Controlling/initializing external Class [AS3] - actionscript-3

Before firing away, I know there are many questions here on SO that are quite similar. Yet, none of the solutions given were of any help to me, probably because my case is a little different.
I have a main class which loads an external class (separate .as file). In this external class, there are several objects which have tweens and time events bound to them.
What I want to do, is starting the animations when a certain function is called in my Main class. However, I've tried numerous things to stop and/or reset the animations in the external class, so it will start from the beginning if the required function in Main is called.
Main.as:
package {
//required imports
public class Main extends MovieClip {
var myClass:MyClass = new MyClass; //this is the external class
var button:Button = new Button; //movieclip in the library
public function Main() {
addChild(myClass); //I want to do this here so the objects show from the start
//try 1: myClass.gotoAndStop(1);
//try 2: myClass.stop();
button.addEventListener(MouseEvent.MOUSE_CLICK, playAnimation);
}
function playAnimation (e:MouseEvent) {
//try 1: myClass.gotoAndPlay(1);
//try 2: myClass.start();
//try 3: controlling the startTweening() function in MyClass, I tried different ways
}
}
}
The problem starts in the Main class above. I don't want to animate yet!
MyClass.as:
package {
//required imports
public class MyClass extends MovieClip {
//vars
public function MyClass() {
startTweening();
}
function startTweening() {
//tween event
//calling next function (with use of a TimerEvent) after tween is done. This is repeated several times.
}
}
}
Everything in this class works fine, so that's not the problem.
If this makes any difference, I used TweenMax in MyClass for tweening. I didn't use the timeline in the .fla.
Any help would greatly appreciated!

If you don't want to animate at creation of MyClass remove startTweening(); call from the constructor of MyClass.
Make startTweening(); a public function and call it whenever your need with myClass.startTweening().
Here the MyClass
public class MyClass extends MovieClip {
//vars
public function MyClass() {
}
public function startTweening() {
//tween event
//calling next function (with use of a TimerEvent) after tween is done. This is repeated several times.
}
}
and here the Main class
public class Main extends MovieClip {
var myClass:MyClass;
var button:Button = new Button; //movieclip in the library
public function Main() {
myClass = addChild(new MyClass()) as MyClass;
button.addEventListener(MouseEvent.MOUSE_CLICK, playAnimation);
}
function playAnimation (e:MouseEvent) {
myClass.startTweening();
}
}

Related

Access of undefined property issues in AS3

I am having a bit of trouble with some AS3. First time using this language and have more experience with web development then OOP so am getting a bit confused.
I am trying to make it so that when someone clicks a 'powerbutton' which is a "movieclip" symbol within flash then another symbol should then become visible. This is all being done within the Kitchen class.
The code for the main class is which i got from a youtube tutorial video i followed;
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.geom.Point;
import flash.events.Event;
import Kitchen
public class DragFood extends MovieClip
{
protected var originalPosition:Point;
var myKitchen:Kitchen
public function DragFood() {
myKitchen = new Kitchen;
originalPosition = new Point (x, y);
buttonMode = true;
addEventListener (MouseEvent.MOUSE_DOWN, down);
}
protected function down (event:MouseEvent):void
{
parent.addChild(this);
startDrag();
stage.addEventListener (MouseEvent.MOUSE_UP, stageUp);
}
protected function stageUp (event:MouseEvent):void
{
stage.removeEventListener (MouseEvent.MOUSE_UP, stageUp);
stopDrag();
if (dropTarget)
{
if(dropTarget.parent.name == "bowl")
{
trace("The " + this.name + " is in the bowl");
this.visible = false;
} else {
returnToOriginalPosition();
}
} else {
returnToOriginalPosition();
}
}
protected function returnToOriginalPosition():void
{
x = originalPosition.x;
y = originalPosition.y;
}
}
}
Within it i call the other class;
import Kitchen
public class DragFood extends MovieClip
{
protected var originalPosition:Point;
var myKitchen:Kitchen
The code for the kitchen class is;
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.events.Event;
public class Kitchen extends MovieClip
{
// This is a function. This particular function has the same name as our class and therefore will be executed first
public function Kitchen()
{
// This is a "call" to another function that is defined later in the program.
init();
trace("Hello world");
}
public function init():void
{
// If we want an object (on the screen or otherwise) to be notified about an event we must add a listener for that event to that object.
// We also need to specify what happens everytime the event we are listening for happens.
PowerButton.addEventListener(MouseEvent.CLICK, handleButtonClicks);
}
//This function is called when the oven on button recieves a click.
public function handleButtonClicks(event:MouseEvent):void
{
OvenOn.visible = true;
trace("the oven is being switched on");
}
}
}
The issue i keep getting is that OvenOn and PowerButton are giving me a undefined access issue and im not sure how to fix it. I have found posts on similar subjects like - Access of Undefined property? Actionscript 3
but im not quite sure how to apply it to my issue if anyone could offer any help that would be great.
When you're programming on the timeline, code is referencing the local namespace, and objects you make there (movieclips, textfields, etc.) are automatically instantiated in that namespace so that you can simply call OvenOn.visible = true. However, for each class, their local namespace is whatever is inside the class, so unless you actually created a property on your class called OvenOn, it will most definitely give you Access of Undefined Property errors.
Think of each class as its own island. For them to touch eachother, they need some sort of connection. That connection can be made once the parent instantiates the class in its own namespace. For example...
var foo:String = "Hello!";
var bar:MyClass = new MyClass();
// At this point, whatever code runs inside of MyClass has no concept of foo, or how to access it.
addChild(bar);
// Now that we've added it to the stage, the bar has some properties that have automatically been populated such as "root", "parent", or "stage".
foo.someProperty = "World";
// Since this namespace has a variable pointing to the instance, we can change properties on that class.
Now that we've instantiated MyClass on the stage, we can reference parent properties the class didn't know about. Mind you, this is not necessarily best practice.
package
public class MyClass extends MovieClip {
var someProperty:String = "cheese";
public function MyClass() {
trace(parent.foo) // this will fail
addEventListener(Event.ADDED_TO_STAGE, test);
}
public function test(e:Event):void {
trace(this["parent"].foo); // this will succeed
}
}
}
If you absolutely must change something that is not part of your Kitchen class, pass either the parent of OvenOn or that object specifically as a property of Kitchen. You could do this a couple ways.
with the Constructor...
var something:*;
public function MyClass(someObject:*) {
something = someObject;
}
public function test():void {
something.visible = false;
}
...or by Assigning the Property...
var bar:MyClass = new MyClass();
bar.something = OvenOn;
bar.test(); // will turn off the OvenOn now that 'something' is pointing to it.

AS3 How to add a Class on the stage from a timer?

lots of help from you guys :). My next question is here :).
I have timer in class MyTimer.as and Thief1_mc.as movie clip.
How can I addChild(Thief1_mc) on the stage from MyTimer? Everything looks simple, the only problem is "stage" property. MyTimer class cannot send "stage" as an argument because is not on the stage itself. I tried adding MyTimer on the stage in Main class like addChild (MyTimer), the trace says MyTimer is on the stage but I still cannot pass the stage argument to the Thief1_mc. I need this argument to be sent because the class Thief1_mc has to add itself on the stage using the property "stage".
The code:
public class Thief1_mc extends MovieClip
{
//this variable type Stage will contain stage
private var stageHolder:Stage;
public function Thief1_mc()
{
//constructor
}
//function that creates this object with passed "stage" argument from the caller
public function createItself(st):void
{
//variable that contain the stage so I can use this argument anywhere in the class
stageHolder = st;
//i have to refer to the stage by passed "st" parameter to create this object
stageHolder.addChild(this);
//initial position
this.x = 380;
this.y = 230;
}
}
}
MyTimer class and "_thief1.createItself(stage)" caller with stage arument
public class MyTimer extends Sprite
{
private static var nCount:Number = 120;
private static var currentCount:Number;
private static var _timer:Timer = new Timer(1000,nCount);
private static var _timerDispather:Timer;
private static var _thief1:Thief1_mc = new Thief1_mc ;
public function MyTimer()
{
// constructor code
}
//another timer
private static function increaseInterval(interval:int):void
{
_timerDispather = new Timer(interval);
_timerDispather.addEventListener(TimerEvent.TIMER, onUpdateTimeAnotherTimer);
_timerDispather.start();
}
//another timer;
private static function onUpdateTimeAnotherTimer(e:Event):void
{
_thief1.createItself(stage);//the most important part
}
public static function activateTimer():void
{
currentCount = nCount;
_timer.addEventListener(TimerEvent.TIMER, onUpdateTime);
_timer.start();
}
public static function deactivateTimer():void
{
_timer.removeEventListener(TimerEvent.TIMER, onUpdateTime);
_timer.stop();
_timer.reset();
currentCount = nCount;
//another timer
_timerDispather.removeEventListener(TimerEvent.TIMER, onUpdateTimeAnotherTimer);
_timerDispather.stop();
_timerDispather.reset();
}
private static function onUpdateTime(e:Event):void
{
currentCount--;
if (currentCount == 0)
{
_timer.removeEventListener(TimerEvent.TIMER, onUpdateTime);
_timer.stop();
_timer.reset();
}
}
}
}
Your code is backwards in a few places. It does not flow very nicely, and the issues you having now are going to be tenfold at some stage in your project.
Firstly, your MyTimer class should not be extending Sprite. It does not get rendered and does not represent anything graphically.
Secondly, your timer class is taking on more than it should. I would revise it to manage your timers and timer events only. Create a list within your timer class that will contain some other elements which can have a method triggers to do other stuff, like creating and adding Thief1_mc.
A simplified version of this might look like:
public class Updater
{
private var _timer:Timer;
private var _toUpdate:Vector.<IUpdatable> = new Vector.<IUpdatable>();
public function Updater()
{
_timer = new Timer(60);
_timer.start();
_timer.addEventListener(TimerEvent.TIMER, _notifyUpdatables);
}
private function _notifyUpdatables(e:TimerEvent):void
{
for each(var i:IUpdatable in _toUpdate)
{
i.update(this);
}
}
public function addUpdatable(updatable:IUpdatable):void
{
_toUpdate.push(updatable);
}
public function removeUpdatable(updatable:IUpdatable):void
{
var index:int = _toUpdate.indexOf(updatable);
if(index >= 0) _toUpdate.splice(index, 1);
}
}
From here we need to create an interface which we will implement on classes that we want to be able to call update() on each time the Updater timer ticks:
public interface IUpdatable
{
function update(updater:Updater):void;
}
Now what I would do in your case is have a class that does extend Sprite and manages the graphics of the application / game. It will implement the IUpdatable interface like I have described and also could deal with adding your Thief1_mc:
public class View extends Sprite implements IUpdatable
{
public function update(updater:Updater):void
{
// Create a Thief.
var thief:Thief = new Thief();
updater.addUpdatable(thief);
addChild(thief);
}
}
Your Thief can take advantage of the IUpdatable interface we have and be added to the update queue when it is created, as I've done above. Just to have a complete example, here's the Thief class:
public class Thief extends Sprite implements IUpdatable
{
public function update(updater:Updater):void
{
// Make this Thief so some stuff.
//
}
}
And here's how you can tie it all together in your document class:
public class App extends Sprite
{
private var _updater:Updater;
private var _view:View;
public function App()
{
_updater = new Updater();
_view = new View();
_updater.addUpdatable(_view);
stage.addChild(_view);
}
}
This might be a bit overwhelming at first, and seem like a lot of work, but you now have a nice clean foundation to add more elements easily.
Rather than having your one class trying to manage timers and add Thieves like you had initially, we've separated the responsibilities and tightened up the flow a little. The Updater deals purely with storing IUpdatable instances and calling their update() method each time the Timer within it ticks. The View class manages the graphics and will also add a Thief each time it is updated via the Updater. The View was added to the stage initially, so all you need to do is add the thieves into itself to have them show up.
If you take this and restructure how the timers work within Updater, I think you'll be where you wanted but with a significantly better understanding and structure.

Actionscript 3: How do I get all classes using one enter frame function?

I'm making an adventure game in AS3 and have many classes. I heard it is best for performance if there is only one Enter Frame function and all update functions run from that.
I currently have a mainGameLoop in my main.as, what is the best way for all my classes to contain an update function running from this single enter frame function?
Here is an example of what I've done to run an update function in my Player class, but I don't like this solution at all.
If anyone could help it'd be much appreciated, thanks.
public class Main extends MovieClip
{
// Initialising variables...
private var m_SceneHandler:SceneHandler;
private var m_UserInput:UserInput;
public function Main()
{
// Adding main update function...
addEventListener( Event.ENTER_FRAME, mainGameLoop );
// Creating the scene handler...
m_SceneHandler = new SceneHandler();
addChild( m_SceneHandler );
}
private function mainGameLoop( event:Event )
{
doUpdate();
}
private function doUpdate():void
{
// Update player...
if (m_SceneHandler.m_aCurrentScene[0].m_Player)
{
m_SceneHandler.m_aCurrentScene[0].m_Player.doUpdate();
}
}
Use the composite pattern and code to an IUpdateable interface.
package view {
public interface IUpdateable {
function doUpdate():void;
}
}
In your main game loop, just switch out which object(s) should be updated:
package{
public class Main extends MovieClip implements IUpdateable {
protected var updateChildren:Vector. = new Vector.();
//other logic would manage who is currently updateable and who is not
public function doUpdate():void {
for each (var updateable:IUpdateable) {
updateable.doUpdate();
}
}
}
}
Then, if there are subcomponents that need to update, they could also be IUpdateable, and the higher level IUpdateable could call the method.

How to improve this AS3 code structure to be more effective?

I have made an AS3 code to be a function. But I think my code is too lengthy. Could you help to improve it? Thank you!
I created test.fla first and added 5 grey block(external pictures from PSD) to stage. My function is to display different pictures when hovering mouse on corresponding grey block.
I converted those 5 grey blocks to Movie Clip and set instance name as sp1, sp2, sp3, sp4 and sp5. Then I created a document class, test.as and set 5 EventListener.
sp1.addEventListener(MouseEvent.MOUSE_OVER,clickmouse1);
sp2.addEventListener(MouseEvent.MOUSE_OVER,clickmouse2);
sp3.addEventListener(MouseEvent.MOUSE_OVER,clickmouse3);
sp4.addEventListener(MouseEvent.MOUSE_OVER,clickmouse4);
sp5.addEventListener(MouseEvent.MOUSE_OVER,clickmouse5);
So my first question is can I have any method to combine those 5 EventListener to be one? Because in my mind, so many EventListener will cost much more resource of PC.
My second question is I set 5 target pictures as 5 class.
In test.as I created code below:
public class EuroCup extends Sprite{
var arr:Array=new Array();
var Res1:Result609=new Result609();
var Res2:Result610=new Result610();
var Res3:Result611=new Result611();
var Res4:Result612=new Result612();
var Res5:Result613=new Result613();
var i:int=0;
public function EuroCup() {
arr[1]=Res1;
arr[2]=Res2;
arr[3]=Res3;
arr[4]=Res4;
arr[5]=Res5;
}
}
I think that is too lengthy. Is there any way to simplify it?
Here is the test.fla and test.as:Download
Whatever, thank u guys!
Restructuring:
public class EuroCup extends Sprite {
private var arr:Array;
public function EuroCup() {
arr = [ new Result609(), new Result610(),
new Result611(), new Result612(), new Result613()
];
}
}
Then use results as arr[0], arr[1] and so on. Also, if you have several sprites to listen clicks on, with similar listeners, you can connect all such sprites to single listeners and use event.target to distinguish them, where event is MouseEvent. Or place them into container and create one listener to that container - again, event.target will tell what sprite is clicked.
And yet two things - every time you see new Array(), replace it with [] - its faster and shorter. And place all code into constructor, not class body - it will be compiled to be executed faster.
You can/should use a Dictionary for associations between the grey rects and the images to display.
package {
public class EuroCup {
private var _children:Array, _current:Sprite, _map:Dictionary;
public function EuroCup() {
super();
initialize();
}
protected function initialize():void {
_children = [];
_map = new Dictonary();
// i don't know the image's symbol name.
// _map[_children[_children.length] = new Result609()] = new SYMBOL_NAME();
for each(var child:Sprite in _children) {
child.addEventListener(MouseEvent.CLICK, click_handler);
}
}
private function click_handler(event:MouseEvent):void
{
if (_current) {
_current.visible = false; // or use fading, etc
}
_current = _map[event.currentTarget] as Sprite;
if (_current) {
_current.visible = true; // or use fading, etc
}
}
}
}
One option for simplifying the code would be to associate the sp and Res instances with each other by identity, using a Dictionary. That allows you to avoid the work of tracking array indices, which is half of the reason you have separate event handler methods. Once the instances are associated by identity, then you can use the currentTarget property of a dispatched event to determine which element in the Dictionary you want to show on the stage.
package {
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.utils.Dictionary;
public class test extends Sprite
{
var dict:Dictionary = new Dictionary();
var visibleResult:MovieClip;
public function test()
{
dict[sp1]=new Result609();
dict[sp2]=new Result610();
dict[sp3]=new Result611();
dict[sp4]=new Result612();
dict[sp5]=new Result613();
sp1.addEventListener(MouseEvent.MOUSE_OVER,clickmouse);
sp2.addEventListener(MouseEvent.MOUSE_OVER,clickmouse);
sp3.addEventListener(MouseEvent.MOUSE_OVER,clickmouse);
sp4.addEventListener(MouseEvent.MOUSE_OVER,clickmouse);
sp5.addEventListener(MouseEvent.MOUSE_OVER,clickmouse);
}
private function clickmouse(evt:MouseEvent):void
{
if(visibleResult)
{
removeChild(visibleResult);
}
var Res:MovieClip = dict[evt.currentTarget] as MovieClip;
addChild(Res);
Res.x=300;
Res.y=400;
visibleResult=Res;
}
}
}
If you expect to have more than 5 sp instances in the application, then you could use a loop to assign the event listeners. But for less than 10 instances, you probably don't gain much from a loop.
I would go for a more simple version; add only one event listener and use Event.target to determine on which item is clicked, using a switch-statement.
This is helpful if the buttons should do different things.
package
{
import flash.display.Sprite;
import flash.events.MouseEvent;
public class Test extends Sprite
{
public var sp1:Sprite;
public var sp2:Sprite;
public var sp3:Sprite;
public function Test()
{
this.addEventListener(MouseEvent.MOUSE_OVER, handleClick);
}
private function handleClick(event:MouseEvent):void
{
trace("Clicked on: " + event.target)
switch (event.target)
{
case this.sp1:
{
// do something here
break;
}
case this.sp2:
{
// do something here
break;
}
case this.sp3:
{
// do something here
break;
}
default
{
trace("No handler defined for: " + event.target)
}
}
}
}
}
However, you can also make smart use of it's type. Let's say all you buttons extend a custom class called CustomButton, and they all need to do the same (like call a function), but with a parameter based on it's id.
This is helpful if the buttons should basically do the same thing.
package
{
import flash.display.Sprite;
import flash.events.MouseEvent;
public class Test extends Sprite
{
public function Test()
{
this.addEventListener(MouseEvent.MOUSE_OVER, handleClick);
}
private function handleClick(event:MouseEvent):void
{
if (event.target is CustomButton)
{
var button:CustomButton = event.target as CustomButton; // you're now sure it's a CustomButton
this.showById(button.id); // let's say CustomButton has a public var 'id'
}
}
private function showById(id:int):void
{
// do something
}
}
}
Hope that helps.
Tip: Always start your class+filename with a capital. Variables start with capitals. This is very common in the actionscript world.

Controlling objects of another class that are already on the stage

I'm quite ashemed to ask this question here because I'm sure that I'm missing something very basic. I'm not even sure what should be the correct title for this question.
Let's say that I've a button object (instance of Flip) and a coin object (instance of Coin) on the stage. The coin object has two frames: one showing Heads and one for Tails.
MyCoin class is as following:
package
{
import flash.display.MovieClip;
public class Coin extends MovieClip
{
protected var _coinFace:uint;
public function Coin()
{
stop();
}
public function get coinFace():uint {
return _coinFace;
}
public function set coinFace(value:uint):void {
_coinFace = value;
}
public function show():void {
gotoAndStop(_coinFace);
}
}
}
Objective: When user clicks the button, the coin should flip and show a random coinFace. I've added an eventListener to the Flip class as follows:
public function Flip()
{
this.addEventListener(MouseEvent.CLICK, onMouseClick);
}
Problem: How do I reach the coin object on the screen via onMouseClick function? Let's say that the object on the stage has instance name of myCoin. I suppose that had I not done this with an external class and simply used actions from the frame I could just use the instance name as a variable. I couldn't figure to do the same it in an external class. Do I first create the object which is already on the stage?
Where you create the instance of each, the flip object needs to be passed an instance of the coin object.
var myCoin:Coin = new Coin();
var myFlip:Flip = new Flip(myCoin);
Then inside the Flip class:
private var _coin:Coin;
public function Flip(coin:Coin) {
_coin = coin;
this.addEventListener(MouseEvent.CLICK, onMouseClick);
}
private function onMouseClick(e:MouseEvent):void {
_coin.gotoAndStop(2); // Or what ever needs to be done to the coin on click
}
Alternatively, depending on the complexity of the overall structure, you can a build a control class that acts as a link between the two.