as3 - how to add multi custom class into one asset? - actionscript-3

I'm a new mem of as3. Today i make a work but i was stacked. pls help me:
My example:
• I have a Symbol in Library with linkage name: box_mc
import flash.display.MovieClip;
import flash.events.Event;
import Src.smoothAnimate;
var box_is:MovieClip = new box_mc();
box_is.name = 'box_na';
addChild(box_is);
var box_is:smoothAnimate = new smoothAnimate(); // ERROR 1151 HERE
• i have a custom class :
package Src
{
import flash.display.*;
import flash.events.Event;
/**
* ...
* #author Trunglvt
*/
public class smoothAnimate extends MovieClip
{
private var currentW:Number;
private var currentH:Number;
private var endX:Number;
private var endY:Number;
private var sp:Number;
function smoothAnimate() {
trace('trace');
}
public function changeSize(speed:Number, newW:Number, newH:Number) {
trace('test');
this.endX = newW; // get new size
this.endY = newH;
this.sp = speed;
this.addEventListener(Event.ENTER_FRAME, onFrame);
}
private function onFrame(e:Event) {
e.target.currentW = e.target.width;
e.target.currentH = e.target.height;
e.target.width += (e.target.endX - e.target.currentW) * e.target.sp;
e.target.height += (e.target.endY - e.target.currentH) * e.target.sp;
if (Math.floor(e.target.width) == Math.floor(e.target.endX) ||
Math.floor(e.target.height) == Math.floor(e.target.endY)) {
//stop function enterFrame here;
removeEventListener(Event.ENTER_FRAME, onFrame);
}
}
}
}
but when run is make error:
1151: A conflict exists with definition box_is in namespace internal.
i want when flash run, the box_is will be add in stage, resize by function changesize.
Pls help me.
Thank you.

When you say:
var box_is:smoothAnimate = new smoothAnimate();
This declaration will error. You previously declared box_is when you said:
var box_is:MovieClip = new box_mc();
Two var cannot have the same name in the same scope.
If you want to reuse the box_is symbol, don't use var. Just reassign box_is:
box_is = new smoothAnimate();

Related

Creating inline function after loading an image causes memory leak

I was analyzing an unexpected memory leak in our game project and found some strange results. I am profiling using Adobe Scout and eliminated all other factors like starling, texture or our loading library. I reduced the code to simply load a png and immediately allocate an empty inline function on its complete event.
Loading a png allocates image on default and if you do nothing after loading gc clears that image. But creating an inline function seems to prevent that image to be garbage collected somehow. My test code is;
public class Main extends Sprite
{
private var _callbacks:Array = new Array();
public function Main()
{
load("map.png", onPngLoaded);
}
private function onPngLoaded(bitmap:Bitmap):void
{
_callbacks.push(function():void { });
}
public function load(url:String, onLoaded:Function):void
{
var loader:Loader = new Loader;
var completeHandler:Function = function(e:Event):void {
loader.contentLoaderInfo.removeEventListener(Event.COMPLETE, completeHandler);
onLoaded(loader.content);
}
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, completeHandler);
loader.load(new URLRequest(url));
}
}
If you remove the code which creates an inline function;
private function onPngLoaded(bitmap:Bitmap):void
{
// removed the code here!
}
gc works and clears the image from memory.
Since having no logical explanation for this, I suspect of a flash / as3 bug. I will be glad to hear any comments who tests my code and gets the same results.
Note: To test, replace the main class of an empty as3 project with my code and import packages. You can load any png. I am using flashdevelop, flex-sdk 4.6.0 and flash player 14.
When you create an inline function, all local variables get stored with it in the global scope. So in this case, that would include the bitmap parameter.
For more information, see this:
http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WS5b3ccc516d4fbf351e63e3d118a9b90204-7f54.html
Here is the relevant part:
Any time a function begins execution, a number of objects and properties are created. First, a special object called an activation object is created that stores the parameters and any local variables or functions declared in the function body....Second, a scope chain is created that contains an ordered list of objects that Flash Player or Adobe AIR checks for identifier declarations. Every function that executes has a scope chain that is stored in an internal property. For a nested function, the scope chain starts with its own activation object, followed by its parent function’s activation object. The chain continues in this manner until it reaches the global object.
This is another reason why inline/anonymous functions are best avoided in most situations.
So using asc2, Flash/Air 19 : Yes I get the same results that you are seeing, but due to the anonymous function holding global references I expected that (like my original comment stated).
I rewrote it in my style based upon Adobe's GC technical articles and bulletins and no leaks are seen as all the global references are removed.
A cut/paste AIR example:
package {
import flash.events.MouseEvent;
import flash.text.TextField;
import flash.display.Sprite;
import flash.display.Bitmap;
import flash.display.Loader;
import flash.events.Event;
import flash.net.URLRequest;
import flash.system.System;
import flash.utils.Timer;
import flash.events.TimerEvent;
public class Main extends Sprite {
var timer:Timer;
var button:CustomSimpleButton;
var currentMemory:TextField;
var highMemory:TextField;
var hi:Number;
var _callbacks:Array = new Array();
public function Main() {
button = new CustomSimpleButton();
button.addEventListener(MouseEvent.CLICK, onClickButton);
addChild(button);
currentMemory = new TextField();
hi = System.privateMemory;
currentMemory.text = "c: " + hi.toString();
currentMemory.x = 100;
addChild(currentMemory);
highMemory = new TextField();
highMemory.text = "h: " + hi.toString();
highMemory.x = 200;
addChild(highMemory);
timer = new Timer(100, 1);
timer.addEventListener(TimerEvent.TIMER_COMPLETE, timerHandler);
timer.start();
}
function timerHandler(e:TimerEvent):void{
System.pauseForGCIfCollectionImminent(.25);
currentMemory.text = "c: " + System.privateMemory.toString();
hi = System.privateMemory > hi ? System.privateMemory : hi;
highMemory.text = "h: " + hi.toString();
timer.start();
}
function onClickButton(event:MouseEvent):void {
for (var i:uint = 0; i<100; i++) {
//load("foobar.png", onPngLoaded);
load2("foobar.png");
}
}
private function onPngLoaded2(bitmap:Bitmap):void {
var foobarBitMap:Bitmap = bitmap; // assuming you are doing something
foobarBitMap.smoothing = false; // with the bitmap...
callBacks(); // not sure what you are actually doing with this
}
private function callBacks():void {
_callbacks.push(function ():void {
});
}
public function completeHandler2(e:Event):void {
var target:Loader = e.currentTarget.loader as Loader;
// create a new bitmap based what is in the loader so the loader has not refs after method exits
var localBitmap:Bitmap = new Bitmap((target.content as Bitmap).bitmapData);
onPngLoaded2(localBitmap);
}
public function load2(url:String):void {
var loader2:Loader = new Loader;
loader2.contentLoaderInfo.addEventListener(Event.COMPLETE, completeHandler2, false, 0, true);
loader2.load(new URLRequest(url));
}
}
}
import flash.display.Shape;
import flash.display.SimpleButton;
class CustomSimpleButton extends SimpleButton {
private var upColor:uint = 0xFFCC00;
private var overColor:uint = 0xCCFF00;
private var downColor:uint = 0x00CCFF;
private var size:uint = 80;
public function CustomSimpleButton() {
downState = new ButtonDisplayState(downColor, size);
overState = new ButtonDisplayState(overColor, size);
upState = new ButtonDisplayState(upColor, size);
hitTestState = new ButtonDisplayState(upColor, size * 2);
hitTestState.x = -(size / 4);
hitTestState.y = hitTestState.x;
useHandCursor = true;
}
}
class ButtonDisplayState extends Shape {
private var bgColor:uint;
private var size:uint;
public function ButtonDisplayState(bgColor:uint, size:uint) {
this.bgColor = bgColor;
this.size = size;
draw();
}
private function draw():void {
graphics.beginFill(bgColor);
graphics.drawRect(0, 0, size, size);
graphics.endFill();
}
}

How to define that a child should only appear in one scene?

We are making an space impact game. Here are 3 of our classes. Our problem is that when we create our InimigoNoite, they appear all over the game(menus, other levels, etc), instead of only appearing in the Scene that we want. How should we restrict the child to only appear in the CenárioCidade?
We've tried to use gotoandPlay, addChildAt, and also tried to create the Inimigo not in the Main class, but in the Inimigo class itself, but it doesnt appear at all. Please can someone help us? Thank you very much!
KEY.as
package {
import flash.display.Stage;
import flash.events.Event;
import flash.events.KeyboardEvent;
public class Key {
private static var initialized:Boolean = false;
private static var keysDown:Object = new Object();
public static function initialize(stage:Stage) {
if (!initialized) {
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);
stage.addEventListener(Event.DEACTIVATE, clearKeys);
initialized = true;
}
}
public static function isDown(keyCode:uint):Boolean
{
return Boolean(keyCode in keysDown);
}
private static function keyPressed(event:KeyboardEvent):void {
keysDown[event.keyCode] = true;
}
private static function keyReleased(event:KeyboardEvent):void {
if (event.keyCode in keysDown) {
delete keysDown[event.keyCode];
}
}
private static function clearKeys(event:Event):void {
keysDown = new Object();
}
}
}
INIMIGO NOITE.as
package{
import flash.display.MovieClip;
import flash.events.Event;
import flash.utils.Timer;
public class InimigoNoite extends MovieClip{
var speed:Number;
static var list:Array = new Array();
var balaTimer: Timer;
function InimigoNoite(){
list.push(this);
this.x = 1160;
this.y = 150 + (450-150) * Math.random();
speed = Math.random()*5 + 5;
addEventListener("enterFrame", enterFrame);
var intervalo: Number = Math.random()*500 + 1000;
balaTimer = new Timer(intervalo);
balaTimer.addEventListener("timer", bala);
balaTimer.start();
}
function enterFrame (e:Event){
this.x -= speed;
if(this.x < -100){
matar();
return;
}
if(this.hitTestObject(SpaceImpact.navecnoite)){
matar();
}
}
function matar(){
var explosao = new ExplosaoNoite();
stage.addChild(explosao);
explosao.x = this.x;
explosao.y = this.y;
balaTimer.stop();
balaTimer.removeEventListener("timer",bala);
removeEventListener("enterFrame", enterFrame);
stage.removeChild(this);
for(var i in list){
if(list[i] == this){
delete list[i];
}
}
}
function bala(e:Event){
var b = new BalaInimigo();
b.x = this.x -50;
b.y = this.y;
stage.addChild(b);
}
}
}
MAIN.as
package{
import flash.display.MovieClip;
import flash.events.Event;
import flash.utils.Timer;
public class SpaceImpact extends MovieClip{
static var navecnoite:MovieClip;
var inimigoNoiteTimer:Timer;
function SpaceImpact(){
Key.initialize(stage);
inimigoNoiteTimer = new Timer(8000);
inimigoNoiteTimer.addEventListener("timer", criaInimigo);
inimigoNoiteTimer.start();
}
function criaInimigo(e:Event){
var inimigo = new InimigoNoite();
stage.addChild(inimigo);
addChildAt(inimigo, 3);
}
}
}
You never stop the timer. So your inimigo is created and added every 8seconds.
Stop the timer in criaInimigo and/or use the timerComplete Event
function SpaceImpact(){
Key.initialize(stage);
inimigoNoiteTimer = new Timer(8000,1);
inimigoNoiteTimer.addEventListener(TimerEvent.TIMER_COMPLETE, criaInimigo);
inimigoNoiteTimer.start();
}
function criaInimigo(e:Event){
//inimigoNoiteTimer.stop();//only needed if you use the 'timer'-Event
var inimigo = new InimigoNoite();
stage.addChild(inimigo);
addChildAt(inimigo, 3);
}
Right when you application starts, you are creating a new InimigoNoite every 8 seconds. Since you are adding them to the stage, they will appear over top anything you have on your timeline.
The issue (besides creating them when the application starts and never stopping your timer), is that when you through code use addChild, that child will stay on the screen until it's explicitly removed via removeChild (or one of it's parents are - but since the parent is stage that isn't going to happen).
I see that your have a hit test in the InimigoNoite class that can potentially remove it, but I don't see anywhere else where you remove it (so if the hit test never happens, it will never be removed from the stage regardless of scene).
It seem though that the solution to your problem is more advice on how to architect your application.
Don't use scenes.
Your best bet is to create a class file for each distinct state of your game. So something like this as a basic example:
Main Menu State
Game Play State(either 1 game state that encompasses all levels, or one state for each level - or both - depending on how much functionality changes between levels)
Game Over State
Make your game state class files extend Sprite or MovieClip, and if you want you can even create a new MovieClip in flash pro and attach the class to that (thereby being able to drop visual assets on the timeline).
So then your Main class would just be in charge of managing states (and any anything else that is global to the application)
package{
import flash.display.MovieClip;
import flash.events.Event;
public class SpaceImpact extends MovieClip {
private var menu:Menu; //Assumes you have a Menu.as class file
private var game:MainGame; //MainGame.as file
private var gameOver:GameOver; //GameOver.as file
public function SpaceImpact(){
Key.initialize(stage);
goMenu();
}
public function goMenu(e:Event = null):void {
removeAll();
menu = new Menu();
addChild(menu);
menu.addEventListener(Event.COMPLETE, startGame,false,0,true);
}
private function removeMenu():void {
if(menu){
if(menu.parent) removeChild(menu); //remove it from the screen
menu = null;
}
}
public function startGame(e:Event = null):void {
removeAll();
game = new MainGame();
addChild(game);
game.addEventListener(Event.COMPLETE, gameOver,false,0,true);
}
private function removeGame():void {
if(game){
if(game.parent) removeChild(game); //remove it from the screen
game = null;
}
}
public function gameOver(e:Event = null):void {
removeAll();
gameOver = new GameOver();
addChild(gameOver);
gameOver.addEventListener(Event.COMPLETE, goMenu,false,0,true);
}
private function removeGameOver():void {
if(gameOver){
if(gameOver.parent) removeChild(gameOver); //remove it from the screen
gameOver = null;
}
}
private function removeAll():void {
removeGameOver();
removeMenu();
removeGame();
}
}
}
then, your game state for example:
MainGame.as
package{
import flash.display.MovieClip;
import flash.events.Event;
import flash.utils.Timer;
public class MainGame extends MovieClip {
private var inimigoNoiteTimer:Timer;
public function MainGame() {
this.addEventListener(Event.ADDED_TO_STAGE, addedToStage, false, 0, true); //don't do anything until this object has been added to the screen
}
private function addedToStage(e:Event):void {
this.removeEventListener(Event.ADDED_TO_STAGE, addedToStage);
//start spawning
inimigoNoiteTimer = new Timer(8000);
inimigoNoiteTimer.addEventListener("timer", criaInimigo);
inimigoNoiteTimer.start();
}
function criaInimigo(e:Event){
var inimigo = new InimigoNoite();
addChild(inimigo);
}
//when whatever happens that makes your game finished
function gameComplete():void {
dispatchEvent(new Event(addEventListener.COMPLETE));
}
}
}

AS3 - Error #2025: The supplied DisplayObject must be a child of the caller

After 2 days of trying and searching for an answer I still didn't found it. I keep getting Error #2025: The supplied DisplayObject must be a child of the caller. I'm making a game where if the user hits an enemy, the enemy get destroyed. The code:
My main class
package classes
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.utils.Timer;
public class Main extends MovieClip
{
var enemyTimer:Timer;
public function Main()
{
var user:ship = new ship();
addChild(user);
user.name = "user";
user.initialize();
enemyTimer = new Timer(2000);
enemyTimer.addEventListener("timer", sendEnemy);
enemyTimer.start();
function sendEnemy(e:Event)
{
var badboy:enemy = new enemy();
addChild(badboy);
badboy.initialize();
}
}
}
}
the enemy class
package classes.enemy
{
import flash.display.MovieClip;
import flash.events.Event;
public class Enemy extends MovieClip
{
var speed:Number;
public function initialize()
{
addEventListener("enterFrame", enterFrame);
}
public function Enemy()
{
this.x = 700;
this.y = Math.random()*200 + 50;
speed = Math.random()*5 + 5;
}
function enterFrame(e:Event)
{
this.x -= speed;
if(this.hitTestObject(parent.getChildByName("user")))
{
kill();
}
}
function kill()
{
removeEventListener("enterFrame", enterFrame);
stage.removeChild(this);
}
}
}
The files are in different folders (classes > Main.as & classes.enemy.Enemy.as), don't know if that has anything to do with it.
Any help would be appreciated.
That's probably because you try to remove the Enemy MovieClip from stage, that it is not a (direct) child of.
I suggest you change this:
stage.removeChild(this);
to this:
this.parent.removeChild(this);
When you have a reference to a DisplayObject, like this in this case, you can always remove it from its parent, even if you don't know what that parent is. Or rather, you can remove it if you know it is on the display list, so you could also first check that it is, by doing:
if(this.parent) {
this.parent.removeChild(this);
}
I have got the solution: Just copy and paste the script and create few essentials symbols on stage, and in library; then, check it.
import flash.display.MovieClip;
var myArr:Array = [];
abc.startDrag(true);
var mymc:MovieClip = new MovieClip();
addChild(mymc);
init();
function init()
{
for (var i=0; i<25; i++)
{
var par:Particle = new Particle();
par.x = Math.random() * stage.stageWidth;
par.y = Math.random() * stage.stageHeight;
mymc.addChildAt(par,0);
myArr.push(par);
}
this.addEventListener(Event.ENTER_FRAME, hitTes);
}
function hitTes(e:Event):void
{
for (var j=0; j<myArr.length; j++)
{
if (abc.hitTestObject(myArr[j]))
{
if (myArr[j].parent)
{
myArr[j].parent.removeChild(myArr[j]);
}
}
}
}
I think you misplaced a method. See if this revision helps. (Also note that this does not include any cleanup of objects, which will eventually be a problem.)
package classes
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.utils.Timer;
public class Main extends MovieClip
{
public var enemyTimer:Timer;
public var user:ship = new ship();
public var badboy:enemy = new enemy();
public function Main()
{
user = new ship();
addChild(user);
user.name = "user";
user.initialize();
enemyTimer = new Timer(2000);
enemyTimer.addEventListener("timer", sendEnemy);
enemyTimer.start();
}
// *** I moved this out of the constructor:
public function sendEnemy(e:Event):void
{
badboy = new enemy();
badboy.name = "badboy"; // you probably have to make this unique, though.
addChild(badboy);
badboy.initialize();
}
}
}

AS3 > Starting class on certain frame?

I created an AS file and used it as a class, inside it I called buttons and slideshow images.
After that I decided to create an intro by moving the timeline. My problem is that all the objects are displayed from the very first frame, is there a way to make the entire class start after certain frame?
Code for reference:
package {
import flash.display.Loader;
import flash.net.URLRequest;
import flash.events.Event;
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.display.MovieClip;
public class play extends MovieClip {
private var loader:Loader = new Loader();
private var images:Array = ["img/Layer_1.jpg", "img/Layer_2.jpg", "img/Layer_3.jpg", "img/Layer_4.jpg", "img/Layer_5.jpg", "img/Layer_6.jpg", "img/Layer_7.jpg", "img/Layer_9.jpg", "img/Layer_10.jpg", "img/Layer_11.jpg", "img/Layer_12.jpg", "img/Layer_13.jpg", "img/Layer_14.jpg"];
private var triangleButton:triangle = new triangle;
private var squareButton:square = new square;
private var crossButton:cross = new cross;
private var circleButton:circle = new circle;
public function play() {
loadNextImage();
addChild(loader);
loader.x = 137;
loader.y = 65;
//Buttons
addChild(triangleButton);
triangleButton.width = 28;
triangleButton.scaleY = triangleButton.scaleX;
triangleButton.x = 804;
triangleButton.y = 107;
triangleButton.addEventListener(MouseEvent.CLICK, slideGames);
addChild(circleButton);
circleButton.width = 28;
circleButton.scaleY = circleButton.scaleX;
circleButton.x = 825;
circleButton.y = 130;
circleButton.addEventListener(MouseEvent.CLICK, slideGames);
addChild(crossButton);
crossButton.width = 28;
crossButton.scaleY = crossButton.scaleX;
crossButton.x = 804;
crossButton.y = 155;
crossButton.addEventListener(MouseEvent.CLICK, slideGames);
addChild(squareButton);
squareButton.width = 28;
squareButton.scaleY = squareButton.scaleX;
squareButton.x = 780;
squareButton.y = 130;
squareButton.addEventListener(MouseEvent.CLICK, slideGames);
}
public function slideGames(event:MouseEvent):void {
loadNextImage();
}
public function loadNextImage() : void {
// Increment the image
_imageIndex++;
// If we've reached the end of the array, start over
if (_imageIndex >= images.length) {
_imageIndex = 0;
}
// Now get the image source from the array and tell the loader to load it
var imageSource : String = images[_imageIndex] as String;
loader.load(new URLRequest(imageSource));
}
// Next image to display
protected var _imageIndex : int = -1;
}
}
Yes, instead of initializing everything in the constructor of your class (play()), you can move it to another function, and call that from the timeline. I am assuming you are using the play class as the document class.
So instead of
public function play() {
you would rename it to
public function play_start() {
Create an empty constructor named play() at this point if you want to.
In the flash IDE, select the frame where you want the items to appear, then create a keyframe there.
Select the keyframe and go to the Actions panel (F9) and enter the following code:
this.play_start();
once the playhead is at the keyframe, your code should be executed.

Dispatching event doesn't fire :(

package com.fladev.background
{
//import all classes
import caurina.transitions.Tweener;
import flash.display.Loader;
import flash.display.LoaderInfo;
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.display.DisplayObject;
import flash.display.StageAlign;
import flash.display.StageDisplayState;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.FullScreenEvent;
import flash.events.MouseEvent;
import flash.net.URLLoader;
import flash.net.URLRequest;
public class MainClass extends Sprite
{
//create variables
private var loaderMenu:Loader;
private var loaderNames:Array = new Array ();
private var loaderContents:Array = new Array ();
private var loaderSlide:Loader;
private var swfDisplayObject:DisplayObject;
private var swfComObject:Object;
private var xmlLoader:URLLoader = new URLLoader();
private var xmlSlideLoader:URLLoader = new URLLoader();
public function MainClass()
{
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.addEventListener(Event.RESIZE, stageResize);
xmlLoader.addEventListener(Event.COMPLETE, showXML);
xmlLoader.load(new URLRequest("navigation.xml"));
//xmlSlideLoader.addEventListener(Event.COMPLETE, showSlideXML);
//xmlSlideLoader.load(new URLRequest("slides.xml"));
}
function showXML(e:Event):void
{
XML.ignoreWhitespace = true;
var menuBtns:XML = new XML(e.target.data);
var i:Number = 0;
for ( i = 0; i < menuBtns.navItem.length(); i++ )
{
loaderMenu = new Loader();
loaderMenu.name = menuBtns.navItem[i].name ;
loaderMenu.load(new URLRequest(menuBtns.navItem[i].swfURL));
loaderMenu.contentLoaderInfo.addEventListener(Event.COMPLETE, createSwfObjects);
}
}
private function createSwfObjects(event:Event):void
{
var swfContent = event.currentTarget.content as MovieClip ;
var swfName = event.currentTarget.loader ;
navigationContainer.addChild(event.target.loader);
showImage(swfContent);
if ( swfName.name == 'topNavigation' )
{
swfContent.addEventListener("clickHandle",topNavigationClickHandler);
}
}
private function topNavigationClickHandler():void
{
trace('Back to root');
}
private function showImage(navigationItem):void
{
try
{
navigationItem.alpha = 0;
Tweener.addTween(navigationItem, { alpha:1, time:1, transition:"easeOutSine" } );
navigationItem.smoothing = true;
} catch (e:Error) { trace('Error no tweening'); };
stageResize();
}
private function stageResize(e:Event=null):void
{
var centerImages:Array = new Array ( contentContainer, navigationContainer, backgroundImage ) ;
backgroundImage.x = 0;
backgroundImage.y = 0;
backgroundImage.scaleX = backgroundImage.scaleY = 1;
if ((stage.stageHeight / stage.stageWidth) < backgroundImage.height / backgroundImage.width) {
backgroundImage.width = stage.stageWidth;
backgroundImage.scaleY = backgroundImage.scaleX;
} else {
backgroundImage.height = stage.stageHeight;
backgroundImage.scaleX = backgroundImage.scaleY;
}
for each ( var centered:MovieClip in centerImages )
{
centered.x = stage.stageWidth / 2 - centered.width / 2;
centered.y = stage.stageHeight / 2 - centered.height / 2;
}
}
}
}
This is my code for the main.as.
And here my code for my loaded SWF on the maintimeline.
addEventListener(Event.ADDED_TO_STAGE, init);
function init(event:Event):void
{
trace('try dispatch');
dispatchEvent(new Event("clickHandle",true));
}
Try dispatch works, but it does not get back to the main to fire up "Back to root".
Any idea?
thx!
As long as all movieclips dispatching events are added to the display list, this should work. This makes me think that perhaps the event listener being added is not working. Try adding a trace statement to the block of code as shown below:
if ( swfName.name == 'topNavigation' )
{
trace("adding listener");
swfContent.addEventListener("clickHandle",topNavigationClickHandler);
}
I expect that this if condition is failing, and thus your listener is never being created. Also, you need to add a function parameter to the callback method "topNavigationClickHandler" to accept the event as the callback parameter. You have not done this, and this is an error that would be thrown at runtime when the event was received and dispatched to the callback method. You havn't seen this yet because your listener has never had to invoke the callback. So you're gonna have to fix this code like so:
private function topNavigationClickHandler(e:Event):void
{
trace('Back to root');
}
Also I just want to add that your if condition on setting this listener seems a bit redundant, since you already know you are expecting the navigation swf, because you're explicitly loading it. Also I don't believe the name property would be set like this. Typically the name is only set inside the IDE before compilation, and if it isn't, it gets dynamically generated at runtime. What might be more useful is to check the URL of the loaded SWF to see if it contains "topNavigation" or whatever the swf name is. You can do this like so:
var swfUrl:String = myLoader.contentLoaderInfo.url;
if (swfUrl.search("topNavigation") != -1){
//Match found, add listener for navigation
}