I have some movieclips on my main timeline with a class to extend these movieclips
ClickableMovieClip.as:
package {
import flash.display.MovieClip;
import flash.events.*;
public class ClickableMovieClip extends MovieClip {
public function ClickableMovieClip():void {
this.buttonMode = true;
this.addEventListener(MouseEvent.MOUSE_UP, onReleaseHandler);
}
public function onReleaseHandler(myEvent:MouseEvent) {
//trace(" > "+this.name);
testing();
}
}
}
And on my maintime line I have this function testing();
function testing(){
trace("hello world!");
}
But the I can't 'reach' the testing function. I get this error:
"1061: Call to a possibly undefined method testing through a reference with static type flash.display:DisplayObjectContainer."
What am I doing wrong?
First of all, how are you connecting your AS3 class to the stage? Importing it in a frame or using it as the Document Class?
This may have to do with inheritance.
Second, you may need to call it using (root As MovieClip).testing() or something like that. The idea is that you need to call it as a method of the stage or root. I don't remember exactly how it works.
EDIT:
As you said MovieClip(parent).testing(); is the answer. I forgot the exact syntax before...
Related
In the game that I am making, you choose a shape, and then on the next screen choose a color. The shape selector works fine and loads one of 6 'shape' movie clips into the next stage of the game. On this stage, I have buttons to control color. Im trying to make the buttons change the color of the movieclip by launching a custom event. This would then be detected by a listener within the class for each movieclip.
So far this is my code:
The screen that contains the color change button:
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
public class ColorSelector extends MovieClip
{
public function ColorSelector()
{
charcoal.addEventListener (MouseEvent.CLICK, onClickCharcoal );
}
public function onClickCharcoal (mouseEvent:MouseEvent): void
{
dispatchEvent (new ColorEvent (ColorEvent.CHARCOAL) );
trace ("click")
}}
The custom event class:
package
{
import flash.events.Event;
public class ColorEvent extends Event
{
public static const CHARCOAL:String = "charcoal";
public function ColorEvent( type: String )
{
super ( type );
}
}}
The movieclip being acted upon:
package {
import flash.display.MovieClip;
public class Gobbert extends MovieClip {
public function Gobbert()
{
this.addEventListener (ColorEvent.CHARCOAL, makeCharcoal)
}
public function makeCharcoal (colorEvent: ColorEvent) :void
{
this.alpha = .5
}
}
It seems to me like the event is not getting through to the class with the listener. I could really use a fresh pair of eyes to help me figure out whats going on. The program doesn't give me any error, just doesn't do much else either. Thanks in advance!
You are missing the bubbles parameter on the constructor. If omitted it defaults to false. The call to super on the custom event should be:
super(type, bubbles, cancelable);
You will want to pass bubbles in as true via addEventListener function call or hard code inside the custom event constructor.
Also make sure the target (instance of Gobbert) movie clip is on the event bubbling path which means the ColorSelector has to be a child of the display list of Gobbert. If your display list is not set up this way you may want to rethink your approach and have the event propagate from the selector to a common parent and then set the color on Gobbert through that common parent.
recently I got many (about 70) #1119 and #1120 errors in Flash. I've searched the web, but none of the solutions has solved my problem. Attempting to find the cause of the error myself, I made a new Flash animation. The contents:
A movieClip called "nr1" without instance name.
Inside of nr1 there are two movieClips, "nr2" with the instance name "ob2" and "nr3" with the instance name "ob3". Associated with nr2 is the as3 class file "nr2.as3". Here is the code inside nr2.as3:
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
public class nr2 extends MovieClip {
public function nr2() {
// constructor code
this.addEventListener(MouseEvent.CLICK,func1);
}
function func1(e:MouseEvent){
parent.ob3.x += 50;
}
}
}
This should refer to the object with the instance name "ob3", which has the same parent as this (nr2). Still, I get two identical #1119 errors at line 15 (parent.ob3.x += 50;). How do I refer to an object with the same parent via an as3 class file?
It isn't a good idea to set ob3's property in nr2. You could dispatch an event in nr2, and add eventListener in parent, so the parent could catch the event and do something with bo3.
If you really want to set ob3's property in nr2, try this
function func1(e:MouseEvent) {
var ob3:MovieClip = parent['ob3'] as MovieClip;
if (ob3)
{
ob3.x += 50;
}
}
Agree with Pan, it's not a good idea to control a child from another child. Let the parent (nr1) who has references to both child do the control. So you should create nr1 class
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
public class nr1 extends MovieClip {
public function nr1() {
// constructor code
ob2.addEventListener(MouseEvent.CLICK,func1);
}
function func1(e:MouseEvent){
ob3.x += 50;
}
}
}
Note: Yes, I know that similar questions have been asked before. However, after following the answers in such questions I'm still stuck and can't find a solution to my problem.
I'm having a problem which requires adding DisplayObjects to the Flash stage. Since I have to Display elements of several different classes, I decided to create a class to work as an intermediary between the .as files and the addChild function called "Displayer" as shown below:
package
{
import flash.display.DisplayObject;
import flash.display.Sprite;
import flash.display.Stage;
public class Displayer extends Sprite //I read somewhere that DisplayObject
//as an extension can't be used for this, so Sprite will have to do.
{
private var _stage:Stage;
function Displayer()
{
_stage = new Stage;
}
public function displayElement(displayable:DisplayObject)
{
_stage.addChild(displayable);
}
}
}
I compile it and there appears a problem that I don't understand: Error #2012: Can't instantiate Stage class. Evidently, something in this code is either missing or out of place, but since it's so straightforward I fail to see what the problem can be. I'm sure that it's not very complicated, I probably just need an outsider's perspective.
The Stage object is not globally accessible. You need to access it through the stage property of a DisplayObject instance.
refer a following docs.
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/Stage.html
package
{
import flash.display.DisplayObject;
import flash.display.Sprite;
import flash.display.Stage;
public class Displayer extends Sprite
{
var isAddedToStage:Boolean;
public function Displayer()
{
if(stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event=null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
isAddedToStage = true;
}
public function displayElement(displayable:DisplayObject):void
{
if(isAddedToStage)
this.stage.addChild(displayable);
}
}
}
You don't instantiate the Stage class, as the error says. Just like you cannot instantiate the DisplayObject class (which is why you have to extend Sprite).
Basically, you have two options here:
1) You add the child from a DisplayObjectContainer instance.
var displayerInstance:Displayer = new Displayer();
this.addChild( displayerInstance );
You would run this from a DisplayObjectContainer object that has already been added to the global stage. There is only a single stage in every project, even if you embed SWFs, the stage property of the SWF is actually the stage property of the top level application. So if you have this Displayer instance nested inside a class which is nested inside another class that is created in your main application, you would have to run "addChild" in each of those classes to get the Displayer to show.
2) You cheat. This is not recommended, at all. Basically, you pass in the stage object of an object when you instantiate the Displayer class.
var displayerInstance:Displayer = new Displayer( this.stage );
public function Displayer( stage:Stage ) {
this.stage = stage;
if ( this.stage ) {
this.stage.addChild( this );
}
}
This is a method that is good for adding Singletons to the stage (except there is not constructor for a Singleton). I created a profiler just before Christmas that was a Singleton (And later found Scout, damnit) that used this method for adding things to the stage when appropriate.
Again, that second option is not recommended for this situation, but it is a possibility.
As an aside, you should never add things directly to Stage, unless there is a clear reason for doing so (such as a popup). You should follow the display list methodology, where a DisplayObjectContainer adds another DisplayObject or DisplayObject container as a child and so on and so forth so that they are all connected to the TopLevelApplication.
Ok, I think instantiating a stage class won't do because as the as3 documentation says: "The Stage object is not globally accessible. You need to access it through the stage property of a DisplayObject instance."
You should instead pass a reference to the Stage object to your Displayer class and you can get a reference to the stage object, as the docs say, via a display object instance.
So the constructor might now look like:
function Displayer( stage:Stage )
{
_stage = stage;
}
Assuming that the object which instantiates your Displayer is a child of the stage you can instantiate the Displayer by
displayer = new Displayer( stage );
If you use this approach there is no need for the Displayer class to extend anything or be added to the stage ( which is required btw in the approach of bitmapdata.com ).
There is always a simple solutions.if you need to add a child element into a stage from your class you can just pass the stage into your class as a object and add the child element into it, i did this for adding an image into my stage like this.
package {
import flash.display.Loader;
import flash.display.Sprite;
import flash.net.URLRequest;
import flash.display.Bitmap;
public class ImageLoader extends Sprite{
private var stageObj:Object; //create local variable to refarance stage
public function loadeimage(StageObject:Object, Url:String){ //StageObject will bring the stage refarance into the class
var reQuest:URLRequest = new URLRequest(Url);
loader.load(reQuest);
stageObj=StageObject; //make local refarance for stage inside the class
var image:Bitmap;
image=Bitmap(loader.content);
image.x = 100;
image.y = 100;
stageObj.addChild(image); // add whatever object into stage refarance and this means the real stage..
}
}
}
only the things with comments are important and you can save this file as ImageLoader.as and import it and use it like this.
import ImageLoader;
var IL:ImageLoader = new ImageLoader();
IL.loadeimage(this,"img.jpg");
its simple as that. i think this is what you have search for... good luck. (you can pass any container or parant container this or this.stage it doesn't matter your child will be a part of it.
this is a follow up question to this question
i have never actually got the flash-actionscript code execution order.
in flash pro i have an instance of a moveiclip on stage in frame one named tree1 and on frame 3 i have on the stage tree3.
in the document class i have this code:
stop();
var scaleFactor:Number = tree1.scaleX;
gotoAndStop(3);
tree3.scaleX = scaleFactor;
while this works when testing on the desktop, this app will go mobile at the end
is this the correct way to go or should i register for a frameComplete event before accessing instances on a certain frame
So, just dont use the Document Class cause you will need to declare all the scenes from the beginning and will be complicate to manage each scene.
I suggest you to instance a simple MovieClip linked with his own class like the example SceneTree, put it on each Keyframe. You will have more control when you are entering or exiting each frame.
package {
import flash.display.MovieClip;
import flash.events.Event;
public class SceneTree extends MovieClip {
public function SceneTree() {
super();
this.addEventListener(Event.ADDED_TO_STAGE, Init);
this.addEventListener(Event.REMOVED_FROM_STAGE, removed);
}
protected function Init (event:Event):void{
trace("added")
}
protected function removed (event:Event):void{
trace("removed")
}
}
}
waiting for Event.FRAME_CONSTRUCTED is the correct way whenever accessing assets on a timeline
it insures all assets have been created
I'd like to access the stage of the main timeline from w/i a class that extends a movieclip. Basically, I have a button in the main timeline that makes a HUD appear. The HUD is an extended MovieClip class. When people click on a button in the HUD, I'd like to remove the object from the stage of the main MovieClip.
#curro: I think your confusion may come from the fact that I am running this code from a class definition file. Clicking on a button w/i this object should remove it from the DisplayList of the MainTimeline. Here's the code from the class definition file:
package classes {
import flash.display.Stage;
import flash.display.MovieClip;
import flash.events.MouseEvent;
public class Answers extends MovieClip {
public function Answers(){
listen();
}//constructor
//initiatlize variables
public var answersArray:Array = new Array();
private function listen():void {
submit_btn.addEventListener(MouseEvent.CLICK, function(e:MouseEvent){
answersArray.push(answer_txt.text);
e.currentTarget.parent.parent.stage.removeChild(this);
});//listen
}//listen
}//class Definition
}//package
trace(e.currentTarget.parent.parent) gets me the MainTimeline, and trace(e.currentTarget.parent.parent.stage) appears to return the main stage, but I cannot use removeChild w/o getting an error that I am trying to coerce the stage to be a DisplayObject (which it ought to be).
What's on the stage of the MainTimeline: A single button that, when clicked, adds an instance of the Answers class to the stage.
What's part of the Answers class that's not in the code?
I first created Answers as a MovieClip object in the main library. It has 3 parts:
a TextField named "answer_txt"
a "clear_btn" that clears the answer_txt
a "submit_btn" that submits the text of answer_txt and then removes the entire Answers object from the MainTimeline (at least, that's what I want it to do).
your class definition is really weird. Looks like a mixture of as2 and as3.
Try with this:
package
{
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.text.*;
import fl.controls.Button;
public class Answers extends MovieClip
{
public var answersArray:Array = new Array();
public function Answers()
{
submit_btn.addEventListener(MouseEvent.CLICK, remove);
}
private function remove(e:MouseEvent)
{
answersArray.push(answer_txt.text);
this.parent.removeChild(this);
}
}
}
This works on my computer. Your code doesn't. I think it has something to do with the listen method. The class isn't still instatiated and you are making it work.
Hey, I can't make head or tail from the code. Where does submit_btn come from? Is it a property of the class? What about answer_txt?
You don't need to access e.currentTarget... to remove "this" simply:
this.parent.removeChild(this);
If you add that movieclip to the stage then you can access the stage from that class as simple as in the document class
stage
Otherwise you can't access stage from that class. But you can access it by sending the stage as argument when instantiate the class.