I'm stumped. I have two flash files I'm authoring.
File A has a MovieClip on stage that has a linkage to a class in which I import fl.video.FLVPlayback
File B also attempts to import fl.video.FLVPlayback.
File B throws a COMPILE TIME error that it cannot locate the definition for fl.video.FLVPlayback. I'm noticing that my FlashDevelop also offers no syntax highlighting for that line.
Both are exporting for the same version of FlashPlayer (10). Both are being authored on the same platform, the same software (CS4).I have not messed with any Publish settings, other than that File B is associated with a Document Class.
Of interest may be that File A will eventually be loaded into File B, into the context of File B.
What is up? I have no idea where to even start looking.
Thanks in advance.
If you're not using the FLVPlayback component (dragged from the component library onto the stage), then Flash does not have access to the fl package out of the box for publishing.
You would have to include either the component source folder or .swc on your class path (source folder would go in the "Source Path" tab of your as3 publish settings, .swc in the "Library Path" tab) in order for your class to work.
The source folder is:
C:\Program Files (x86)\Adobe\Adobe Flash CS4\Common\Configuration\Component Source\ActionScript 3.0\FLVPlayback
The .swc is in the directory:
C:\Program Files (x86)\Adobe\Adobe Flash CS4\Common\Configuration\Components\Video
The swc is probably easier to include as you can copy and paste the .swc directly into your project folder if you like.
Building on Sapptime's answer, I would like to add that you can create different profiles under Publish Settings.
So you can make a profile which includes the FLVPlayback component by importing the .swc file and use that profile when you need to work with the FLVPlayer. Adds about 100 KB to the project.
This way you don't need a FLVPlayback component in your library or on your stage. Instead, you can import the FLVPlayback class like any other class in your project and make instances of FLVPlayback in your actionscript code.
//import:
import fl.video.FLVPlayback;
//Instantiate:
private var player:FLVPlayback = new FLVPlayback();
I have added a Videoplayer.as class (because I can't find a way to attach it) I made for a project and stripped it quick and dirty for some additional content, but it should work :) Feel free to use it as is, modify it or get some inspiration.
Put Videoplayer.as in the src folder of your project and make a new instance of it. Use the setters to control it.
//Instantiate
var MyPLayer:Videoplayer = new Videoplayer();
//Use setters
MyPLayer.SetVideopath = path to flv file;
MyPLayer.SetVideoAutoplay = true; // or false
//... and so on
// add to displaylist
this.addChild(MyPlayer);
// Load video
MyPlayer.Load();
// start playing
MyPlayer.Play();
and here is the Videoplayer class...
package {
import fl.video.*;
import flash.events.*;
import flash.display.Sprite;
import flash.display.Shape;
public class Videoplayer extends Sprite {
// VIDEO
private var player:FLVPlayback = new FLVPlayback();
private static var videoPath:String="";
private var w:Number = 1280;
private var h:Number = 720;
private var vol:Number = 0;
private var autoplay:Boolean = false;
private var autorewind:Boolean = false;
private var Loop:Boolean = false;
private var bgcolor:uint = 0x000000;
private var HasError:Boolean=false;
private var playerid:Number;
private var SeekSecToStop:Number=0;
private var BufferTime:Number=0;
private var videoBG:Shape;
// ===============================================================================================
// CONSTRUCTOR
// ===============================================================================================
public function Videoplayer() {
super();
trace("Videoplayer");
this.addChild(player);
player.addEventListener(VideoEvent.STATE_CHANGE, VidState, false, 0, true);
player.addEventListener(VideoEvent.READY, VidReady, false, 0, true);
player.addEventListener(VideoEvent.AUTO_REWOUND, VidRewinded, false, 0, true);
player.addEventListener(VideoEvent.STOPPED_STATE_ENTERED, VidStopped, false,0,true);
}
// ===============================================================================================
// SET VIDEO PROPS
// ===============================================================================================
private function setVidProps():void {
player.name = "player";
player.skinBackgroundColor = getVideoBGcolor;
player.skinBackgroundAlpha = 0;
player.registrationX = 0;
player.registrationY = 0;
player.setSize(getVideoWidth,getVideoHeight);
player.scaleMode = "maintainAspectRatio"; // exactFit, noScale, maintainAspectRatio
//player.fullScreenTakeOver = false;
player.isLive = false;
player.bufferTime = BufferTime;
player.autoRewind = getVideoAutorewind;
player.volume = vol;
}
// ===============================================================================================
// LOAD
// ===============================================================================================
public function Load():void {
trace("Load");
setVidProps();
player.source = getVideopath;
}
// ===============================================================================================
// PLAY
// ===============================================================================================
public function Play():void {
player.playWhenEnoughDownloaded();
UnMute();
}
public function Pause():void {
player.pause();
}
public function Stop():void {
//player.seek(SeekSecToStop);
player.stop();
//player.pause();
}
public function SeekAndStop():void {
player.seek(SeekSecToStop);
player.pause();
}
public function SeekAndPlay(n:Number=0):void {
player.seek(n);
Play();
}
public function Fullscreen():void {
//player.fullScreenTakeOver = true;
//player
}
public function Mute():void {
player.volume = 0;
}
public function UnMute():void {
player.volume = 1;
}
public function Volume(n:Number):void {
player.volume=n;
}
// ===============================================================================================
// VidReady
// ===============================================================================================
private function VidReady(e:Event):void {
trace("VidReady");
//player.removeEventListener(VideoEvent.READY, VidReady);
player.fullScreenTakeOver = false;
if (autoplay) {
player.autoPlay = autoplay;
Play();
} else {
player.play();
SeekAndStop();
}
dispatchEvent(new VideoEvent(VideoEvent.READY));
}
// ===============================================================================================
// VidStopped
// ===============================================================================================
private function VidStopped(e:Event):void {
trace("VidStopped");
//dispatchEvent(new VideoEvent(VideoEvent.STOPPED));
if(Loop) {
//SeekAndPlay();
Play();
} else {
dispatchEvent(new VideoEvent(VideoEvent.STOPPED_STATE_ENTERED));
}
}
// ===============================================================================================
// VidRewinded
// ===============================================================================================
private function VidRewinded(e:Event):void {
trace("VidRewinded");
}
// ===============================================================================================
// VidState
// ===============================================================================================
private function VidState(e:Event):void {
var flvPlayer:FLVPlayback = e.currentTarget as FLVPlayback;
//Log("VideoState 1 : "+flvPlayer.state);
if (flvPlayer.state==VideoState.CONNECTION_ERROR) {
trace("FLVPlayer Connection Error! -> path : "+flvPlayer.source);
//dispatchEvent(new VideoEvent(VideoEvent.CONNECTION_ERROR));
HasError=true;
//CleanUp();
} else if (flvPlayer.state==VideoState.BUFFERING) {
trace("BUFFERING");
} else if (flvPlayer.state==VideoState.DISCONNECTED) {
trace("DISCONNECTED");
} else if (flvPlayer.state==VideoState.LOADING) {
trace("LOADING");
} else if (flvPlayer.state==VideoState.PAUSED) {
trace("PAUSED");
} else if (flvPlayer.state==VideoState.RESIZING) {
trace("RESIZING");
} else if (flvPlayer.state==VideoState.REWINDING) {
trace("REWINDING");
} else if (flvPlayer.state==VideoState.SEEKING) {
trace("SEEKING");
} else if (flvPlayer.state==VideoState.PLAYING) {
trace("PLAYING");
} else if (flvPlayer.state==VideoState.STOPPED) {
trace("STOPPED");
//flvPlayer.pause();
} else if (flvPlayer.state==VideoState.RESIZING) {
trace("RESIZING");
}
}
// ===============================================================================================
// SETTERS & GETTERS
// ===============================================================================================
public function set SetPlayerId(n:Number):void {
playerid=n;
}
public function get getPlayerId():Number {
return playerid;
}
public function set SetSeekSecToStop(n:Number):void {
SeekSecToStop=n;
}
public function get getSeekSecToStop():Number {
return SeekSecToStop;
}
public function set SetVideoLoop(b:Boolean):void {
Loop = b;
}
public function get getVideoLoop():Boolean {
return Loop;
}
public function set SetVideoAutorewind(b:Boolean):void {
autorewind = b;
}
public function get getVideoAutorewind():Boolean {
return autorewind;
}
public function set SetVideoAutoplay(b:Boolean):void {
autoplay = b;
}
public function get getVideoAutoplay():Boolean {
return autoplay;
}
public function set SetVideopath(s:String):void {
videoPath = s;
}
public function get getVideopath():String {
return videoPath;
}
public function set SetVideoWidth(n:Number):void {
w = n;
}
public function get getVideoWidth():Number {
return w;
}
public function set SetVideoHeight(n:Number):void {
h = n;
}
public function get getVideoHeight():Number {
return h;
}
public function set SetVideoBGcolor(n:uint):void {
bgcolor = n;
}
public function get getVideoBGcolor():uint {
return bgcolor;
}
public function get getPlayerState():String {
return player.state;
}
public function get GetHasError():Boolean {
return HasError;
}
}
}
You need to make sure that the FLVPlayback component is present in you library and exported for ActionScript (which should be the default setting).
To add it to the library, simply open the Components panel (Window -> Components) and expand the group named Video and drag FLVPlayback in your library. No need to put it on the stage.
It should be exported by default as "fl.video.FLVPlayback".
Cheers
Related
i have 3 classes. the SoundManager.as, MainMenu.as, and OnGame.as.
How can I call SoundManager on MainMenu.as and OnGame.as properly?
I tried:
MainMenu.as:
var sound:SoundManager = new SoundManager();
OnGame.as:
var sound:SoundManager = new SoundManager();
but when i turn off the bgmusic on OnGame.as, the bgmusic on MainMenu doesn't turn off.
Sorry for my bad english and explanation. please help me.
//edited
When i call function 'MUTE' from the SoundManager in onGame.as and go back to mainmenu, the bgmusic in MainManu.as is not muted. help please me.
SoundManager.as
public static var mVolume:SoundTransform = new SoundTransform();
public static var mChannel:SoundChannel = new SoundChannel();
public static var mPosition:Number;
public static var music:Sound = new Sound();
public static var Music:Boolean = true;
public function LOADMUSIC():void {
if(Music){
UNMUTE();
}else {
MUTE();
}
music.addEventListener(Event.COMPLETE, LOADMUSIC);
mChannel = music.play();
mChannel.addEventListener(Event.SOUND_COMPLETE, ONCOMPLETE);
}
public function ONCOMPLETE(e:Event):void {
if(DataBase.music){
UNMUTE();
}else{
MUTE();
}
e.currentTarget.removeEventListener(Event.SOUND_COMPLETE, ONCOMPLETE);
LOADMUSIC();
}
public function REMOVE_MUSIC():void{
try{
mChannel.stop();
music = null;
}catch(e:Error) {}
}
public function MUTE():void {
mVolume.volume = 0;
mChannel.soundTransform = mVolume;
}
public function UNMUTE():void {
mVolume.volume = 1;
mChannel.soundTransform = mVolume;
}
MainMenu.as
var sound:SoundManager;
btn_music.addEventListener(TouchEvent:TOUCH_END, MUSIC);
public MainMenu(sound:SoundManager){
this.sound = sound;
sound.REMOVE_MUSIC();
SoundManager.music = new BackgroundMusic01();
sound.LOADMUSIC();
}
private function MUSIC(e:TouchEvent):void {
if(SoundManager.Music){
SoundManager.music = false;
sound.MUTE();
}else {
SoundManager.Music = true;
sound.UNMUTE();
}
}
OnGame.as
var sound:SoundManager;
btn_music.addEventListener(TouchEvent:TOUCH_END, MUSIC);
public OnGame(sound:SoundManager){
this.sound = sound;
sound.REMOVE_MUSIC();
SoundManager.music = new BackgroundMusic02();
sound.LOADMUSIC();
}
private function MUSIC(e:TouchEvent):void {
if(SoundManager.Music){
SoundManager.music = false;
sound.MUTE();
}else {
SoundManager.Music = true;
sound.UNMUTE();
}
}
There's no problem in changing the background music. When i mute the bgmusic in MainMenu using MainMenu btn_music it works, it works also in OnGame. But if it is from OnGame to MainMenu or MainMenu to Ongame, the bgmusic is not muted . I don't see what's wrong. please help me. sorry for my bad english.
Singleton or some other static (global) access is one easy way to do it. But just to add an alternative solution, according to some a "better way" is to use dependency injection. A simple example of this for your situation could look like this:
First, in your MainMenu and OnGame class you add a constructor argument (effectively declaring a dependency) of a SoundManager instance:
public class MainMenu {
private var sound:SoundManager;
public function MainMenu(sound:SoundManager){
this.sound = sound;
}
}
public class OnGame {
private var sound:SoundManager;
public function OnGame(sound:SoundManager){
this.sound = sound;
}
}
Then in a higher level class, you can create a single SoundManager and pass it into the classes that need it:
public class Main {
private var sound:SoundManager;
public function Main(){
sound = new SoundManager();
}
private function showMenu():void {
var menu:MainMenu = new MainMenu(sound);
addChild(menu);
}
private function showGame():void {
var game:OnGame = new OnGame(sound);
addChild(game);
}
}
The end result is that you have a single SoundManager instance being re-used between various classes.
There are several ways to do it, one of them is to use a Singleton class.
Follow an example:
package
{
public class CustomSoundManager
{
private static var _instance:CustomSoundManager;
public function CustomSoundManager()
{
if (_instance)
{
throw new Error('CustomSoundManager... use getInstance()');
}
_instance = this;
}
public static function getInstance():CustomSoundManager
{
if (!_instance)
{
new CustomSoundManager();
}
return _instance;
}
public function soundOn():void
{
// your logic to turn the sound on
}
public function soundOff():void
{
// your logic to turn the sound off
}
}
}
So, doesn't matter where (e.g. MainMenu.as, OnGame.as), you can use just these methods:
CustomSoundManager.getInstance().soundOn();
CustomSoundManager.getInstance().soundOff();
Because i can't see what's wrong in my code. Since I only got 1 channel in my game, i used SoundMixer to mute and unmute the music background.
import flash.media.SoundMixer;
...
...
public function MUTE():void {
mVolume.volume = 0;
SoundMixer.soundTransform = mVolume;
}
public function UNMUTE():void {
mVolume.volume = 1;
SoundMixer.soundTransform = mVolume;
}
thanks.
I have a class calling a function in another class. I want to know
if we can add an Event Listener to know if that function has fired and is finished etc.
Here is the section of the code that is relevant.
myMC = new pictures();
addChild(myMC);
myMC.loadImages("Joyful",1)
// Add Event Listener here to let me know loadImages was called and worked.
As you can see the function is called loadImages() and it is located in a class called pictures.as
Can I add an event listener to this?
Here is a new issue. I am using a similar method and I used your example below and it did not work. Am I missing an import or something? I am only showing the functions that pertain and not my whole script.
Main.class
package
{
import flash.display.MovieClip;
import flash.events.*;
import flash.display.*;
import flash.filesystem.*;
import com.greensock.*;
import com.greensock.easing.*;
import flash.system.System;
// Ed's Scripts
import com.*;
import com.views.*;
public class iRosaryMain extends MovieClip
{
/// (Get Main Doc flow) this creates an instace of the main timeline
/// and then I send it
private static var _instance:iRosaryMain;
public static function get instance():iRosaryMain
{
return _instance;
}
/// Declaring Vars
var audio:audioPrayers;
/// Loading Images
//public var theImages:pictures = new pictures();
/// Movie Clips
public var myMary:beautifulMary;
public var myMC:MovieClip;
public var myPic:MovieClip;
public var myFlags:MovieClip;
public static var mt:MovieClip;
var vars:defaultVars = new defaultVars();
public function iRosaryMain()
{
// (Get Main Doc flow) Here I send the an instacne of iRosaryMain to defaultVars.as
_instance = this;
vars.getMainDoc(_instance);
// Sets timeline to mt :) I hope
mt = _instance;
audio = new audioPrayers();
trace("Jesus I trust in you!");// constructor code
audio.sayHailMary();
if (stage)
{
init();
}
}
public function moveLanguages()
{
/// File to languages folder
var checkLanguageFolder:File = File.applicationStorageDirectory.resolvePath("Languages");
///// CHECK LANGUAGES FOLDER - if not in App Storage move it
if (! checkLanguageFolder.exists)
{
var sourceDir:File = File.applicationDirectory.resolvePath("Languages");
var resultDir:File = File.applicationStorageDirectory.resolvePath("Languages");
sourceDir.copyTo(resultDir, true);
trace( "Moved Language!");
}
}
//// MAIN FUNCTIONS IN iRosaryMainClass
function init()
{
//loadFlags();
moveLanguages();
//addChild(theImages);
intro();
}
public function loadFlags()
{
myFlags.addEventListener("MyEvent", eventHandler);
myFlags = new viewLanguages();
addChild(myFlags);
myFlags.x = stage.stageWidth / 2 - myFlags.getBounds(this).width / 2;
function eventHandler()
{
trace("yes loaded");
TweenMax.fromTo(myMary,3, {alpha:1}, {alpha:0, ease:Quint.easeOut, onComplete: closePic} );
}
}
function intro()
{
myMary = new beautifulMary();
addChild(myMary);
loadFlags();
}
public function closePic()
{
removeChild(myMary);
}
public function languageLoaded(lang:String)
{
trace("YES... " + lang);
homeIn();
}
public function homeIn()
{
if (myFlags)
{
TweenMax.fromTo(myFlags,1, {x:myFlags.x}, {x:0-myFlags.width, ease:Quint.easeInOut, onComplete:unloadMyFlags} );
}
function unloadMyFlags()
{
trace("Called Ease out");
if (myFlags is MovieClip)
{
//trace("CURRENT DISPLAY " + currentDisplayScreen);
trace("CURRENT mc " + myFlags);
removeChild(myFlags);
System.gc();
myFlags = null;
trace("CURRENT mc " + myFlags);
}
}
if (! myMC)
{
myMC = new viewHome();
myMC.name = "Home";
myMC.x = stage.stageWidth / 2 - myMC.width / 2;
addChild(myMC);
}
theEaseIn(myMC);
//Home.B1.addEventListener(MouseEvent.CLICK, theEaseOut(Home));
}
public function loadLanguage(Language:String):Function
{
return function(e:MouseEvent):void ;
{
trace("Did it work? " +Language);
vars.loadButtonVars(Language);;
};
//TweenMax.fromTo(EnglishButton,1, {x:EnglishButton.x}, {x:0-EnglishButton.width, ease:Quint.easeOut} );
}
public function loadView(screen:String)
{
trace("Received " + screen);
if (screen=="Home")
{
myMC = new viewHome();
addChild(myMC);
theEaseIn(myMC);
//Home.B1.addEventListener(MouseEvent.CLICK, theEaseOut(Home));
}
if (screen=="PrayTheRosary")
{
myMC = new viewPrayTheRosary();
addChild(myMC);
theEaseIn(myMC);
//Home.B1.addEventListener(MouseEvent.CLICK, theEaseOut(Home));
}
if (screen=="Options")
{
myMC = new viewOptions();
addChild(myMC);
theEaseIn(myMC);
}
if (screen=="Downloads")
{
myMC = new viewDownloads();
addChild(myMC);
theEaseIn(myMC);
}
if (screen=="beautifulMary")
{
myMC = new beautifulMary();
addChild(myMC);
theEaseIn(myMC);
}
if (screen=="Flags")
{
myFlags = new viewLanguages();
addChild(myFlags);
theEaseIn(myFlags);
}
if (screen=="Joyful" || screen=="Sorrowful" || screen=="Glorious" || screen=="Luminous")
{
myPic = new pictures();
addChild(myPic);
myPic.addEventListener( "ImagesLoaded", doTheEaseIn);
myPic.loadImages(""+screen+"",1);
function doTheEaseIn()
{
theEaseIn(myPic);
}
}
}
public function theEaseIn(mc:MovieClip)
{
if (myMC)
{
TweenMax.fromTo(mc,1, {x:stage.stageWidth+mc.width}, {x:stage.stageWidth/2 - mc.width/2, ease:Quint.easeInOut} );
}
}
public function theEaseOut(mc:MovieClip,nextMC:String):Function
{
return function(e:MouseEvent):void ;
{
loadView(nextMC);
/// Tweens out view on screen
TweenMax.fromTo(mc,1, {x:mc.x}, {x:0-mc.width, ease:Quint.easeInOut, onComplete:unloadMC} );
function unloadMC();
{
trace("Called Ease out");
if(mc is MovieClip);
{
//trace("CURRENT DISPLAY " + currentDisplayScreen);
trace("CURRENT mc " + mc);
removeChild(mc);
System.gc();
myMC = null;
trace("CURRENT mc " + mc);
};
};
};/// end return
}
////////////
}/// End iRosaryMain
}// End Package
viewLanguages.as
package com.views
package com.views
{
import flash.display.MovieClip;
import flash.filesystem.File;
import com.roundFlag;
import flash.events.*;
import flash.display.*;
public class viewLanguages extends MovieClip
{
var Flag:MovieClip;
//public static const FLAGS_LOADED:String = "flagsLoaded";
public function viewLanguages()
{
getLang();
}
function numCheck(num:int):Boolean
{
return (num % 2 != 0);
}
/// Get for App Opening
public function getLang()
{
/// When Live
var folderLanguages:File = File.applicationStorageDirectory.resolvePath("Languages");
var availLang = folderLanguages.getDirectoryListing();
var Lang = new Array();
var LangPath = new Array();
var fl:int = 0;
for (var i:uint = 0; i < availLang.length; i++)
{
if (availLang[i].isDirectory)
{
//flag = new Loader();
//flag.load(new URLRequest(File.applicationStorageDirectory.url + "Languages/" + Lang[i] + "/roundFlag.png"));
Lang.push(availLang[i].name);
LangPath.push(availLang[i].nativePath);
Flag = new roundFlag(availLang[i].name);
Flag.name = availLang[i].name;
if (numCheck(i)==false)
{
Flag.y = fl;
Flag.x = 0;
}
else
{
Flag.y = fl;
Flag.x = Flag.width + 33;
fl = fl + Flag.height + 33;
}
Flag.btext.text = availLang[i].name;
addChild(Flag);
trace(availLang[i].nativePath);// gets the name
trace(availLang[i].name);
}
}
trace("Get Lang Called");
dispatchEvent(new Event("MyEvent"));
}
}
}
Yes, you can. Considering you are adding your clip to the display list I assume it extends either Movieclip or Sprite, both of which extend EventDispatcher. In your pictures class you can simply use dispatchEvent(new Event("MyEvent"); to dispatch an event. Then you could add myMC.addEventListener("MyEvent", eventHandler); to react to it.
You should also not use strings for events like I wrote above. It would be better if you declared a public static const IMAGES_LOADED:String = "imagesLoaded"; in your pictures class. Then you should use this constant by dispatching and by listening to it.
EDIT: Here how it would look with the constant:
//your class
package {
import flash.events.Event;
import flash.display.Sprite;
public class Pictures extends Sprite {
public static const IMAGES_LOADED:String = "imagesLoaded";
public function Pictures() {
}
public function onAllImagesLoaded():void {
dispatchEvent(new Event(IMAGES_LOADED));
}
//rest of your methods
}
}
//you would call it like this:
var myMc:Pictures = new Pictures();
myMc.addEventListener(Pictures.IMAGES_LOADED, onImagesLoaded);
myMc.loadImages();
function onImagesLoaded(e:Event):void {
//...etc
}
You have to create custom event class for this to work. Like:
package com.some
{
import flash.events.Event;
public class SomeEvent extends Event
{
// Loading events
public static const MAINDATA_LOADING:String = "onMainDataLoading";
// Other event
public static const SOME_LOADING:String = "onSomeLoading";
public var params:Object;
public function SomeEvent($type:String, $params:Object, $bubbles:Boolean = false, $cancelable:Boolean = false)
{
super($type, $bubbles, $cancelable);
this.params = $params;
}
public override function clone():Event
{
return new SomeEvent(type, this.params, bubbles, cancelable);
}
}
}
Add event dispatch inside wanted class (Pictures) and pass wanted params to event (this or any else)
dispatchEvent(new SomeEvent(SomeEvent.IMAGES_LOADED, this));
Handle event listening:
var myMc:Pictures = new Pictures();
myMc.addEventListener(SomeEvent.IMAGES_LOADED, onImagesLoaded);
myMc.loadImages();
function onImagesLoaded(e:SomeEvent):void {
// handle event.
var picts:Pictures = (e.params as Pictures);
}
I am working on a game that creates three circles" red, green, and blue who have 3,2,1 health respectively. They get removed from the stage after their health reaches 0 and it is decremented by 1 per click. I am using a Main.mxml file then I have a Target.as file, as well as RedTarget.as, GreenTarget.as, and BlueTarget.as. My question is that I would like to set everything up in my Target.as file, then push the details such as color, health, and if they are dead or not through those functions. I am having trouble doing that though because I am not sure what I would need in the Target.as and then what I would need to code in each of the colored target files.
Here is my Target.as file:
package com.multiClicker {
//import the needed classes
import flash.display.Shape;
import flash.events.MouseEvent;
import spark.components.Image;
public class Target extends Image {
public function Target() {
//add event listeners
this.addEventListener(MouseEvent.CLICK, onClick);
}
//sets the hp of the target
public function hp():Number {
return hp;
}
//get function that returns false if alpha is <= 0
public function dead():Boolean {
if(alpha <= 0){
return false;
}
return true;
}
//subtracts one from targets HP when clicked
public function onClick(e:MouseEvent = null):void {
//subtracts one from hp each click
hp --;
if(hp <=0) {
this.addEventListener(onEnterFrame);
}
}
//subtracts .1 from the classes alpha
public function onEnterFrame():void{
this.alpha =- .1;
}
//draws the target
public function drawTarget(color):void {
var circle:Shape = new Shape();
circle.graphics.beginFill(color);
circle.graphics.drawCircle(0,0,30);
}
}
}
and then my RedTarget.as file, which is the same as blue and green, except for that they are labeled as such in the variables:
package com.multiClicker {
import flash.events.MouseEvent;
public class RedTarget extends Target{
private var redHP:Number = 3;
private var redDead:Boolean = false;
private var redColor:String = "red";
public function RedTarget()
{
redHP = hp;
redDead = dead;
redColor = color;
//include the super function
super();
}
//subtracts one from targets HP when clicked
override public function onClick(e:MouseEvent=null):void {
super.onClick(e);
//push all to super
}
}
}
Any help on the issue would be great. I have been trying to figure it out throughout the day but have not figured it out.
Are you just asking how to pass variables in when you create the Target object?
public class Target extends Image {
public function Target(hp:Number, dead:Boolean, color:String) {
this.hp = hp;
this.dead = dead;
this.color = color;
}
}
Then you instantiate each target like this:
var redTarget:Target = new Target(3, false, "red");
var greenTarget:Target = new Target(2, false, "green");
etc...
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.
up until now, the way i've been needing to handle my own custom events is by adding an event listener to the object that was dispatching the custom event. while this method of event handling works just fine, i've come to the point where i would like my custom events to be globally accessible, where the listening object does not need to be the same object that is dispatching the event.
in this example, my main Controller class is instantiating and adding to the display list 2 sprite classes: Square and Triangle. the 4th and final class is a custom event called ColorChangeEvent.
i'm attempting to dispatch a new ColorChangeEvent from the Square class, which uses a timer to dispatch a new random color once every second, while Triangle will listen for the dispatched event and change its fill color to the color that was dispatched by Square.
Controller.as:
package
{
import flash.display.Sprite;
public class Controller extends Sprite
{
public function Controller()
{
var sq:Square = new Square();
sq.x = sq.y = 100;
var tr:Triangle = new Triangle();
tr.x = tr.y = 250;
addChild(sq);
addChild(tr);
}
}
}
Square.as:
package
{
import flash.display.Sprite;
import flash.events.TimerEvent;
import flash.utils.Timer;
public class Square extends Sprite
{
public function Square()
{
graphics.beginFill(0x999999);
graphics.drawRect(0, 0, 100, 100);
graphics.endFill();
var myTimer:Timer = new Timer(1000);
myTimer.addEventListener(TimerEvent.TIMER, dispatchNewColor);
myTimer.start();
}
private function dispatchNewColor(evt:TimerEvent):void
{
var randomColor:Number = Math.random() * 0xFFFFFF;
trace("Square Class Dispatched: " + randomColor);
dispatchEvent(new ColorChangeEvent(ColorChangeEvent.CHANGE, randomColor));
}
}
}
Triangle.as:
package
{
import flash.display.Sprite;
import flash.geom.ColorTransform;
public class Triangle extends Sprite
{
public function Triangle()
{
graphics.beginFill(0x999999);
graphics.moveTo(0, 0);
graphics.lineTo(100, 50);
graphics.lineTo(-50, 150);
graphics.endFill();
addEventListener(ColorChangeEvent.CHANGE, changeColor);
}
private function changeColor(evt:ColorChangeEvent):void
{
var ct:ColorTransform = new ColorTransform;
ct.color = evt.color;
transform.colorTransform = ct;
trace("Triangle Class Received: " + evt.color);
}
}
}
ColorChangeEvent.as:
package
{
import flash.events.Event;
public class ColorChangeEvent extends Event
{
public static const CHANGE:String = "change";
public var color:Number;
public function ColorChangeEvent(type:String, color:Number)
{
super(type);
this.color = color;
}
override public function clone():Event
{
return new ColorChangeEvent(type, color);
}
}
}
needless to say, this isn't working.
of course, i could add the event listener to the Square instance in the Controller class, who's event handler could pass that value to Triangle via a public function to change the color, but this is exactly the kind of limitation i'm trying to avoid.
it's not always easy to access and pass a value to a class from where the custom event is dispatched, which is why i'm looking for an actual global solution to handling custom events.
I have been using this class for some time now. To use it you would do this in square:
data.EventManager.instance.publish("someName", randomColor);
and then in your Triangle:
data.EventManager.instance.subscribe("someName", handleColorChange);
private function handleColorChange(color:Number):void {
// implementation here
}
You can even pass the ColorChangeEvent instead of just the color.
data.EventManager.instance.publish(ColorChangeEvent.CHANGE, new ColorChangeEvent(ColorChangeEvent.CHANGE, randomColor);
And then
data.EventManager.instance.subscribe(ColorChangeEvent.CHANGE, handleColorChange);
private function handleColorChange(colorChangeEvent:ColorChangeEvent):void {
// implement here
}
I removed a lot of code that is specific to my projects, so I am not 100% it is usable exactly as-is. But, you should be able to modify it to get it working correctly. If not, let me know and I can try to work it out with you.
This class handles additional things that I will not go into, though you are free to explore. Be aware, however, that anything that subscribes for event notification has a strong reference by the EventManager. That means that if you want to destroy something for garbage collection, you need to call EventManager.instance.cancel(ColorChangeEvent.CHANGE, handleColorChange) before the Triangle instances can be collected.
package data {
import flash.utils.*;
public class EventManager extends Object {
private var _subscribers:Dictionary;
private var _calls:Dictionary;
private var _feeds:Dictionary;
private var _requests:Dictionary;
private var _notify:Dictionary;
private var _services:Dictionary;
private static var __instance:EventManager;
public function EventManager() {
if (__instance) {
trace("EventManager is a Singleton class which should only be accessed via getInstance()");
}
_feeds = new Dictionary(true);
_subscribers = new Dictionary(true);
_requests = new Dictionary(true);
_services = new Dictionary(true);
_notify = new Dictionary(true);
}
public function getFeedData($name:String) {
if (_feeds[$name]) {
return _feeds[$name];
}
return undefined;
}
public function unpublish($name:String) {
var _post:* = _feeds[$name];
delete _feeds[$name];
return _post;
}
public function cancel($name:String, $subscriberFunc:Function, ...args): void {
var _cnt:Number;
var _subscriberArray:Array;
if (_subscribers[$name]) {
for (_cnt = 0; _cnt < _subscribers[$name].length; _cnt++) {
if (_subscribers[$name][_cnt] == $subscriberFunc) {
_subscribers[$name].splice(_cnt, 1);
}
}
}
if (_requests[$name]) {
_subscriberArray = _requests[$name];
_cnt = _subscriberArray.length;
while (_cnt > 0) {
if (_subscriberArray[_cnt] == $subscriberFunc) {
_subscriberArray.splice(_cnt, 1);
}
_cnt--;
}
}
}
public function subscribe($name:String, $subscriber:Function, ...args): void {
var _funcArray:Array;
var _func:Function;
if (_feeds[$name]) {
$subscriber(_feeds[$name]);
}
if (! _subscribers[$name]) {
_subscribers[$name] = new Array();
}
_subscribers[$name].push($subscriber);
if (_notify[$name]) {
_funcArray = _notify[$name];
for each (_func in _funcArray) {
_func();
}
delete _notify[$name];
}
}
public function request($name:String, $feedFunction:Function): void {
var _requestArray:Array;
var _request:Function;
if (! _feeds[$name]) {
if (! _requests[$name]) {
_requests[$name] = new Array();
}
_requests[$name].push($feedFunction);
} else {
$feedFunction(_feeds[$name]);
}
if (_notify[$name]) {
_requestArray = _notify[$name];
for each (_request in _requestArray) {
_request();
}
delete _notify[$name];
}
}
public function publish($name:String, $data:*, $args:Object = null): void {
var _subscriberArray:Array;
var _func:Function;
var cnt:Number = 0;
_feeds[$name] = $data;
if (_subscribers[$name] != undefined) {
_subscriberArray = _subscribers[$name].slice();
_cnt = 0;
while (_cnt < _subscriberArray.length) {
_func = _subscriberArray[_cnt] as Function;
if ($args) {
_func($data, $args);
}else {
_func($data);
}
_cnt++;
}
}
if (_requests[$name]) {
_subscriberArray = _requests[$name].slice();
delete _requests[$name];
_cnt = 0;
while (_cnt < _subscriberArray.length) {
if (_subscriberArray[_cnt] != null) {
_subscriberArray[_cnt]($data);
}
_cnt++;
}
}
}
public function notify($name:String, $subscriber:Function): void {
if (_requests[$name] || _subscribers[$name]) {
$subscriber();
}else {
if (! _notify[$name]) {
_notify[$name] = new Array();
}
_notify[$name].push($subscriber);
}
}
public static function getInstance(): EventManager {
if (! __instance) {
__instance = new EventManager();
}
return __instance;
}
public static function get instance(): EventManager {
return getInstance();
}
}
}
I got this to work by creating a singleton: EventDispatchSingleton that extends EventDispatcher. It's basically an empty singleton that provides the dispatchEvent and add/removeEventListener methods (these are automatically provided by extending EventDispatcher).
Anywhere I want to dispatch an event I import EventDispatchSingleton and then call EventDispatchSingleton.instance.dispatchEvent(<someEvent>);.
Then, wherever I want to listen to that event, I just import EventDispatchSingleton and call EventDispatchSingleton.instance.addEventListener(eventName, callback);
You should look into event bubbling, specificly I think you will find the Capturing phase of the event propagation useful. Take a read of Event propagation from Adobe LiveDocs. It's in the Flex docs, but it is about AS3 Events.
Also Senocular has a good post on Flash Event Bubbling.