AS3 Display Object Trouble - actionscript-3

I'm making a game in AS3. When I add an enemy to the game screen, later on I have to remove it when it dies. But I keep getting this:
[Fault] exception, information=ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
But I clearly add the enemy to the gamescreen. Could this be from passing the enemy through a bunch of functions or something?

This means that you try to remove the MovieClip (or Sprite or so) from a DisplayObjectContainer that is not its parent.
You have to be sure to call the removeChild() Method on the right DisplayObjectContainer.
For instance:
var myChild:MovieClip = new MovieClip();
var holder:MovieClip = new MovieClip();
holder.addChild(myChild);
so when you want to remove the child you have to call the removeChild Method on the holder.
holder.removeChild(myChild);
If you call removeChild() on for instance the stage you will get an error because the stage does not hold myChild as a child of itself.
So double check if you call removeChild on the right container.
PS: Sample code is always easier to debug

When dealing with the timeline, it's difficult sometimes to keep track of an object's scope , in which case you can always call the method from the object's parent property.
child.parent.removeChild( child );
if you're coding in FlashDevelop & for some reason , don't wish to or can't keep track of the parent , you could implement a couple of methods to add and remove your object from the display list, practically delegating adding & removing to the object...
in your object class , you could do the following...
private var container:DisplayObjectContainer;
public function addToDisplayList( container:DisplayObjectContainer ):void
{
this.container = container;
container.addChild( this );
}
public function remove():void
{
if( container != null )
container.removeChild( this );
}
Then you can simply do this:
var child:MovieClip = new MyObject();
child.addToDisplayList( whatever );
//later...
child.remove();

Related

AS3 MouseEvent and weakReference

Ok, here's a weird thing:
I have a class, which is a MovieClip that has 2 children, MovieClips also.
I add the children to him and base MovieClip to stage.One of the children is animated.
All is perfect.
Now when I add MouseEvent.MOUSE_UP on the children, all works fine.
Yet if I set useWeakReference to true (the 5th parameter) mouse event does not fire anymore,but the items are on stage. Basically, somehow, they are not in the memory.
Of course if I add a simple onEnterFrame that does nothing to base MovieClip, it traces the MovieClip, yet the MouseEvents does not trigger. That means the object is still there, but somehow for flash is not
Now, this is a simplified concept, that is easy to clean, but my code is very big and a simple removeEventListener is not a solution. At least not a simple one.
What are your suggestions to work around this?
I'm not sure how complex your code is, but if each movieclip has MOUSE_UP event handler - some function, you could indeed use removeEventListener MOUSE_UP function. For instance:
var mc:MovieClip = new MovieClip();
mc.addEventListener( MouseEvent.MOUSE_UP, onMU );
function onMU(e:MouseEvent){
var target = MovieClip(e.currentTarget);
target.removeEventListener( MouseEvent.MOUSE_UP, onMU );
}
This way you can have multiple movieclips and remove listeners without knowing object name.
Alternatively you could modify your code to add aray of all added events and then listen to REMOVE_FROM_STAGE event. Something like this:
var mc:MovieClip = new MovieClip();
mc.events = [];
mc.events.push( { evt: MouseEvent.MOUSE_UP, fn: onMU } );
mc.addEventListener( MouseEvent.MOUSE_UP, onMU } )
//or use events array reference to keep events and functions in one place.
//when object is removed you can iterate through events array and automatically remove
//all listeners
Another alternative would be to create Class that extends MovieClip - but since your code is huge you probably don't want to do that.
You can also look on Robert Penner's Signals library, which is interesting alternative to AS3 events. (https://github.com/robertpenner/as3-signals)

This, stage & parent are null

Im trying to access the stage from an external class this is what I have:
Player.as (Main Class)
import flash.display.MovieClip;
public class Player extends MovieClip
{
private var _controls:Controls;
public function Player()
{
// constructor code
_controls = new Controls();
}
}
Controls.as
import flash.display.MovieClip;
public class Controls extends MovieClip
{
private var _playbtn:MovieClip;
public function Controls()
{
trace(this.getChildByName("playbtn"));
}
}
but this line trace(this.getChildByName("playbtn")); always errors I have even tried:
trace(stage.getChildByName("playbtn"));
trace(parent.getChildByName("playbtn"));
But I get the same error:
Null for this and
Cannot access a property or method of a null object reference. for
stage & parent
Is there something I am doing wrong?
I think you are mistaken as to what getChildByName actually does. It returns reference to an object with its name property set to the supplied value. It does not return a reference to an object set to a variable with the supplied name.
For a reference to be returned by getChildByName, you must instantiate an object, set its name to something, and then call addChild on a DisplayObjectContainer with that object. Then you can call getChildByName on the DisplayObjectContainer.
For future reference, stage will be null until the object is added to the stage. parent will be null until the object is used in an addChild call
Display objects get access to their 'stage' property when they are added to the stage. You haven't added the _controls to the stage ( eg addChild(_controls) ) when you try to access the stage property.
Add an event listener (Event.ADDED_TO_STAGE) to the constructor of your Controls class that points to a handler that then checks the stage property.
If you are adding everything to the stage manually, there is no need to create a new instance of Controls in the constructor of Player, you should just retrieve the reference:
_controls = this.controls; //where 'controls' is the instance name you assigned in Flash IDE.
Also, where is the 'playbtn' instace you are trying to retrieve? Is it on the stage or is inside of the Controls instance? As you are tracing this.getChildByName("playbtn"); it HAS TO be inside of Controls with the instance name playbtn assigned in the IDE (or via .name property).
You are getting indeed a null for parent and stage because you have not added the instance to the stage. What you are doing right now:
You instantiate Player, the player then instantiates the Controls (it does not retrieve the reference you have on stage, because you are calling it with the new keyword!)
The new controls have never been added to anything, therefore they have no parent and neither stage.

as3 - addchild with drag and drop

I am trying to add a child instance of an object to the stage, then allow the user to drag and drop this object (in this case, a movie clip) on the stage. However, I am getting the following error:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at working_copy_fla::MainTimeline/dragObject()
So, that is my first problem. Then second problem, is I have not found an answer as to how to make a child object (specifically, a movie clip) able to properly be dragged and dropped on the stage.
Here is my code:
// Allow buttons to bring objects to the stage
myButton.addEventListener(MouseEvent.CLICK, addImage);
function addImage(event:MouseEvent):void
{
var myImage:Image_mc = new Image_mc();
stage.addChild(myImage);
// Center the object
myImage.x = 300;
myImage.y = 300;
// Allow the object to be drag and dropped
myImage.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
myImage.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
}
function startDragging(event:MouseEvent):void
{
event.target.x = event.target.parent.mouseX - event.target.mouseX
event.target.y = event.target.parent.mouseY - event.target.mouseY
stage.addEventListener(MouseEvent.MOUSE_MOVE, dragObject);
}
function dragObject(event:MouseEvent):void
{
event.target.x = event.target.parent.mouseX - event.target.mouseX
event.target.y = event.target.parent.mouseY - event.target.mouseY
}
function stopDragging(event:MouseEvent):void
{
stage.removeEventListener(MouseEvent.MOUSE_MOVE, dragObject);
}
EDIT
I figured it out, and the solution was as simple as looking to the sample code in Adobe Flash (using CS6). Here is my code now:
// Allow buttons to bring objects to the stage
myButton.addEventListener(MouseEvent.CLICK, addImage);
function addImage(event:MouseEvent):void
{
var myImage:Image_mc = new Image_mc();
stage.addChild(myImage);
// Center the object
myImage.x = 300;
myImage.y = 300;
// Allow the object to be dragged
myImage.addEventListener(MouseEvent.MOUSE_DOWN, clickToDrag);
}
function clickToDrag(event:MouseEvent):void
{
event.target.startDrag();
}
stage.addEventListener(MouseEvent.MOUSE_UP, releaseToDrop);
function releaseToDrop(event:MouseEvent):void
{
event.target.stopDrag();
}
The key here was that I have created universal functions (clickToDrag and releaseToDrop) that will accept input from any object (so I can re-use these functions with other images that I add to the stage). This code works with multiple children on the stage (all can be drag and dropped at any time).
The only problem I am having with it now is that I am getting this error whenever I spawn a child element (by clicking on the myButton button instance):
ReferenceError: Error #1069: Property stopDrag not found on flash.display.SimpleButton and there is no default value.
at working_copy_fla::MainTimeline/releaseToDrop()
This error is not stopping the application from working; everything still runs fine. But I would still like to figure out why this error is occuring. My guess is that whatever is using "stopDrag" (should just be a movie clip) is not capable of that method.
event.target.x = event.target.parent.mouseX - event.target.mouseX
The above code assumes that 'event.target' is the stage, right (because you added the listener to the stage)? So you're trying to change the x/y of the stage? No. The start/stopDragging should make a reference to the object being dragged, available as a private class variable, which is visible to the dragObject method. Also, what is the stage's parent ('event.target.parent.mouseX')? There is no parent to the stage. This is probably what the "null object reference" is refering to.
EDIT
I'm used to Object-Oriented AS3 (highly recommended), but I'm guessing that programming on the 'timeline' the following should work. Declare a variable outside of your functions, something like:
var objectCurrentDragging:DisplayObjectContainer;
Then in your 'addImage' function, use the following code to make objectCurrentDragging reference the object which you want to drag:
objectCurrentDragging = myImage;
Then in the dragObject function, simply reference objectCurrentDragging:
objectCurrentDragging.x = ...
Hope that works out for you.
So I have finally figured it out. The key was not to add an event to the stage, but rather, to add the "releaseToDrop" function to the *MouseEvent.MOUSE_UP* event on the child element in the same function that adds it to the stage. Now I get no more errors, and it works with multiple instances of the child objects (movie clips) on the stage.
Here is the code that works:
// Allow buttons to bring objects to the stage
myButton.addEventListener(MouseEvent.CLICK, addImage);
function addImage(event:MouseEvent):void
{
var myImage:Image_mc = new Image_mc();
stage.addChild(myImage);
// Center the object
myImage.x = 300;
myImage.y = 300;
// Allow the object to be dragged
myImage.addEventListener(MouseEvent.MOUSE_DOWN, clickToDrag);
myImage.addEventListener(MouseEvent.MOUSE_UP, releaseToDrop);
}
function clickToDrag(event:MouseEvent):void
{
event.target.startDrag();
}
function releaseToDrop(event:MouseEvent):void
{
event.target.stopDrag();
}

Stage and classes

I am new to AS3 and am trying to lean its OOP ways. What I am having problems with is understanding how to access the stage with separate classes.
Here is an example of what I am trying to do:
package game{
import flash.display.*;
public class Main extends MovieClip{
function Main(){
var player = new Player();
var playerBullets = new playerBullet();
addChild(player.players);
}
}
package game{
import flash.display.*;
public class Bullet extends Main // also tried with MovieClip and Sprite{
function Bullet(){
// empty
}
function blah(){
var someSprite = new someSprite();
Main.addChild(someSprite);
stage.addChild(someSprite);
root.addChild(someSprite);
}
}
}
I have Omitted another class which calls the blah method as I feel it is not relevant.
Basically what I want to know is how to add things to the stage in classes as it lookes like I am missing something crucial.
*EDIT TO INCLUDE ERROR*
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at game::Bullet/blah()
at game::Player/fire()
You shouldn't necessarily be extending main to create something like a bullet class, this can be it's own class that extends Sprite or MovieClip. The stage object is considered a global object, as it is a singleton (except in the case of Adobe AIR where you can have one stage per NativeWindow that you spawn). So any object that extends DisplayObject or has DisplayObject in it's inheritance chain will by default have a reference to the stage via a getter, which is populated automatically when a displayObject is added to the display list. This can happen by either adding a clip directly to the root stage object or by adding a clip as a child of another clip, that eventually connects to the stage. For example:
var clip1:MovieClip = new MovieClip();
stage.addChild(clip1); //Clip 1 can now access the stage reference internally.
ver clip2:MovieClip = new MovieClip(); //Right now, clip2 cannot access the stage reference interally.
clip1.addChild(clip2); //Now clip2 can access the internal stage reference because it has been connected to the display list through clip1.
The other mistake people make is accessing stage within a DisplayObject typed class (such as your Main class) without first ensuring that the object itself has been added to the stage. You do this by listening for the Event.ADDED_TO_STAGE event within the constructor of the class, like so:
public class Main extends MovieClip{
function Main(){
if(stage){
//The stage reference is present, so we're already added to the stage
init();
}else{
addEventListener(Event.ADDED_TO_STAGE, init);
}
var player = new Player();
var playerBullets = new playerBullet();
addChild(player.players);
}
private function init(e:Event = null)
{
trace("Added to stage, the stage reference is now populated and stage can be accessed");
}
}
This could be the problem you're having, but it's hard to say since you have not specified any errors. However, this is likely an issue or will be for you, since it's quite common. Inside the init() method you can then set a flag so that when external classes call your Main.blah() method, you can ensure that the stage reference exists before attempting to add something to the stage. Take note however that within your Main class when you simply say:
addChild(someChild);
or
this.addChild(someChild);
you're not adding that child to the stage, but rather to the Main object, which is a MovieClip or Sprite based object that is itself attached to the stage automatically when you set it as the Document class. Hope this info helps.
Update
To explain the display list a little more:
Think of all your movieclips as dishes, and the stage as the table. You can only access the table from the dish, if the dish is placed directly on the table, or if a dish is stacked on top of another dish that touches the table. If you have 10 plates stacked on top of each other, they all touch the table eventually, via their connection to each other. This is essentially a visualization of the flash display list. The way you put dishes on the table is by using addChild(dish). If you have not placed an object somewhere on the table, and try to access the table from that object, you're going to fail. You're getting the "access to undefined" error because you're calling the "blah()" method, which accesses the stage (table) before the bullet (dish) has been added to the stage (table). So you must first either directly add the bullet to the stage, or add it to another object that has already been added to the stage. Change your code like so:
var myBullet:Bullet = new Bullet();
stage.addChild(myBullet);
//Or, if this class, assuming it's the player class, has already been added to the stage, just do this:
this.addChild(myBullet);
myBullet.blah();
Even so, you should still have some error checking within your "blah" method to ensure that the stage is available:
function blah(){
var someSprite = new someSprite();
if(stage){
Main.addChild(someSprite);
stage.addChild(someSprite);
root.addChild(someSprite);
}else{
trace("error, stage not present");
}
}
However you should also note that by adding this child to Main, then stage, then root all in sequence, this does not duplicate the someSprite object. When you add a display object to a new parent object, the object is automatically pulled from it's current parent and moved to the new one. So all this code will do is eventually add someSprite to root, which I believe will fail because root is not a display object, but rather a global reference mainly used to access global objects such as the stage and the Loader object used to load the SWF.
You shouldn't ever be calling stage.addChild. There should be only one child of the Stage, and that's the document class.
You make a MovieClip display on the screen by adding it to the stage's display list.
Stage
+ Main Timeline
+Anything
+Else
+You
+Want
So assuming that Main is your document class for the main timeline...
// inside of Main's constructor...
public function Main(){
var anything:MovieClip = new MovieClip();
var Else:TextField = new TextField();
var you:SimpleButton = new SimpleButton();
var want:Sprite = new Sprite();
this.addChild(anything);
this.addChild(Else);
this.addChild(you);
this.addChild(want);
}
Then in order to add children even lower, for example if you want something to be a child of "Anything" such that you have....
Stage
+ Main Timeline
+Anything
+And
+Everything
+Else
+You
+Want
public function Main(){
var anything:MovieClip = new MovieClip();
var Else:TextField = new TextField();
var you:SimpleButton = new SimpleButton();
var want:Sprite = new Sprite();
this.addChild(anything);
this.addChild(Else);
this.addChild(you);
this.addChild(want);
var And:Sprite = new Sprite();
var everything:Sprite = new Sprite();
anything.addChild(And);
anything.addChild(everything);
}
EDIT: Ascension Systems asks why you should never add any display object directly as a child of the stage. The simplest answer is that you can't ever guarantee that what you believe you're creating as a document class, or as a main timeline in fact actually is going to be used as such. Your use of the stage may later preclude your swf from being loaded as a child of a larger application depending on what it is you've done, exactly. Relying directly on the stage can mean that you're making some assumptions about the nature of the display list that may not hold in the future. That's the way in which it breaks modularity (which is not the same as breaking oop).
Why add to the stage when you could just create your entire application as a MovieClip that is completely self-contained with no reliance on the concept of a "stage" beyond that which is required for learning world coordinates? That way you can be much more modular in your design and you sacrifice nothing.
In some people's work this may be considered an edge case. In my work this has happened both to me when I've created applications that I thought at the time were purely stand-alone that ended up being repurposed later to be a module, and also to swfs that other people created that were intended to be strictly stand-alone, but that I was then to integrate as a module into a larger application. In all cases there were some nasty side effects to contend with. That's where I learned not to rely too closely on the stage for much beyond world coordinates.
Every display object has a property called stage, which is null until that object is added to the display tree.
When you are unsure if an object has been added to the stage, there is a listener you can employ for that purpose:
public class Main extends MovieClip
{
import flash.events.Event;
public function Main():void
{
if(stage) {
init();
} else {
this.addEventListener(Event.ADDED_TO_STAGE,init);
}
}
private function init(evt:Event = null):void
{
this.removeEventListener(Event.ADDED_TO_STAGE,init);
//object is now definitely on the display tree
}
}
I'm gonna take a wild stab in the dark here.
stage is a property implemented something like so:
public function get stage():Stage {
var s:DisplayObject = this;
while(s.parent) s = s.parent;
return s as Stage;
}
root is very similar but stops a level below stage (root is a child of stage).
These properties only work when the object you're calling them on is on the stage somewhere. Doesn't matter where, because the while loop will walk up the hierarchy to get to the stage node at the top. But if it's not on the stage, then parent will be null.
So if your movieclip is not on the stage, then its reference to stage will be null. Same goes for root.
I'm guessing that you're calling blah before the bullets are added to the stage? In which case your call stage.addChild(someSprite) will be a Null Reference error (stage is null).
So you either need to add the bullets to stage first, or you need to pass stage in as a parameter:
function blah(s:Stage){
var someSprite = new someSprite();
s.addChild(someSprite);
}

actionscript-3: check if movieClip exists

I have a movieclip created with the following code:
var thumbContainer:MovieClip = new MovieClip();
thumbContainer.name = "thumbContainer";
stage.addChild (thumbContainer);
If the window gets larger/smaller I want everything back in place. So I have an stage Event Listener. Now I want to see if this mc exists to put back in place. I've tried different ways but keep getting an error that does not exist.
1120: Access of undefined property thumbContainer.
if (this.getChildByName("thumbContainer") != null) {
trace("exists")
}
and
if ("thumbContainer" in this) {
trace("exists")
}
or
function hasClipInIt (mc: MovieClip):Boolean {
return mc != null && contains(mc);
}
stage.addChild (thumbContainer);
//...
if (this.getChildByName("thumbContainer") != null)
You are adding the thumbContainer to stage and checking for its existence with this. Change stage to this or this to stage.
That said, an even more appropriate way is to keep a reference to the added movie clip and check for existence with the contains method. It determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself. The search includes the entire display list including this DisplayObjectContainer instance, grandchildren, great-grandchildren, and so on.
Hence you can easily check using stage.contains(thumbContainer);
if you are having trouble firing errors, you can always resort to a try catch
try{
/// do something that will blow up...
}catch( e:Error ){
trace( "we had an error but its not fatal now..." );
}
the problem was that 'stage' and 'this' are not the same...that's why I couldn't talk to the mc.
this works:
var thumbContainer:MovieClip = new MovieClip();
thumbContainer.name = "thumbContainer";
addChild (thumbContainer);
if (getChildByName("thumbContainer") != null) {
trace("exists")
}