when launching the following code in ADL, why does the square continue to rotate?
var square:Sprite = new Sprite();
square.graphics.beginFill(0xFF0000);
square.graphics.drawRect(-25, -25, 50, 50);
square.x = square.y = 100;
addChild(square);
addEventListener(Event.ENTER_FRAME, rotateSquare, false, 0, true);
function rotateSquare(evt:Event):void
{
square.rotation += 2;
}
System.gc();
Update
the following display object has a weak referenced ENTER_FRAME event listener. however, calling:
removeChild(testInstance);
testInstance = null;
doesn't stop the ENTER_FRAME event:
package
{
import flash.display.Sprite;
import flash.events.Event;
public class Test extends Sprite
{
private var square:Sprite;
public function Test()
{
addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(evt:Event):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
square = new Sprite();
square.graphics.beginFill(0xFF0000);
square.graphics.drawRect(-25, -25, 50, 50);
square.x = square.y = 100;
addChild(square);
addEventListener(Event.ENTER_FRAME, rotateSquare, false, 0, true);
// //Current Solution - only works on display objects
// addEventListener(Event.REMOVED_FROM_STAGE, removeHandler);
}
private function rotateSquare(evt:Event):void
{
trace("square is rotating");
square.rotation += 2;
}
// private function removeHandler(evt:Event):void
// {
// removeEventListener(Event.REMOVED_FROM_STAGE, removeHandler);
// removeEventListener(Event.ENTER_FRAME, rotateSquare);
// }
}
}
i have added a REMOVED_FROM_STAGE event listener, but this will only work on display objects.
is this problem specific to ENTER_FRAME event?
Regarding your update, I think you are misunderstanding how GC works. The basic idea is rather simple.
When you create an object, flash allocates some memory in a storage called the heap. A reference to this object is returned. This reference is what you store in a variable. What is a reference? A means to access this object. Think of it as link to the object.
var foo:Bar = new Bar();
Now, in some languages, at some point you have to release the memory allocated for this object when you're done with it, or you have a memory leak.
In a GC environment, this is done automatically. Of course, you need some rules. This rules vary depending on the concrete GC, but in general terms, you could say the GC determines that an object is collectable if it's no longer reachable. This makes sense, because if you can't reach an object, you can't use it. You've lost your link to it. So, it's considered garbage and will be eventually collected.
The specifics on how reachability is determined vary, but in flash it's a mix of reference counting and a mark and sweep algorithm.
(The following is just a high level overview, the details might not be exact)
One method is reference counting: it's easy and fast but it doesn't work in all situations. Basically, each object has a reference count. Each time you assign this object to a variable (i.e. you store a reference to the object), the reference count is incremented. Each time you lost this reference (for instance, you null out your var), this count is decremented. If the count reaches 0, it means the object is unreachable and so it's collectable.
This works fine in some cases, but no others. Specially when there are crossed references.
var foo1:Bar = new Bar(); // let's call this object Bar_1
var foo2:Bar = new Bar(); // let's call this one Bar_2
// at this point, Bar_1 has reference count of 1 (foo1) and Bar_2 has a reference of 1 (foo2)
foo1.theOtherFoo = foo2;
// now Bar_2 has a RC of 2: foo2 and foo1.theOtherFoo
foo2.theOtherFoo = foo1;
// now Bar_1 has a RC of 2: foo1 and foo2.theOtherFoo
foo1 = null;
// foo1 no longer references Bar_1, so its RC is decremented.
foo2 = null;
// foo2 no longer references Bar_2, so its RC is decremented.
// but still both Bar_1 and Bar_2 have a RC of 1.
As you can see, both Bar_1 and Bar_2 have a RC of 1, but are unreachable. This is one of the cases where reference counting doesn't work. Because for all intents and purposes, both objects are unreachable and yet won't be collected.
That's why there's a mark/sweep algorithm. From a high level point of view, what it does is traversing your objects graph, starting from some root objects and analize its relationships to determine whether an object is reachable or not. This algorithm will determine that even though Bar_1 and Bar_2 have a RC of 1, they're not reachable and thus should be considered garbage and be collected at some point.
Events, listeners and dispatchers work the same way. They're not a special case. When you do:
function test():void {
foo1.addEventListener("someEvent",someHandler);
}
function someHandler(e:Event):void {
}
It's the same as doing:
function test():void {
foo1.someProperty = this;
}
The effect is that foo1 now has a reference to this. You'd normally call removeEventListener when you're done for 2 reasons:
1) You no longer want foo1 to have a reference to this.
2) You no longer want to listener for "someEvent" events.
Lots of people insist on using weak references, because they think that then you can pretend you don't have to call removeEventListener (which is apparently too hard...). This is wrong. removeEventListener does two things and both are important. If you want to stop receiving notifications for some event, you have to tell the dispatcher. It's really that simple. In my opinion, weak references are innecesary in most cases. Some advocate to use them by default; but in my experience, in practice this is a bad service to them, as it confuses people further, encourages them to write sloppy code and gives them the impression that you can ignore how this very basic feature of the language (which is not that hard to graps) works.
Now, after this rather long (but hopefuly constructive) rant, let's look at your code:
Your sprite is not going to be collected, because it has 2 references:
1) the square variable
2) the stage.
The first follows the rules outline above. The second too, but it might not be so obvious at first sight. But it makes sense if you think about it for a second. When you did this:
addChild(square);
square got added to the Test instance, which is in turn added to the stage. The stage is always alive, so if something can be reached from the stage, it's reachable. As long as square remains added to the stage, you can be sure it won't be collected.
So, if you at some point do what Sean Thayne suggested:
removeChild(square)
square = null;
your Sprite will be collectable. That doesn't affect the fact that you told your Test object that you wanted to be called whenever a frame is entered. And that's exactly what's happening. Until you don't tell it you don't want to receive this event anymore (calling removeEventListener), it will call you back.
Flash's garbage collection only clears out elements/objects/variables that have either a zero reference count or have only weak references.
This means you would need to do this. For it to truly be gc'd.
removeChild(square)
square = null;
System.gc()
Related
Help turning multiple functions into a a few functions.
var myNumberOne = 10;
var myNumberTwo = 100;
function one would create a timer or interval that fire 2 times every second, Traceing the word "food", It would when finished, "myNumberOne += 10" making myNumberOne = 20;
function two would create a timer or interval that fire 5 times every half-second, Traceing the word "ben", It would when finished, "myNumberTwo += 50" making myNumberTwo = 250;
For two functions this is fine, but if I have 100s of possible combinations, I cannot think on this should be done, without intervals , timers, functions etc... interfering with each-other, and passing arguments through time.
Thanks for any help.
for clarification: I waant to call a function like this
setTimeFunction("myTimeOne", myNumberOne, 2,1000,10, "ben");
setTimeFunction("myTimeTwo", myNumberTwo, 5,500,50,"food");
Well, first, you need to compose a generic method that would perform a number of similar actions. Tracing is easy, but you cannot pass a variable to change directly because you'll pass a value, not a reference to variable. In order to do as you want you need to pass it as a pair "container object" and "variable name" to use the square bracket notation.
function myownDothings(target:Object, varname:String, adiff:int, totrace:String):void
{
// Use square bracket notation to change the targeted variable.
target[varname] += adiff;
// Trace the given argument.
trace(totrace);
}
Ok, now the simple complicated part. There's a setTimeout(...) function that calls the given method many times with a given timeout, but it's official documentation officially advises the use of Timer class.
I hope you know how to work with classes, because the thing you want calls for OOP and fitting it into the frame scripts will result in something ugly. So, you need to compose a class that remembers function to call, timeout settings and a bunch of arguments as well.
package
{
import flash.utils.Timer;
import flash.events.TimerEvent;
public class Ticker
{
// You need to keep the references to the things you use,
// or else Garbage Collector might think you don't need it.
static private var list:Array = new Array;
// Instead of static method you can use the "constructor" way,
// but I find it more stylish and it's one more thing for
// you to google and learn of, which I totally approve.
// The ... construction allows to pass a random number
// of arguments (after fixed arguments) as an Array.
static public function create(handler:Function, timeout:int, ...args:Array):void
{
var aTicker:Ticker;
// Brackets () are not mandatory with the "new" operator
// if there are no mandatory constructor arguments.
aTicker = new Ticker;
// Store all the necessary data in the new instance. That's the
// point of OOP scripting here: you want to make 100 different
// tickers and you need each of them to keep some custom data.
aTicker.timeout = timeout;
aTicker.handler = handler;
aTicker.args = args;
// Finally, run the ticker.
aTicker.start();
// Store the created instance into the keeper list
// to prevent Garbage Collector from destroying it.
list.push(aTicker);
}
// Again, fear the Garbage Collector.
private var clock:Timer;
// Keep in mind that timeout is not exactly accurate
// as it aligns to the SWF's frame rate. Setting it up to call
// more times a second than FPS will pose to be a meaningless act.
private var timeout:int;
// The reference to the method to call.
private var handler:Function;
// The list of arguments to pass to the method above.
private var args:Array;
// This method is called from the "create" method
// to finalize things and start ticking.
private function start():void
{
// Create a Timer instance with a given timeout.
clock = new Timer(timeout);
// Subscribe the listener to the Timer.
clock.addEventListener(TimerEvent.TIMER, onTick);
// Start the Timer.
clock.start();
}
// The Timer instance will trigger this method
// (approximately) every given timeout of milliseconds.
private function onTick(e:TimerEvent):void
{
// Now the idea is to call the given method
// passing the list of given arguments to it.
// Normally you don't need to pass the "this" object
// to a method unless you use unnamed unbound closures.
// (which I personally consider a heresy and don't recommend to use)
// So you just pass "null" as the first argument and everything is fine.
handler.apply(null, args);
}
}
}
Now, the usage. It's where all the horrors above finally shine.
import Ticker;
var myNumberOne = 10;
var myNumberTwo = 100;
// Fire 2 times every second, increase "myNumberOne" by 10, trace the word "ben".
// So, 2 times a second it will call: myownDothings(this, "myNumberOne", 10, "ben");
Ticker.create(myownDothings, 1000 / 2, this, "myNumberOne", 10, "ben");
// Fire 5 times every half a second, increase "myNumberTwo" by 50, trace the word "food".
// So, 10 times a second it will call: myownDothings(this, "myNumberTwo", 50, "food");
Ticker.create(myownDothings, 500 / 5, this, "myNumberTwo", 50, "food");
I'm having a problem with prevFrame(). In my previous projects, I never had a trouble with it (usage is pretty straightforward), but this one... I don't understand. Everything does what it needs to do, but when I try to go to the prevFrame of my "main movieclip", it takes ages.
Some context: I'm making a dictionary for an ancient language (non-latin alphabet). There are 6.000 glyphs so I had to find a way to make such a complex "keyboard".
var gArray: Array = [gEmpty, clavierUI.g1, clavierUI.g2, clavierUI.g3, (...)
clavierUI.g50
]; //array contaning the buttons for the keyboard (50 instances of the same
//movieclip. This movieclip is made of 6.000 frames, each containing a
//glyph), the fnClavier function makes each of the fifty instances go to its
//respective frame)
var myXML2: XML = new XML();
var XML_URL2: String = "assets/glyphs.xml";
var myXMLURL2: URLRequest = new URLRequest(XML_URL2);
var myLoader2: URLLoader = new URLLoader(myXMLURL2);
myLoader2.addEventListener("complete", xmlLoaded2);
//import the codename for each glyph
function xmlLoaded2(event: Event): void {
myXML2 = XML(myLoader2.data);
}
var xml2: XMLList = myXML2.glyph.code;
function fnClavier(e: Event): void { //transforms the keyboard
for each(var glyph: MovieClip in gArray) {
glyph.gotoAndStop(gArray.indexOf(glyph) + (50 * (clavierUI.currentFrame - 1)));
//the seconde half (50 * (...) -1))) can be explained like that :
//50 = 50 keys by keyboard "page".
// clavier.currentFrame - 1 = modifier, tells which set of the 6000 glyphs
//needs to appear (and later, correspond with the codename from xml)
}
}
clavierUI.nextPage.addEventListener(MouseEvent.CLICK, fnNextPage);
function fnNextPage(e: Event): void {
clavierUI.nextFrame(); //no problem here, goes fast.
fnClavier(null);
}
clavierUI.prevPage.addEventListener(MouseEvent.CLICK, fnPrevPage);
function fnPrevPage(e: Event): void {
clavierUI.prevFrame(); //takes about 20secondes to go back.
fnClavier(null);
}
My code is probably far from being perfect (i'm still learning), but I don't know why it wouldn't work. Jumping around the frames and going to the next works perfectly, so anyone know why going back one frame takes forever?
Thank you.
You'd better use containers instead of frames. Frames get constructed and deconstructed each time you move between keyframes, while you con construct all the containers once and then display them as needed, one container at a time. I expect that Flash has optimization somewhere that constructs the next frame prior to it being shown via nextFrame() while an abrupt calling of prevFrame() forces Flash to construct it at once, and if it's very complex, it can take a lot of time.
You have 6000 glyphs? That's a lot, but not too much. You can create a set of containers, each holding 120 glyphs, for example. To do that, you create an array of Sprites, each having a grid of glyphs 12x10, there will be 50 of these. Then, when you need another page, display another sprite from the array. Also, if your glyph is a static vector object, you should convert it to vector graphics, and add as library item (Shape descendant, these eat less memory). If it's raster, use Bitmap and underlying BitmapData classes to use them.
I have an issue with a function I use to delete an instance and replace it with another. Basically, it keeps the item in memory no matter what. Inside the object I have weak listeners and I null everything after it gets removed, but the function I run to check if it is still active tells me that it is (just an Event.ENTER_FRAME tracing some text, with a weak link).
Even when I removed everything from the instances I am loading, it still seems to stay in memory, according to my trace it still is. How do I completely delete something from memory more thoroughly than nulling it out after removing it from the stage? Am I not seeing something?
This is the function:
private function loadArea(inputArea:String)
{
//This is for a checker to make sure that areas only get loaded once.
currentRoom = inputArea;
//If the area currently loaded is not null, make it null now.
if(selectedArea != null) selectedArea = null;
//Null any data inside of the reference used to create the name of the new area.
areaReference = null;
//Grab the class using the input.
areaReference = getDefinitionByName(inputArea + "Area") as Class;
//Null the sprite used to house the class
areaSprite = null;
//Set the holder as a new instance of the desired class.
areaSprite = new areaReference() as Sprite;
//If the selected area is still not null for some reason,
if(selectedArea != null)
{
//Remove the area from the container...
areaContainer.removeChild(selectedArea);
//...and nullify it.
selectedArea = null;
}
//Set the current area as the newly created instance.
selectedArea = areaSprite;
//If the area is not the "Game", load in the assets one way,
if(inputArea != "Game") selectedArea.construct(areaAssets);
//otherwise do it another way.
else selectedArea.construct(newScreenData,apiServer,cdnServer,areaAssets);
//This is for a checker that fades out the screen, which it needs to fade back in soon.
newScreenData = null;
//While the container for areas has any areas inside of it, remove them.
while(areaContainer.numChildren) areaContainer.removeChildAt(0);
//...then add the new instance area to the container.
areaContainer.addChild(selectedArea);
//...then let all the parts of the game know that a new area has been laoded in.
Global.echoEvent.echo("gameBootUp","playAreaIn");
}
The memory is actually released when Garbage Collector will find and erase an orphaned instance of yours. Before that, your memory usage will state there is an instance in memory. There is no way to force garbage collection, calling System.gc() only "instructs" Flash to run it, it might not obey. So, you have done what you had to, let it be.
Removing all references including stage and nulling an object is all it takes to free up memory.
If the object is not being released then you are missing something or doing something incorrectly or out of sequence.
Carefully go through your code, making sure you identify where objects are being referenced so you can remove them.
Looking at your example code:
if(selectedArea != null) selectedArea = null;
Here you are making sure that the selectedArea is null.
But immediately after you are testing selectedArea again
(you know it is null so this block is never used)
if(selectedArea != null){
//Remove the area from the container...
areaContainer.removeChild(selectedArea);
//...and nullify it.
selectedArea = null;
}
In every language its VERY DIFFICULT to "clear" memory... even HTML. That being said... try to reduce your memory footprint.
Correct Null:
1. remove all event listeners
2. remove all children
3. remove all mapped/referenced methods/parameters
4. set the class object to null
In most cases this is all you need to do, the WAY you do it will determine if the object gets cleared. Consider the following situation.
You have a custom sprite class (MEMORY FOOTPRINT #1) that has a mapped property (mapping happen when one class object references another). Once you map/reference one object to another = MEMORY FOOTPRINT #2. Adding events = MEMORY FOOTPRINT #3, etc and so on.
Custom Sprite
import flash.display.Sprite;
class CustomSprite extends Sprite{
private var _mappedProperty:Object;
public function addMapping(map:Object):void{
_mappedProperty = map;
}
public function finalize():void{
_mappedProperty = null;
}
}
Assuming we're using CustomSprite in many other methods, lets look at some common ways of removing the ojbect.
INCORRECT - in this situation [objToRemove] was not set to null to free its memory:
var objToRemove:CustomSprite = new CustomSprite;
function doSomething(referenceObj:CustomSprite):void{
var methodObj:CustomSprite = referenceObj;
//CRAZY LINES OF CODE
methodObj = null; //frees memory from [doSomething::methodObj]
referenceObj = null; //frees memory from [doSomething::referenceObj]
//objToRemove is not cleared and will remain in memory
}
INCORRECT - in this situation [objToRemove] has a reference object so it will not clean until the reference is removed:
var objToRemove:CustomSprite = new CustomSprite;
var mappedObject:Sprite = new Sprite;
objToRemove.addMapping(mappedObject);
objToRemove.addEventListener(Event.ENTER_FRAME,onEnterFrame);
//CRAZY LINES OF CODE
//remove all children
while(objToRemove.numChildren > 0){
objToRemove.removeChildAt(0);
}
//remove all event listeners
objToRemove.removeEventListener(Event.ENTER_FRAME,onEnterFrame);
//this will NOT work
objToRemove = null;
//reason is objToRemove has a reference object of [mappedObject]
//[mappedObject] is not a child so it needs to be removed manually
//from WHITIN the CustomSprite class using [CustomSprite::finalize()]
Ok... breath... the correct way is actually simple.
CORRECT - here we are using [Dynamic] objects rather than [Static] class objects, this is considered Object Mapping:
//think of this as a global list of objects
var objPool:Dictionary = new Dictionary;
//create a pool reference
objPool['poolObj'] = new CustomSprite;
//CRAZY LINES OF CODE;
//do the normal [null] process
//both of these will work
objPool['poolObj'] = null;
//or
delete objPool['poolObj'];
SUPER ADVANCED CORRECT - no example provided, I have to get back to work lol...
1. Take a ByteArray clone of the class
2. User a Loader to construct the ByteArray as the class, rather than using "new"
3. When finished... unload/remove the loader
4. EVERYTHING will clear... thats how a Loader works!
(Not getting into why and how... too long of an explanation)
Although this works flawlessly... its not generally accepted or suggested in a work environment.
I am using Box2D for the first time seriously in a medium sized Flash Game that I am working on. My current experience with Box2D is limited to creating a world, bodies and adding those bodies to the world in a functional manner.
I'm finding it easy enough to integrate Box2D into my game environment, maintaining well-written code and have completed a few tutorials that walk through dealing with collisions. The issue that I'm facing now is that my game will have many bodies, each interacting with other bodies in different ways, and I'm finding it hard to write my own b2ContactListener subclass without it getting extremely messy.
Based off a tutorial I used, I have created my own subclass of b2ContactListener and added an override of the BeginContact() method. The argument that BeginContact() receives when it is called will reference an instance of b2Contact, through which I can access two b2Fixture instances (the two instances that have collided). I am then able to access the b2Body instance associated with each of those b2Fixtures.
Problem: Currently I have a roundabout way of finding out what two things collided (i.e. whether they're a wall and a missile, or the player and a tree, etc) which uses GetUserData() and looks like this as an example:
var f1Player:Boolean = contact.GetFixtureA().GetBody().GetUserData() is Player
var f2Player:Boolean = contact.GetFixtureB().GetBody().GetUserData() is Player
var f1Tree:Boolean = contact.GetFixtureA().GetBody().GetUserData() is Tree
var f2Tree:Boolean = contact.GetFixtureB().GetBody().GetUserData() is Tree
// ... continutes with all possible combinations.
// Example of managing a collision:
if(f1Player && f2Tree)
{
// Player (FixtureA) and Tree (FixtureB)
}
if(f2Player && f1Tree)
{
// Player (FixtureB) and Tree (FixtureA)
}
As you can see, this is going to end up extremely long and unmanageable. I also have to write each set of actions to perform twice to cater for a certain element being FixtureA or FixtureB, or vice versa (obviously in the form of a function call with the parameters swapped around rather than literally re-written).
This is clearly not the correct approach, but I haven't been able to locate resources that more thoroughly explain collision detection management.
Does anyone have experience with collision detection management using Box2D that they can share? Also, is using SetUserData( entityThatOwnsTheBody ); the correct way to be using that method?
Yeah, it's a bit of a nuisance indeed. Actually I think the way you have it is quite typical.
fwiw Box2D itself has to deal with a similar problem when testing whether fixtures overlap. There are a bunch of functions such as b2CollideCircles, b2CollidePolygonAndCircle, b2CollidePolygons etc, and when two fixtures come near each other the engine chooses which of these functions should be used.
It does this by putting the function pointers in a 2-dimensional array, then looks up the appropriate function in this array by using the two shape types as index. See the first three functions in b2Contact.cpp for details.
Of course, if you can't pass around function references like this in AS3 then I guess this answer doesn't help much, but I thought I would post anyway as C/C++/JS users might come by.
I've used c++ version of Box2d, but I think the same approach will work in actionscript. I create a class Object, that contain a b2Body *_body pointer and a pointer to graphical representation. _body's UserData was set to point to Object *. class Object had the following methods:
virtual bool acceptsContacts ();
virtual void onContactBegin (const ContactData &data);
virtual void onContactEnded (const ContactData &data);
virtual void onContactPreSolve (const ContactData &data);
virtual void onContactPostSolve (const ContactData &data);
When collision was detected in b2ContactListener subclass, it checked if collided bodies have user data. If so, it casted their user data to Object* and if any of the collided objects accepted contacts - it created ContactData ( a class with all required information about collision) and put it in it's internal list to deliver later.
When b2World::update method returned, ContactListener delivers all contact information to objects to process. Delivery was delayed in order you could create new bodies, joints and so on, right when processing collision (which is not allowed while update is executing)
Also you must notify ContactListener (just put a pointer to it inside ContactData) if one of the collided body was deleted during collision processing, so it can invalidate appropriate contacts and not deliver them
I've come up with something much nicer than the original.
Firstly, I just have my Being class (which owns a b2Body) set itself as its bodies' UserData. This class will also contain an onContact() method and look similar to the below:
public class Being
{
private var _body:b2Body;
public function Being()
{
// Define the body here.
// ...
_body.SetUserData(this);
}
public function onCollision(being:Being = null):void
{
//
}
}
Then in my own b2ContactListener implementation, I simply pass the colliding Being (or null, if there is no Being assigned to the colliding b2Body's UserData) to the opposing Being's onCollision():
override public function BeginContact(contact:b2Contact):void
{
var bodyA:b2Body = contact.GetFixtureA().GetBody();
var bodyB:b2Body = contact.GetFixtureB().GetBody();
var beingA:Being = bodyA.GetUserData() as Being || null;
var beingB:Being = bodyB.GetUserData() as Being || null;
beingA && beingA.onCollision(beingB);
beingB && beingB.onCollision(beingA);
}
And finally in each of my subclasses of Being, I can easily prepare logic appropriate for a collision between other Beings of a certain type:
class Zombie extends Being
{
override public function onCollision(being:Being = null):void
{
if(being && being is Bullet)
{
// Damage this Zombie and remove the bullet.
// ...
}
}
}
Im've created a timer that starts every 1 second.
This is the code what's happening every 1 second.
var Random_Value_X:Number = Math.ceil(Math.random() * 1500);
var Random_Value_Y:Number = Math.ceil(Math.random() * 2000);
var enemy:MovieClip = new AI(stage);
addChild(hero);
enemy.x = Random_Value_X;
enemy.y = Random_Value_Y;
Ok. Then I got the class called AI where I've made it so the AI follows my player. The thing is, I need to make a hitTest that testes if an AI hitting another AI? Is there a way I can give every new AI a ID? Like the first gets called "AI1" and second AI2" and then I can make a code that says like If(AT1.hitTestObject(AT2 || AT3))
Hope you understand what I trying to explain! :)
You should just put them all in an array. Then you can loop through the array and do the hit testing for each one. Depending on how many you have, you might need to split them up into groups so you don't have to do so many checks each frame.
I'm pretty sure you can't just use logical or in the hitTestObject method like that.
Considering that you are on root and keyword "this" referring root. If you make instance of class "enemy" then all objects of it will have type "enemy".
import flash.events.Event;
// for every enemy you create, addlistener to it
// it will force to check itself with others
enemy.addEventListener(Event.ENTER_FRAME,checkHit);
// this function will be available to all enemies
// will inform itself that it is hiting enemy instance
function checkHit(e:Event){
// for e.g. object is moving in x direction
// to keep it simple so you can run it in new file
// with two object one is called enemy and other enemy1
// in your case its changing position
e.target.x += 1;
// loop with all children, break when hit someone
for(var i:uint=0;i<this.numChildren;i++){
// in current situation e.target is also a child of root
// therefore avoid checking it
if(e.target==this.getChildAt(i)) continue;//trace("Its me");
// if hit
// currently testing hit with all objects on stage
// you can change it to check specific type
if(e.target.hitTestObject(this.getChildAt(i))){
trace("I got hit by: "+this.getChildAt(i).toString());
break;
}
}
}