I have the following function to set up cards in a game. I created one array to hold the kind of cards, and another array to hold the position of the cards.
private function setPlayerCard(cardNumber:int, cardPos:int):void{
for (var i:int = 1; i < _CardGridInstance.numChildren+1; i++) {
var _position:MovieClip = MovieClip(_CardGridInstance.getChildByName("Position_" + i));
cardPositions[i] = _position;
cardPositions[i].pos_name.text = "position" + i;
cardPositions[i].id = ["pos"+i];
}
for (var j:int = 1; j < numCards+1; j++) {
var _c:Class = getDefinitionByName("Card_" + j) as Class;
var _cardInstance:MovieClip = new _c();
cards[j] = _cardInstance;
}
cards[cardNumber].x = _CardGridInstance.x + cardPositions[cardPos].x - 1;
cards[cardNumber].y = _CardGridInstance.y + cardPositions[cardPos].y;
addChild(cards[cardNumber]);
}
So if I want to set the card number "3" in position "5" I just write:
setPlayerCard(3,5);
The problem I can see is that every time I'd like to place a card, I am creating two arrays every time. I would like to make the arrays "global" (i.e. create it in my constructor in my document class) and reuse it in the function "setPlayerCard" however I am getting errors when I try to do so.
Any suggestions?
This is a perfect case for a Singleton static class data model. You can get the instance of the Singleton from throughout the application as it is a static class, and it can contain the two arrays without duplication.
pixelbreaker has a nice basic Singleton AS3 example that you can build from.
It's a little difficult to answer accurately without knowing how you are creating the variables and what errors you're getting. Can you post the entire class and the errors?
I can, however, recommend that you do not use the Singleton pattern. This is not a perfect case for a Singleton. The Singleton pattern has no place in OOP, it's procedural programming wrapped up like OO, but that's an argument for elsewhere.
This is, though, a perfect case for a class level variables. The following is a simple example. There are a few missing variable declarations though (numCards), as I don't know where you're creating and setting them.
package{
import flash.display.Sprite;
public class CardGame extends Sprite{
private var cardPositions:Array = new Array();
private var cards:Array = new Array();
public function CardGame(){
for var i:uint = 1; i <= _CardGridInstance.numChildren; i++) {
var position:MovieClip = MovieClip(_CardGridInstance.getChildByName("Position_" + i));
cardPositions[i] = position;
cardPositions[i].pos_name.text = "position" + i;
cardPositions[i].id = ["pos"+i];
}
for(i = 1; i <= numCards; i++) {
var c:Class = getDefinitionByName("Card_" + i) as Class;
var cardInstance:MovieClip = new c();
cards[i] = cardInstance;
}
}
private function setPlayerCard(cardNumber:uint, cardPos:uint):void{
cards[cardNumber].x = _CardGridInstance.x + cardPositions[cardPos].x - 1;
cards[cardNumber].y = _CardGridInstance.y + cardPositions[cardPos].y;
addChild(cards[cardNumber]);
}
}
}
This way you only create and populate the arrays once and you can access them from anywhere within the CardGame Class. They are not global but they are within the scope of the setPlayerCard method.
You may get errors as objects might not be instantiated when the Document Class' constructor gets called, but that can be worked around.
What is the need for the variable to be public and static?
Static means that the variable is on the Class, not instances of the Class. So every "CardGame" instance will share the same static variable. I presume, because this is the Document Class, that you will not have more than one instance of it. So there is no reason for that.
The only other reason, because you declared it public, is to make the variable accessible from outside the Class through CardGame.cardPositions. This is bad practice as you shouldn't allow other objects to directly manipulate a Classes internal data. That breaks encapsulation. Since this is the Document Class and the top of the hierarchy, you should pass a copy of the data to whichever object needs it and wait for an event to retrieve the updated data. That way you can sanitise the data before using it and you're not just blindly trusting other objects to respect your data.
http://en.wikipedia.org/wiki/Encapsulation_(object-oriented_programming)
I tried using the Singleton class, but since I had to reference MovieClips that were already on the display list, I opted for a different solution from "Actionscript 3 Tip of the Day":
http://www.kirupa.com/forum/showthread.php?p=2110830#post2110830
package {
public class ClassName {
public static var myArray_1:Object = new Object;
public static var myArray_2:Object = new Object;
public function ClassName() {
//constructor
Whatever();
DoStuffWithWhatever();
}
private function Whatever() {
// put stuff into the array here
}
private function DoStuffWithWhatever():void {
// do stuff with the array values here.
}
}
}
Related
I got a .fla file, where inside I have some movieclip instances placed in the scene. I need to iterate through them and gather some data, like position, name, and custom properties.
These custom properties, I don't know how to pass them, I know one way that works so far is to use the accessibility properties panel (Flash Pro CC), and then in the code I can just read them. However there should be a better way I assume.
If I have understood correctly your question and what you have said in your comments about the answer of #Aaron, you have an swf file, which you load dynamically, and you want to get/set some of its MovieClips properties, if it's the case, take this example :
MyMC.as :
public class MyMC extends MovieClip
{
private var timer:Timer;
private var rotation_speed:int = 1;
public function MyMC() {
}
public function set_Rotation_Speed(_rotation_speed:int): void {
this.rotation_speed = _rotation_speed;
}
public function get_Rotation_Speed(): int {
return this.rotation_speed;
}
public function start_Rotation(): void {
this.timer = new Timer(500, 10);
this.timer.addEventListener(TimerEvent.TIMER, on_Timer);
this.timer.start();
}
private function on_Timer(e:TimerEvent): void {
this.rotation += this.rotation_speed;
}
}
Then, in my swf.swf I have an instance of that MovieClip.
I loaded the swf.swf using this code :
var loader:Loader = new Loader()
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, on_SWFLoad);
loader.load(new URLRequest('swf.swf'));
And to set/get some of my MovieClip properties, I did :
function on_SWFLoad(e:Event): void
{
var swf:DisplayObjectContainer = DisplayObjectContainer(loader.content);
var num_children:int = swf.numChildren;
for(var i:int = 0; i < num_children; i++)
{
var child:MovieClip = MovieClip(swf.getChildAt(i));
// get the name
trace('name : ' + child.name);
// set the position
child.x = child.y = 100;
// get the class name, in my case it's MyMC
var class_name:String = getQualifiedClassName(child);
// get all the details of the child
trace(describeType(child));
child.set_Rotation_Speed(45);
child.start_Rotation();
trace(child.get_Rotation_Speed()); // gives : 45
}
addChild(loader);
}
You can use the describeType() function To get all the properties of your instance.
Hope that can help.
First of all, you can set properties on timeline instances from code. There's nothing special about this. For example:
Place an instance of a library symbol on a keyframe
Give it an instance name in the Properties panel, for example "myInstance"
On the same keyframe put some code that refers to it, such as myInstance.color = "red"
You can also create and assign custom properties by making the symbol a component:
Right-click on the symbol in the library and choose "Component Definition"
Add custom properties in the Parameters table. It's now a component symbol.
On the timeline, place an instance of the symbol and use the Properties panel to set its parameters.
You can do a lot more with components if you want, such as live preview and compiled components. More info can be found here here: http://www.adobe.com/devnet/flash/learning_guide/components/part03.html
I've researched this all day and I'm stuck! I want to know how to use a variable from a target path to move something. Here is the code:
// Target file
var speed:int = Number(1);
var container:MovieClip = new MovieClip;
var objects:Objects = new Objects();
container.addChild(objects);
and
// Class for Objects
package {
import flash.display.MovieClip;
public class Objects extends MovieClip {
public function Objects() {
this.x += speed;
trace(this.x);
}
}
}
When I run it, I get an error like this:
Objects.as, Line 6 1120: Access of undefined property speed.
Thanks!
The most simple way to do it is to pass the speed variable to that class. See, classes are like stand alone objects in the space, and they (mostly) don't know about each other, or at least they don't know about the variables that you define in them.
So if you create a class inside another one (new Objects()), the most easy way is this:
var objects:Objects = new Objects(speed);
Then, inside Objects class, you will have:
public class Objects extends MovieClip {
var _speed:Number;
public function Objects(speed:Number) {
_speed = speed; // save it to a local member variable
this.x += _speed;
// start working with the local one,
// which will be accessible in the whole class
}
It's like passing some defined values, so that class can use them. And the class saves them inside itself so it can be used through the whole file (scope).
Does some one know how to get the number of instances of a particular class (in my case Ball.as) currently on the stage.
Note: I want a solution to not include the use of numChildren and then looping through all children, as I want the number of Balls every enterFrame and looping like that might just make my code more heavier.
So any suggestions?
You can use a static variable within the class to keep track, but that you means you have to correctly keep track at this variable at all times, or it could end up with the wrong count.
public static var count:int = 0;
public Ball() {
addEventListener(Event.ADDED, onAdded);
addEventListener(Event.REMOVED, onRemoved);
}
private function onAdded(event:Event):void {
removeEventListener(Event.ADDED, onAddeed);
Ball.count++;
}
private function onRemoved(event:Event):void{
removeEventListener(Event.REMOVED, onRemoved);
Ball.count--;
}
and then whenever you want to count them:
trace(Ball.count);
a) Count them
var balls:uint = 0;
for(var i:uint=0,l:uint = numChildren; i<l;i++)
if(getChildAt(i) is Ball) balls++;
b) Keep track of them
var balls:uint = 0;
function addBall():DisplayObject {
balls++;
return addChild(new Ball());
}
function removeBall(ball:Ball):DisplayObject {
balls--;
return removeChild(ball);
}
c) Isolate them
var ballContainer:Sprite = new Sprite();
addChild(ballContainer);
...
ballContainer.addChild(new Ball());
var balls:uint = ballContainer.numChildren;
I don't think there would be a way to get around doing the loop.
When I have an Actionscript project of any size I will create a static Manager class that will handle all app wide variables. You could create an Array in there and add/remove from that when a new instance of ball is created.
is it possible to obtain the instance name of a class from the class without having to manually pass the instance name as a string parameter to the class constructor?
//Create New SizeClass
var big:SizeClass = new SizeClass();
//-------------
package
{
public class SizeClass
{
public function SizeClass()
{
trace( //-- Instance Name "big" --// );
}
}
}
No, it is not possible to know anything about the containing code block during a constructor, save what you can learn from the stack trace (though that's not available except in the debugger version of Flash). Even if you had a global access point for the containing class, it still would not allow for that access.
Think of a constructor like a method call. In a line of AS, it will be called before the assignment. Eg: var a:Foo = new Foo() the Foo is created (the constructor completes), and then a is populated with whatever just happened. After that point a will remain agnostic of its context (because of encapsulation) unless it is told about it (this is even true on a DisplayObject -- try this( var mc:MovieClip = new MovieClip(); trace( mc.root ) //this will be null ).
I'm keeping this because it is useful albeit not useful to your original answer.
You can always get the name of a class with getQualifiedClassName from the flash.utils package. You can't get a DisplayObject's until well after it has been constructed, but you can simulate this by (I believe) overriding function set name( value:String ):void. If that doesn't work, then try finding it after Event.ADDED and/or Event.ADDED_TO_SAGE.
The instance name isn't very important. You'd better store references of the instances inside an array.
var sizes:Array = new Array();
var big:SizeClass = new SizeClass();
sizes.push( big );
When you want to access them, you can loop through the array.
for (var i:uint = 0; i < list.length; ++i)
{
var size:SizeClass = list[i] as SizeClass;
trace( size );
}
BTW: Instead of an instance name it is possible to add an automatic index to your class.
package
{
public class SizeClass
{
private static var global_index:int = 0;
public const INDEX:int = global_index ++;
}
}
Which you can access like this:
var big:SizeClass = new SizeClass();
trace(big.INDEX) // 0
var small:SizeClass = new SizeClass();
trace(small.INDEX)// 1
source: http://blog.stroep.nl/2010/08/auto-increment-as3-class/
So, in short, my problem is this. I am using a variable which is a movieclip loaded from an external swf. I want to "spawn" multiple instances of the movieclip that all react to the same code, so for example if I say var1.x = 100, they all are at 100x. But my problem is when I run addChild(var1) multiple times(I'm not actually typing in addChild(var1) over and over, I just have it set to add them at random times), the new child just replaces the old one, instead of making multiple movieclips. Should I do something like
var var1:MovieClip
var var2:MovieClip = new var1 ?(which doesnt work for me btw, gives me errors)
Oh, heres the code, and also, I am pretty new to as3 fyi, still don't even know how arrays work, which was my second guess to the problem.
var zombieExt:MovieClip;
var ldr2:Loader = new Loader();
ldr2.contentLoaderInfo.addEventListener(Event.COMPLETE, swfLoaded2);
ldr2.load(new URLRequest("ZombieSource.swf"));
function swfLoaded2(event:Event):void
{
zombieExt = MovieClip(ldr2.contentLoaderInfo.content);
ldr2.contentLoaderInfo.removeEventListener(Event.COMPLETE, swfLoaded2);
//zombieExt.addEventListener(Event.ENTER_FRAME, moveZombie)
zombieExt.addEventListener(Event.ENTER_FRAME,rotate2);
function rotate2 (event:Event)
{
var the2X:int = playerExt.x - zombieExt.x;
var the2Y:int = (playerExt.y - zombieExt.y) * 1;
var angle = Math.atan(the2Y/the2X)/(Math.PI/180);
if (the2X<0) {
angle += 180;
}
if (the2X>=0 && the2Y<0) {
angle += 360;
}
//angletext.text = angle;
zombieExt.rotation = (angle*1) + 90;
}
playerExt.addEventListener(Event.ENTER_FRAME,spawn1);
function spawn1 (event:Event)
{
if(playerExt.y < 417)
{
var someNum:Number = Math.round(Math.random()*20);
if(someNum == 20)
{
addChild(zombieExt)
zombieExt.x = Math.round(Math.random()*100)
zombieExt.y = Math.round(Math.random()*100)
}
}
}
}
addChild() does not create new instances. It is used to add an already created instance to the display list. If you call addChild() multiple times on the same instance then you are just readding itself.
Also each instance is unique, you can not globally change the x position of an instance by changing another one of them. What you would do is as Henry suggests and add each new instance of a MovieClip into an array, then whenever you change something you can loop through the array and apply the changes to each instance.
You can not go var2:MovieClip = new var1 either since var1 is an instance and not a class.
Here's a different method of receiving loaded MovieClips, which i use when i need many copies of the item.
in the swf you are loading, give the target movieclip a linkage name in the library, for this example i will use "foo"
private var loadedSwfClass:Class
private var newZombie:MovieClip;
private var zombieArray:Array = new Array();
function swfLoaded2(event:Event):void
{
loadedSwfClass = event.target.applicationDomain.getDefinition("foo");
for(var n:int = 0; n<100; n++){
newZombie = new loadedSwfClass()
zombieArray.push(newZombie);
addChild(newZombie);
}
}
as per this tutorial
http://darylteo.com/blog/2007/11/16/abstracting-assets-from-actionscript-in-as30-asset-libraries/
although the comments say that
var dClip:MovieClip = this;
var new_mc = new dClip.constructor();
this.addChild(new_mc);
will also work.
It sounds like you might be accessing the same instance some how in your code. It would be helpful to see your code to figure this one out.
If I wanted to load in one swf files and add a MovieClip multiple times I would place it in the library of that SWF file. And then instantiate it and store it into an object pool or a hash or some list.
// after the library were finished loading
var list:Array = [];
for(var i:int=0; i<10; i++) {
var myCreation:MySpecialThing = new MySpecialThing();
addChild(myCreation);
list.push(myCreation);
}
where my library would contain a linkage to the class MySpecialThing.
Calling addChild(var1) multiple times on the same parent doesn't have any effect (unless you have added another child to the same parent in between, in which case it will change the child index and bring var1 to the top). If you call it on different parents, it will just change the parent of var1, doesn't duplicate. Call addChild(new MovieClassName()) at random times instead to add new copies of it. Use an array as suggested here to access them later.
Wow, thanks there henry, just using an array did exactly what I needed, and made things alot simpler.
when you load in using a loader you only get 1 instance, however you can do some funky reflection to determine what class type the given loader.content is, and then instantiate them using that. For Example:
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loader_completeHandler);
loader.load(new URLRequest("ZombieSource.swf"));
var classType:Class;
function loader_completeHandler(evt:Event):void
{
var loadInfo:LoaderInfo = (evt.target as LoaderInfo);
var loadedInstance:DisplayObject = loadInfo.content;
// getQualifiedClassName() is a top-level function, like trace()
var nameStr:String = getQualifiedClassName(loadedInstance);
if( loadInfo.applicationDomain.hasDefinition(nameStr) )
{
classType = loadInfo.applicationDomain.getDefinition(nameStr) as Class;
init();
}
else
{
//could not extract the class
}
}
function init():void
{
// to make a new instance of the ZombieMovie object, you create it
// directly from the classType variable
var i:int = 0;
while(i < 10)
{
var newZombie:DisplayObject = new classType();
// your code here
newZombie.x = stage.stageWidth * Math.random();
newZombie.x = stage.stageHeight * Math.random();
i++;
}
}
Any problems let me know, hope this helps.