are created correctly but the next line never runs 'loader.load'.
Don't misuse static, you are obviously trying to use static to make you code writing and life easier but at the end because you are misusing it you will always end up with more problems.
I'm working with as3 and I don't understand how to pass from a value on a function to a global variable. I have this code (in a .as file):
package {
public class loadInfo {
import flash.events.*;
import flash.net.*;
private var teamA:String;
public var urlLoader:URLLoader = new URLLoader( );
public function loadInfo() {
urlLoader.addEventListener(Event.COMPLETE, handleComplete);
urlLoader.dataFormat = URLLoaderDataFormat.VARIABLES;
urlLoader.load(new URLRequest("data.txt" ));
}
public function handleComplete( event:Event ):void {
this.teamA = urlLoader.data.teamA;
}
public function getTeamA():String{
return teamA;
}
}
}
What I'm doing with this code is to load several variables which are in a .txt file.
and in the .fla file I have:
import loadInfo;
var dat:loadInfo = new loadInfo();
trace(dat.getTeamA());
but the result is "null".
So, I have no clue what to do. Help is appreciated. Thanks.
The problem is that you don't wait for the loader to complete. It takes time to load that txt file and if you call getTeamA immediately, the loader isn't finished. You should do something like this:
var dat:loadInfo = new loadInfo();
dat.addEventListener(Event.COMPLETE, onDataLoaded);
function onDataLoaded(e:Event):void {
trace (dat.getTeamA());
}
And within loaderInfo:
public function handleComplete( event:Event ):void {
this.teamA = urlLoader.data.teamA;
dispatchEvent(new Event(Event.COMPLETE));
}
Should work properly. Keep in mind that loaderInfo must extend EventDispatcher (class loaderInfo extends EventDispatcher {)..
My goal is to create rectangle as MovieClip with stage size, but Flash gives me this error: 1120: Access of undefined property stage. (on line 6,7,14)
My code:
package {
import flash.display.MovieClip;
public class main {
var mc_background:MovieClip = new MovieClip();
var stageW:Number = stage.stageWidth;
var stageH:Number = stage.stageHeight;
public function main() {
drawBackground();
}
public function drawBackground():void {
mc_background.beginFill(0xFF00CC);
mc_background.graphics.drawRect(0,0,stageW,stageH);
mc_background.graphics.endFill();
stage.addChild(mc_background);
}
}
}
i had a similar problem, the thing is, the stage hasn't really been setup yet, so you need to wait to get data from it or stuff in it. just add this:
protected function addedToStageHandler(event:Event):void
{
//do stuff
}
protected funcion init():void
{
addEventListener(Event.ADDED_TO_STAGE, addedToStageHandler);
//more stuff
}
hope it helps
The stage property of an object isn't defined until the object has been added to the Stage or another object on the Stage.
The constructor of a class is called when the class instance is created, and that is before the instance could have been added to the Stage. So, you can't access stage within code you call from the constructor, or when you define the instance variables stageW and stageH.
To access the stage property as soon as the object is added to the stage, allow the object to handle the ADDED_TO_STAGE event:
package {
import flash.display.MovieClip;
import flash.events.Event;
public class main
{
var mc_background:MovieClip = new MovieClip();
public function main()
{
addEventListener(Event.ADDED_TO_STAGE, addedToStageHandler);
}
private function addedToStageHandler(event:Event):void
{
// Generally good practice to remove this listener from the object now because it stops addedToStageHandler from being called again if the object is removed and added back to the stage or display list.
removeEventListener(Event.ADDED_TO_STAGE, addedToStageHandler);
drawBackground();
}
private function drawBackground():void {
mc_background.beginFill(0xFF00CC);
mc_background.graphics.drawRect(0,0,stage.stageWidth, stage.stageHeight);
mc_background.graphics.endFill();
addChild(mc_background);
}
}
}
Ive just finished the basic structure of a little game and saved the simple preloader till last. Silly me.
After numerous tutorials I found this one that worked for me - Pre Loader in Flash Builder
The preloader works and the game is on the stage, but freezes instantly. Any reference to the stage in my LevelOne code throws up errors. error #1009: cannot access a property or method of a null object reference.
Before implementing the Preloader, my Application Class (RookiesGame) was used as a level switcher. Each level is contained in a Sprite. RookiesGame starts by adding LevelOne to stage, then once player completes it, RookiesGame removes LevelOne and adds LevelTwo to stage etc.
The level classes reference the stage with the _stage variable.
Since Ive been learning this structure, the preloader becoming the application class and RookiesGame becoming just another class has really confused me. Shouldn’t the _stage var still work? Is it okay to keep RookiesGame as a level switcher?
Anyway main problem is referencing the stage from the Level Classes.
Current code:
Preloader Class
Works fine, game starts.
package
{
import flash.display.DisplayObject;
import flash.display.Shape;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.utils.getDefinitionByName;
[SWF(width="650", height="450", backgroundColor="#FFFFFF", frameRate="60")]
public class Preloader extends Sprite
{
// Private
private var _preloaderBackground:Shape
private var _preloaderPercent:Shape;
private var _checkForCacheFlag:Boolean = true;
// Constants
private static const MAIN_CLASS_NAME:String = "RookiesGame";
public function Preloader()
{
trace("Preloader: Initialized.")
addEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
}
public function dispose():void
{
trace("Preloader: Disposing.")
removeEventListener(Event.ENTER_FRAME, onEnterFrame);
if (_preloaderBackground)
{
removeChild(_preloaderBackground);
_preloaderBackground = null;
}
if (_preloaderPercent)
{
removeChild(_preloaderPercent);
_preloaderPercent = null;
}
}
// Private functions
private function onAddedToStage(e:Event):void
{
trace("Preloader: Added to stage.");
removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
stage.scaleMode = StageScaleMode.SHOW_ALL;
stage.align = StageAlign.TOP_LEFT;
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onEnterFrame(e:Event):void
{
if (_checkForCacheFlag == true)
{
_checkForCacheFlag = false;
if (root.loaderInfo.bytesLoaded >= root.loaderInfo.bytesTotal)
{
trace("Preloader: No need to load, all " + root.loaderInfo.bytesTotal + " bytes are cached.");
finishedLoading();
}
else
beginLoading();
}
else
{
if (root.loaderInfo.bytesLoaded >= root.loaderInfo.bytesTotal)
{
trace("Preloader: Finished loading all " + root.loaderInfo.bytesTotal + " bytes.");
finishedLoading();
}
else
{
var percent:Number = root.loaderInfo.bytesLoaded / root.loaderInfo.bytesTotal;
updateGraphic(percent);
trace("Preloader: " + (percent * 100) + " %");
}
}
}
private function beginLoading():void
{
// Might not be called if cached.
// ------------------------------
trace("Preloader: Beginning loading.")
_preloaderBackground = new Shape()
_preloaderBackground.graphics.beginFill(0x333333)
_preloaderBackground.graphics.lineStyle(2,0x000000)
_preloaderBackground.graphics.drawRect(0,0,200,20)
_preloaderBackground.graphics.endFill()
_preloaderPercent = new Shape()
_preloaderPercent.graphics.beginFill(0xFFFFFFF)
_preloaderPercent.graphics.drawRect(0,0,200,20)
_preloaderPercent.graphics.endFill()
addChild(_preloaderBackground)
addChild(_preloaderPercent)
_preloaderBackground.x = _preloaderBackground.y = 10
_preloaderPercent.x = _preloaderPercent.y = 10
_preloaderPercent.scaleX = 0
}
private function updateGraphic(percent:Number):void
{
// Might not be called if cached.
// ------------------------------
_preloaderPercent.scaleX = percent
}
private function finishedLoading():void
{
var RookiesGame:Class = getDefinitionByName(MAIN_CLASS_NAME) as Class;
if (RookiesGame == null)
throw new Error("Preloader: There is no class \"" + MAIN_CLASS_NAME + "\".");
var main:DisplayObject = new RookiesGame() as DisplayObject;
if (main == null)
throw new Error("Preloader: The class \"" + MAIN_CLASS_NAME + "\" is not a Sprite or MovieClip.");
addChild(main);
dispose();
}
}
}
RookiesGame Class (used to be application class)
Any references to the stage threw up #1009 error, which stopped when I changed stage.addChild to this.addChild
Ive not got to the level switch handler yet with the preloader, so I dont know how stage.focus will work either!
package
{
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.Event;
public class RookiesGame extends Sprite
{
private var _levelOne:LevelOne;
private var _levelTwo:LevelTwo;
public function RookiesGame()
{
_levelOne = new LevelOne(stage);
_levelTwo = new LevelTwo(stage);
this.addChild(_levelOne);
this.addEventListener("levelOneComplete",levelTwoSwitchHandler);
}
private function levelTwoSwitchHandler(event:Event):void
{
this.removeChild(_levelOne);
_levelOne = null;
this.addChild(_levelTwo);
stage.focus = stage;
}
}
}
LevelOne Class
Lots of #1009 errors. Anything referencing the stage.
Class is huge so I'll highlight problem chunks.
The #1009 error when referencing stage, adding the keyboard listeners.
_stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
_stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
Also #1009 when referencing stage to check stage Boundaries. Cant just change stage. to this. anymore.
private function checkStageBoundaries(gameObject:MovieClip):void
{
if (gameObject.x < 50)
{
gameObject.x = 50;
}
if (gameObject.y < 50)
{
gameObject.y = 50;
}
if (gameObject.x + gameObject.width > _stage.stageWidth - 50)
{
gameObject.x = _stage.stageWidth - gameObject.width - 50;
}
if (gameObject.y + gameObject.height > _stage.stageHeight - 50)
{
gameObject.y = _stage.stageHeight - gameObject.height - 50;
}
}
I reference _stage later in the program to remove the event listeners. Thats it.
_stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
_stage.removeEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
How can I reference the stage, without these errors and keep RookiesGame as the level switcher.
LevelOne Class Structure
To show how I use(d) _stage.
package
{
//import classes
public class LevelOne extends Sprite
{
//Declare the variables to hold the game objects
//A variable to store the reference to the stage from the application class
private var _stage:Object;
public function LevelOne(stage:Object)
{
_stage = stage;
this.addEventListener(Event.ADDED_TO_STAGE, addedToStageHandler);
}
private function addedToStageHandler(event:Event):void
{
startGame();
this.removeEventListener(Event.ADDED_TO_STAGE, addedToStageHandler);
}
private function startGame():void
{
//Includes _stage references that mess everything up.
}
private function levelCleared():void
{
//When Level finished, dispatch event to tell RookiesGame to switch levels.
dispatchEvent(new Event("levelOneComplete", true));
}
}
}
Sorry if thats confusing, but if you can help me reference the stage via LevelOne and RookiesGame classes, It would be much appreciated.
You are passing in a null stage to LevelOne from your RookiesGame class. Whenever you instantiate a RookiesGame the constructor will run first, it has not been added to the display list yet so its inherited reference to stage is null. What you need to do is add an event listener for ADDED_TO_STAGE in the RookiesGame class:
package
{
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.Event;
public class RookiesGame extends Sprite
{
private var _levelOne:LevelOne;
private var _levelTwo:LevelTwo;
public function RookiesGame()
{
addEventListener( Event.ADDED_TO_STAGE, onAdded );
}
//added to stage event
private function onAdded( e:Event ):void {
removeEventListener( Event.ADDED_TO_STAGE, onAdded );
_levelOne = new LevelOne(stage);
_levelTwo = new LevelTwo(stage);
this.addChild(_levelOne);
this.addEventListener("levelOneComplete",levelTwoSwitchHandler);
}
...
}
Also if you are using addChild() call for LevelOne as in addChild(_levelOne) it has its own reference to stage after it's been added to the display list, you do not need to create a _stage variable for those classes if you are adding them to the display list.
Also you have the listener for ADDED_TO_STAGE in LevelOne, where the stage variable would have no longer been null, so you can remove your class variable _stage entirely.
Main.as
package{
import flash.display.MovieClip;
import flash.events.*;
public class Main extends MovieClip {
public var _root:MovieClip;
public var monsterContainer:MovieClip = new MovieClip();
public var delay = 30;
public function Main(){
addEventListener(Event.ADDED, beginClass);
addEventListener(Event.ENTER_FRAME, enterFrameEvents);
}
function beginClass(e):void{
_root = MovieClip(root);
}
function enterFrameEvents(e):void{
addChild(monsterContainer);
delay -= 1;
if(delay <= 0){
var spawn:Slime = new Slime();
spawn.x = startPoint.x;
spawn.y = startPoint.y;
monsterContainer.addChild(spawn);
delay = 30;
}
}
}
Arrow.as
package{
import flash.display.MovieClip;
import flash.events.*;
public class Arrow extends MovieClip {
public var _root:MovieClip;
public var facingID;
public function Arrow(){
addEventListener(Event.ADDED, beginClass);
addEventListener(Event.ENTER_FRAME, enterFrameEvents);
}
function beginClass(e):void{
_root = MovieClip(root);
}
function enterFrameEvents(e):void{
trace(_root.monsterContainer == null);
}
}
Enemy.as
package{
import flash.display.MovieClip;
import flash.events.*;
public class Enemy extends MovieClip {
public var _root:MovieClip;
//Status
public var monsterSpeed;
public var facing = "Right";
//CallingArrow
public var down:Down = new Down();
public function Enemy(){
addEventListener(Event.ADDED, beginClass);
addEventListener(Event.ENTER_FRAME, enterFrameEvents);
}
function beginClass(e):void{
_root = MovieClip(root);
}
function enterFrameEvents(e):void{
//Facing Movement
if(_root.pausing == false){
if(facing == "Right"){
this.x += monsterSpeed;
}else if(facing == "Left"){
this.x -= monsterSpeed;
}else if(facing == "Down"){
this.y += monsterSpeed;
}else if(facing == "Up"){
this.y -= monsterSpeed;
}
}
}
}
Down.as
package {
import flash.display.MovieClip;
import flash.events.*;
public class Down extends Arrow {
public function Down(){
facingID = "Down";
}
}
Slime.as
package {
import flash.display.MovieClip;
import flash.events.*;
public class Slime extends Enemy {
public function Slime(){
monsterSpeed = 5;
}
}
and there is no additional code on timeline just stop();
I got 1119 error, when i want to access a movieClip inside slime, i give it monster for the instance name, please help !
Download Link : http://www.mediafire.com/download/hz5tptkgftwdipw/Tower_Defense.rar
It's only 15KB and using CS6 Please help !
Turn on Debugging
The code you're sharing is more than you probably need (.rar file included). To find the cause of the problem you (and those on StackOverflow) need to know what line you're programming is running into this error. If you're using Flash IDE CS6, the can be enabled by going to your publish settings and enabling "Permit Debugging". This will take your ambiguous error...
null object reference at myDocument/doSomething()
...to a much clearer...
null object reference at myDocument/doSomething() package\myClass.as:20
...which now denotes which line in your code to look for your issue.
Use the Debug Console
Use the debugging compile mode to bring up the Debug Console. This will provide you with an immediate look at the line of code in question, as well as the Call Stack, and the state of all available Variables. No programmer should be without it.
Enemy.monster
This is the crux of the issue: somewhere, you're calling on Enemy.monster, and there is no property on your Enemy class that's called that (method or otherwise).