I have a custom class defined in Actionscript and I want to make an instance of it in the main document of Flash application. However, after calling the constructor with one argument, Flash gives me this error:
Error #1063: Argument count mismatch on coa.application::MenuItem(). Expected 1, got 0.
This is my class:
public class MenuItem extends MovieClip{
var button:SimpleButton;
public function MenuItem(buttonLoc:uint) {
button = new InvBtn();
this.addChild(button);
button.x=-81;
button.y=buttonLoc*33;
button.addEventListener(MouseEvent.CLICK, mybringToFront);
}
}
And this is my attempt to call its constructor:
var menu1:MovieClip = new MenuItem(3);
Any idea, whats wrong?
Apologies, I can't comment yet, or I'd put this in a comment.
Are you sure that:
var menu1:MovieClip = new MenuItem(3);
is the only place that you're constructing a new MenuItem? You don't by any chance have the MenuItem class attached to some instances on the stage?
I changed your code to this (just so I could run it) and it works fine:
package{
import flash.display.MovieClip;
import flash.display.SimpleButton;
import flash.events.MouseEvent;
public class MenuItem extends MovieClip{
var button:SimpleButton;
public function MenuItem(buttonLoc:uint) {
button = new SimpleButton();
this.addChild(button);
button.x=-81;
button.y=buttonLoc*33;
button.addEventListener(MouseEvent.CLICK, mybringToFront);
}
public function mybringToFront(event:MouseEvent):void{
trace('blah');
}
}
}
Like quoo said, most likely you have an instance of the object that the class is attached to on stage. To test for that do this:
public class MenuItem extends MovieClip{
var button:SimpleButton;
// I changed it to int, cuz uint is extremely slow for any math
// other than bitwise operators, int is fast as long as no fractions
public function MenuItem(buttonLoc:int = -1) {
if (buttonLoc == -1)
trace("On stage instance found! Location: "+x+", "+y);
button = new InvBtn();
this.addChild(button);
button.x=-81;
button.y=buttonLoc*33;
button.addEventListener(MouseEvent.CLICK, mybringToFront);
}
}
Related
hi I'm relatively new to as3 (this year) and I'm getting this error
typer error #1009 cannot access a property or method of a null object
reference. at FoodObject/collisionTest()
i was hoping anyone could help
package {
import flash.events.MouseEvent;
import flash.events.KeyboardEvent;
import flash.events.*
import flash.utils.*
import flash.display.Stage;
public class GameScene1 extends Scene {
//public variables
//character & scenery
public var mainChar: Character;
public var testFood: FoodObject;
//constructor is used to create all necessary objects for this scene and display them
public function GameScene1(gm_: Manager) {
//constructor
super(gm_);
trace("GameScene 1 constructor");
//character
mainChar = new Character;
addChild(mainChar);
mainChar.x = 200;
mainChar.y = 200;
testFood = new FoodObject;
addChild(testFood)
testFood.x = 50
testFood.y = 200
the food object class is here.
package {
import GameScene1
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.TimerEvent;
public class FoodObject extends MovieClip {
public var Game1:GameScene1;
public function FoodObject() {
//constructor code
this.addEventListener(Event.ENTER_FRAME, collisionTest)
}
public function collisionTest(e:Event)
{
if (this.hitTestObject(Game1.mainChar))
{
trace("it works")
}
}
}
}
game manager here:
package {
import flash.display.MovieClip;
public class Manager extends MovieClip {
//stores which scene is currently loaded
public var curScene:Scene=null;
public function Manager() {
//constructor
trace("Manager Construct")
GoToScene("menu");
}
public function GoToScene(name:String)
{
if (curScene) //there was a scene already
{
curScene.OnLeaveScene(); //call its OnLeaveScene function to remove all objects
removeChild(curScene);
}
if(name=="menu") curScene = new MenuScene(this);
if(name=="select") curScene = new SelectScene(this);
if(name=="game1") curScene = new GameScene1(this);
if(name=="game2") curScene = new GameScene2(this);
if(name=="game3") curScene = new GameScene3(this);
if(name=="credit") curScene = new CreditScene(this);
addChild(curScene);
}
}
Your problem is that the concerns of your classes are not separate:
Your Scene knows both the Character and the Food object, you instantiate both classes there, nothing wrong with that.
The problem starts when you are trying to do something in the Food object, that requires knowledge of the character. The thing is: the Food object doesn't know anything about the Character.
You can solve this by simply passing the reference of Character to your Food object. In order to do this, modify the constructor like so:
private var character:Character;
public function FoodObject(character:Character) {
//constructor code
this.addEventListener(Event.ENTER_FRAME, collisionTest)
this.character = character;
}
The usage of said constructor in your Scene changes as follows:
testFood = new FoodObject(mainCharacter);
This way, Food knows the character and can do stuff with it, for example do collision tests:
public function collisionTest(e:Event)
{
if (this.hitTestObject(character)) // ==== this line changed
{
trace("it works")
}
}
However, this raises an important issue: Why should Food know the Character at all?
Sure enough, you want to do the collision test, which requires both objects.
But why do you want to do it in the Food object?
Doing the collision check in Food is cumbersome, because you have to pass a reference to Character in order to do it there.
The much preferred way of doing this is to do the collision check where both objects participating in the check are already known.
In your case, this is the Scene.
Think about how easy it is to do the check in Scene:
testFood.hitTestObject(mainCharacter);
It's that simple, because everything you need is already there.
To recap:
The collision check requires knowledge of 2 objects that you want to
check.
In order to do the check in either one, you have to pass a reference
of the other. (Character to Food as seen above or the other way
round)
It is a lot easier to do the check in some place that already knows
both objects, because no reference have to be passed around.
Your original code failed because Game1 in FoodObject is never assigned a value and therefore remains null.
Invoking methods on null causes the error you experienced.
You forgot to take the instance of GameScene1 class using new keyword.
public var Game1:GameScene1;
public function FoodObject() {
//constructor code
var _manager:Manager = new Manager();
Game1 = new GameScene1(_manager)
this.addEventListener(Event.ENTER_FRAME, collisionTest);
}
public function collisionTest(e:Event):void{
....
}
I am having a bit of trouble with some AS3. First time using this language and have more experience with web development then OOP so am getting a bit confused.
I am trying to make it so that when someone clicks a 'powerbutton' which is a "movieclip" symbol within flash then another symbol should then become visible. This is all being done within the Kitchen class.
The code for the main class is which i got from a youtube tutorial video i followed;
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.geom.Point;
import flash.events.Event;
import Kitchen
public class DragFood extends MovieClip
{
protected var originalPosition:Point;
var myKitchen:Kitchen
public function DragFood() {
myKitchen = new Kitchen;
originalPosition = new Point (x, y);
buttonMode = true;
addEventListener (MouseEvent.MOUSE_DOWN, down);
}
protected function down (event:MouseEvent):void
{
parent.addChild(this);
startDrag();
stage.addEventListener (MouseEvent.MOUSE_UP, stageUp);
}
protected function stageUp (event:MouseEvent):void
{
stage.removeEventListener (MouseEvent.MOUSE_UP, stageUp);
stopDrag();
if (dropTarget)
{
if(dropTarget.parent.name == "bowl")
{
trace("The " + this.name + " is in the bowl");
this.visible = false;
} else {
returnToOriginalPosition();
}
} else {
returnToOriginalPosition();
}
}
protected function returnToOriginalPosition():void
{
x = originalPosition.x;
y = originalPosition.y;
}
}
}
Within it i call the other class;
import Kitchen
public class DragFood extends MovieClip
{
protected var originalPosition:Point;
var myKitchen:Kitchen
The code for the kitchen class is;
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.events.Event;
public class Kitchen extends MovieClip
{
// This is a function. This particular function has the same name as our class and therefore will be executed first
public function Kitchen()
{
// This is a "call" to another function that is defined later in the program.
init();
trace("Hello world");
}
public function init():void
{
// If we want an object (on the screen or otherwise) to be notified about an event we must add a listener for that event to that object.
// We also need to specify what happens everytime the event we are listening for happens.
PowerButton.addEventListener(MouseEvent.CLICK, handleButtonClicks);
}
//This function is called when the oven on button recieves a click.
public function handleButtonClicks(event:MouseEvent):void
{
OvenOn.visible = true;
trace("the oven is being switched on");
}
}
}
The issue i keep getting is that OvenOn and PowerButton are giving me a undefined access issue and im not sure how to fix it. I have found posts on similar subjects like - Access of Undefined property? Actionscript 3
but im not quite sure how to apply it to my issue if anyone could offer any help that would be great.
When you're programming on the timeline, code is referencing the local namespace, and objects you make there (movieclips, textfields, etc.) are automatically instantiated in that namespace so that you can simply call OvenOn.visible = true. However, for each class, their local namespace is whatever is inside the class, so unless you actually created a property on your class called OvenOn, it will most definitely give you Access of Undefined Property errors.
Think of each class as its own island. For them to touch eachother, they need some sort of connection. That connection can be made once the parent instantiates the class in its own namespace. For example...
var foo:String = "Hello!";
var bar:MyClass = new MyClass();
// At this point, whatever code runs inside of MyClass has no concept of foo, or how to access it.
addChild(bar);
// Now that we've added it to the stage, the bar has some properties that have automatically been populated such as "root", "parent", or "stage".
foo.someProperty = "World";
// Since this namespace has a variable pointing to the instance, we can change properties on that class.
Now that we've instantiated MyClass on the stage, we can reference parent properties the class didn't know about. Mind you, this is not necessarily best practice.
package
public class MyClass extends MovieClip {
var someProperty:String = "cheese";
public function MyClass() {
trace(parent.foo) // this will fail
addEventListener(Event.ADDED_TO_STAGE, test);
}
public function test(e:Event):void {
trace(this["parent"].foo); // this will succeed
}
}
}
If you absolutely must change something that is not part of your Kitchen class, pass either the parent of OvenOn or that object specifically as a property of Kitchen. You could do this a couple ways.
with the Constructor...
var something:*;
public function MyClass(someObject:*) {
something = someObject;
}
public function test():void {
something.visible = false;
}
...or by Assigning the Property...
var bar:MyClass = new MyClass();
bar.something = OvenOn;
bar.test(); // will turn off the OvenOn now that 'something' is pointing to it.
Context: I began learning AS3 a week ago. All my files are in the same folder, and the path is set to . (by default anyway), so all classes should logically detect each other. But as it turns out, I have a class with a lot of public static var, and every time I call these in my other class, I get Error 1119
Access of possibly undefined property isKeyJump through a reference with static type Function.
The class with static variables is called Cont for 'Control'; it's basically meant to check which keys are pressed, just pressed, or pressed twice rapidly. I made the class to organize the code, essentially.
I declare all my variables like this:
public static var isKeyRight:Boolean = false;
And if that wasn't sufficiently explicit, I even wrote this in the constructor (I was tired):
public function Cont()
{
Cont.isKeyRight = false;
... }
But that didn't solve the issue at all. It appears the problem is independent from the class itself; it's just that my other class does not detect Cont.
I tried import Cont; but that also didn't change a thing. My 44 lines of Error 1119 look like this:
if (standing && Cont.isKeyJump) vacc = _jumpAcc;
I even made sure to instantiate the instance of Cont before that of my other class, to make sure that the definitions were at least there. But that would probably make an error after compilation if that was the issue, not during.
The bulk:
Other Class: (The one with 44 errors)
package {
import flash.display.MovieClip;
import flash.events.Event;
public class PersonnagePrincipal extends Physical {
//INITIALISATION
...
//CONSTRUCTOR
public function PersonnagePrincipal(life:Number = 100, focus:Number = 100, lifeMax:Number = 100, focusMax:Number = 100)
{
super();
...
}
// GET & SET
public function set life(life:Number):void { _life = (life > lifeMax) ? lifeMax : life; }
...
// UPDATE
override public function update(event:Event)
{
move_physical();
if (standing && Cont.isKeyJump) vacc = _jumpAcc;
...
And Cont:
package {
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.display.MovieClip;
import flash.utils.*;
public class Cont extends MovieClip
{
// Key codes
public static var isKeyRight:Boolean;
public static var isKeyJump:Boolean;
...
//CONSTRUCTOR
public function Cont()
{
Cont.isKeyRight = false;
Cont.isKeyJump = false;
...
if (stage) { init(); }
else { this.addEventListener(Event.ADDED_TO_STAGE, init); }
}
//POST-CONSTRUCTOR
private function init(e:Event=null)
{
this.removeEventListener(Event.ADDED_TO_STAGE, init);
...
}
EDIT: Well, taking all the code from Cont and into PersonnagePrincipal does solve the synthax errors (given that I get rid of the Cont.) ... But now my code is a lot less sexy and flexible.
EDIT 2: I made the class PersonnagePrincipal empty, and it worked. Stranger still, when I put the line public var control:Cont = new Control in Main, it works, while it generates a compile time error in PersonnagePrincipal. What?
So I am creating a space shooter game. My document class is Engine and it looks like this:
package Classes
{
import flash.display.MovieClip;
import flash.display.Stage;
import flash.events.Event;
import flash.events.MouseEvent;
public class Engine extends MovieClip
{
private var startMenu:StartMenu;
private var numberOfStars:int = 80;
public static var enemyList:Array = new Array();
private var spaceShip:Ship;
private var hud:HUD;
public function Engine()
{
startMenu = new StartMenu();
stage.addChild(startMenu);
startMenu.x = (stage.stageWidth / 2);
startMenu.y = (stage.stageHeight / 2);
}
private function startGame()
{
stage.removeChild(startMenu)
spaceShip = new Ship(stage);
stage.addChild(spaceShip);
spaceShip.x = (stage.stageWidth / 2);
spaceShip.y = (stage.stageHeight / 2);
spaceShip.addEventListener("hit", shipHit);
hud = new HUD(stage); //create the HUD
stage.addChild(hud); //and display it.
for (var i:int = 0; i < numberOfStars; i++)
{
stage.addChildAt(new Star(stage), 1);
}
addEventListener(Event.ENTER_FRAME, createFighter);
}
}
So as you can see I am calling on another class called StartMenu. This is where I am having trouble: Here is the code (Or lack there of)
package Classes
{
import flash.display.MovieClip;
import flash.display.Stage;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.*;
public class StartMenu extends MovieClip
{
public function StartMenu()
{
button1.addEventListener(MouseEvent.CLICK, buttonClicked);
}
private function buttonClicked(e:MouseEvent)
{
}
}
}
(Ignore the indentation errors, it is correct in the real code)
Okay so imagine a button being displayed on the screen. This button is part of the StartMenu Class and is listening for a MouseEvent.CLICK.
Once the button is clicked I need to somehow travel back to the Engine class and call the function startGame() , but I can't just do Engine.startGame() , I have tried setting the function to a public function, and I have tried setting the function to a public static function. no luck. HELP PLEASE?? Any method will be fine, I just need a way for this class to go to the startGame function once the button is clicked!
Probably the quickest way to do this is to add an Engine variable into the StartMenu class and pass the engine through the start menu's constructor. Here's a short code sample:
StartMenu
public class StartMenu extends MovieClip
{
private var _engine:Engine // add a new variable to the start menu class
public function StartMenu(engine:Engine) // add a new parameter to the constructor
{
_engine = engine; // set the variable to the value passed through the constructor
button1.addEventListener(MouseEvent.CLICK, buttonClicked);
}
private function buttonClicked(e:MouseEvent)
{
_engine.startGame()
}
}
Engine
public function Engine()
{
startMenu = new StartMenu(this);
// pass through the current instance of engine using the this keyword
...
}
public function startGame() // change private to public
{
...
}
I hope that helps
In your Engine.as class, you can put :
public static var instance:Engine;
public static function getInstance():Engine
{
return instance as Engine;
}
and in constructor of engine class put :
instance = this;
now you can use instace of Engine class and all the public functions and variables anywhere in your project by :
Engine.getInstance().startGame();
It can help you.
There are two types of solving such a case. One is using parent reference or specific reference to call a certain function, as Ethan Worley andwered, the other is using a customizable public clicker setter like this:
public class StartMenu extends MovieClip
{
private var button1:MovieClip; // or whatever type your button is
private var startGameFunction:Function;
public function StartMenu()
{
// some initialization code if needed, including allocating button1
startGameFunction=null;
button1.addEventListener(MouseEvent.CLICK, buttonClicked);
}
public function set startGameClicked(value:Function):void {
if (value==startGameFunction) return; // nothing to set
startGameFunction=value;
}
private function buttonClicked(e:MouseEvent)
{
if (startGameFunction) startGameFunction(); // if there's a function assigned, call it
}
}
Engine class:
public function Engine()
{
startMenu = new StartMenu();
startMenu.startGameFunction=this.startGame;
// no "()" here, as we are giving a function reference
...
}
public function startGame() // change private to public
{
...
}
I am a bit surprised that no one mentioned an Events based approach yet. That's what I would have used for such a requirement, since I don't really find the idea of passing an entire class instance for just a function call to be that appealing (that would mean that I may be a bit biased towards this approach so please feel free to point out the drawbacks it has, if any).
Inside your Engine class:
public function Engine()
{
startMenu = new StartMenu();
startMenu.addEventListner('StartGame', startGame);
stage.addChild(startMenu);
..
}
private function startGame(e:Event)
{
startMenu.removeEventListner('StartGame', startGame);
..
}
Inside your StartMenu class:
private function buttonClicked(e:MouseEvent)
{
this.dispatchEvent(new Event('StartGame'));
..
}
I have a small project I'm trying to help learn as3. It is a variation from the book Foundation Game Design with Actionscript 3.0. I am using an fla only to have a document class. All art is loaded within the as files. In the book, he just put all the code in the document class, I followed along and it worked as expected. I am trying to break out the code into separate classes to get a handle on OOP. One class makes a background - Background.as, one makes a character - Character.as, and one makes a button, which I instantiate 6 times for 6 different buttons - GameButton.as. And of course there is GameWorld.as which is the document class. Everything loads and shows up as expected. However when I try and add an eventListener for the buttons, I don't get any response. I have tried putting the eventListener in the GameButton.as and also tried it in the GameWorld.as neither of which has worked. Also I pass a reference to the stage when instantiating the various classes, because when I tried to addChild in the GameWorld.as, nothing would show up. I searched the site and found something similar, but it didn't seem to help. Thank you in advance for any advice you my have. Here is the code:
GameWorld.as
package
{
import flash.net.URLRequest;
import flash.display.Loader;
import flash.display.Sprite;
import flash.display.DisplayObject
import flash.events.MouseEvent;
import GameButton;
import Character;
import Background;
[SWR(width = "550", height = "400", backgroundColor = "#FFFFFF", frameRate = "60")]
public class GameWorld extends Sprite
{
//public variables
//Background
public var gameBackground:Background;
//Character
public var catCharacter:Character;
//Buttons
public var upButton:GameButton;
public var downButton:GameButton;
public var growButton:GameButton;
public var shrinkButton:GameButton;
public var vanishButton:GameButton;
public var spinButton:GameButton;
public function GameWorld ()
{
//Add the background to the stage
gameBackground = new Background("../images/background.png", stage);
//Add the character(s) to the stage
catCharacter = new Character("../images/character.png", stage);
//Set initial character position
catCharacter.CharacterPos(225, 150);
//Add the buttons to the stage
upButton = new GameButton("../images/up.png", stage, 25, 25);
downButton = new GameButton("../images/down.png", stage, 25, 85);
growButton = new GameButton("../images/grow.png", stage, 25, 145);
shrinkButton = new GameButton("../images/shrink.png", stage, 425, 25);
vanishButton = new GameButton("../images/vanish.png", stage, 425, 85);
spinButton = new GameButton("../images/spin.png", stage, 425, 145);
//Button event handlers
upButton.addEventListener(MouseEvent.CLICK, upButtonHandler);
}
public function upButtonHandler(event:MouseEvent)
{
trace("You clicked the up button!");
catCharacter.CharacterMove(15);
}
}
}
GameButton.as
package
{
import flash.net.URLRequest;
import flash.display.Loader;
import flash.display.Sprite;
import flash.display.Stage;
import flash.events.MouseEvent;
public class GameButton extends Sprite
{
//public variables
public var stageRef:Stage;
public var urlRequest:URLRequest;
public var gameButtonLoader:Loader;
public var gameButtonSprite:Sprite;
//Constructor
public function GameButton (urlRequest:String, stageRef:Stage, xPos:Number, yPos:Number)
{
this.stageRef = stageRef
this.urlRequest = new URLRequest();
gameButtonLoader = new Loader();
gameButtonSprite = new Sprite();
this.urlRequest.url = urlRequest;
gameButtonLoader.load(this.urlRequest);
gameButtonSprite.addChild(gameButtonLoader);
this.stageRef.addChild(gameButtonSprite);
gameButtonSprite.buttonMode = true;
gameButtonSprite.x = xPos;
gameButtonSprite.y = yPos;
}
}
}
Character.as
package
{
import flash.net.URLRequest;
import flash.display.Loader;
import flash.display.Sprite;
import flash.display.Stage;
public class Character
{
//private variables
private var stageRef:Stage;
private var urlRequest:URLRequest;
private var characterLoader:Loader;
private var characterSprite:Sprite;
//public variables
public var character_x_pos:Number;
public var character_y_pos:Number;
//Constructor
public function Character (urlRequest:String, stageRef:Stage)
{
this.stageRef = stageRef;
this.urlRequest = new URLRequest();
characterLoader = new Loader();
characterSprite = new Sprite();
this.urlRequest.url = urlRequest;
characterLoader.load (this.urlRequest);
characterSprite.addChild (characterLoader);
this.stageRef.addChild (characterSprite);
characterSprite.mouseEnabled = false;
}
//Set the position of the character
public function CharacterPos(xPos:Number, yPos:Number):void
{
characterSprite.x = xPos;
characterSprite.y = yPos;
}
//Move the position of the character
public function CharacterMove( yPos:Number):void
{
characterSprite.y -= yPos;
}
}
}
Background.as
package
{
import flash.net.URLRequest;
import flash.display.Loader;
import flash.display.Sprite;
import flash.display.Stage;
public class Background
{
//Private variables
private var stageRef:Stage;
private var urlRequest:URLRequest;
private var backgroundLoader:Loader;
private var backgroundSprite:Sprite;
//Constructor
public function Background (urlRequest:String, stageRef:Stage)
{
this.stageRef = stageRef;
this.urlRequest = new URLRequest();
backgroundLoader = new Loader();
backgroundSprite = new Sprite();
this.urlRequest.url = urlRequest;
backgroundLoader.load (this.urlRequest);
backgroundSprite.addChild (backgroundLoader);
this.stageRef.addChild (backgroundSprite);
backgroundSprite.mouseEnabled = false;
}
}
}
All art is loaded within the as files.
This is not an approach I recommend. There's a reason God gave us the Flash IDE--and it's not to write code! Any time you're spending on layout and viduals in code is just wasted, unless you have an actual requirement to change the visuals at runtime. The fact that your paths are all hard-coded suggests that you don't have that requirement.
So let's step back and imagine that you have a Symbol that contains 6 Symbols that you've created as just Flash buttons (when you select Button as the Symbol type). These will be SimpleButtons, but in the Class below we're just going to type them as DisplayObject. The Class doesn't care what they are, but using Simplebutton gives them up, over, down and hit states that require no code.
Note that the below assumes you have "automatically declare stage instances" off, which is IMO the best way to do things.
package view {
public class NavBar extends Sprite {
//because you put these on stage in the Symbol, they will be available in the constructor
public var upButton:DisplayObject;
public var downButton:DisplayObject;
public var growButton:DisplayObject;
public var shrinkButton:DisplayObject;
public var rotateButton:DisplayObject;
public var vanishButton:DisplayObject;
//makes it easier to do the same setup on all buttons
protected var allButtons:Vector.<DisplayObject> = <DisplayObject>([upButton, downButton, growButton, shrinkButton, rotateButton, vanishButton]);
public function NavBar() {
super();
for each (var btn:DisplayObject in allButtons) {
btn.buttonMode = true;
btn.mouseChildren = false;
btn.addEventListener(MouseEvent.CLICK, onButtonClick);
}
}
protected function onButtonClick(e:MouseEvent):void {
switch (e.target) {
case upButton:
dispatchEvent(new CharacterEvent(CharacterEvent.UP));
break;
case downButton:
dispatchEvent(new CharacterEvent(CharacterEvent.DOWN));
break;
case growButton:
dispatchEvent(new CharacterEvent(CharacterEvent.GROW));
break;
case shrinkButton:
dispatchEvent(new CharacterEvent(CharacterEvent.SHRINK));
break;
case rotateButton:
dispatchEvent(new CharacterEvent(CharacterEvent.ROTATE));
break;
case vanishButton:
dispatchEvent(new CharacterEvent(CharacterEvent.VANISH));
break;
default:
break;
}
}
}
}
Note that there's zero layout code. This code is dependent on a custom Event Class. I'm going to write that Event Class so that it always bubbles. That way, it can be dispatched anywhere on the display list and received at the top level:
package control {
class CharacterEvent extends Event {
public static var UP:String = 'characterUp';
public static var DOWN:String = 'characterDown';
public static var GROW:String = 'characterGrow';
public static var SHRINK:String = 'characterShrink';
public static var ROTATE:String = 'characterRotate';
public static var VANISH:String = 'characterVanish';
public function CharacterEvent(type:String) {
super(type, true, true);//always bubbles
}
public function clone():Event {
return new CharacterEvent(type);
}
}
}
Now, if you want to manually handle instantiation of the Symbol that has view.NavBar as its base class, it will look like this:
package {
public var navBar:NavBar;
class GameWorld {
public function GameWorld() {
try {
var navClass:Class = getDefinitionByName('NavBarSymbol') as Class;
} catch (e:Error) {
trace('You need to have a Library symbol called NavBarSymbol');
}
if (navClass) {
navBar = new navClass() as NavBar;
//unnecessary layout code here
//Note that this is NOT the responsibility of the child Class!
addChild(navBar);
}
//instantiate character
...
//by listening to the whole Document, you can add other things that
//dispatch Character events on the display list, like a keyboard listener
addEventListener(CharacterEvent.UP, moveCharacterUp);
//listeners for the rest of the character events...
}
public function moveCharacterUp(e:CharacterEvent):void {
//character move logic
}
//other handlers
}
}
Personally, I'd just add the navBar to the stage, and then there's no need to manage it at all (not even reference it with a variable), simply add the event listeners for the various character events.
The root of your problem doesn't seem to be the character code. However, I'm going to give you a few "best practice" pointers about it.
The convention in AS3 is for Class members (properties and methods) to be camel case starting with a lower case letter. So, characterPos() and characterMove().
Your Class already contains character in the name, so really these should just be pos() and move() (though there's no need now to shorten position()).
The only thing your child Classes are doing with their references to the parent are adding themselves. They don't need and shouldn't have a reference to the parent for this purpose. It is the parent's responsibility to add the Children (or the responsibility of the Flash Player if you use the stage).
That said, you could give your Character a reference to the parent Class typed as IEventDispatcher and allow the Character to listen to this channel. This concept is called an event bus.
Note that the reason that so many people do what you're doing is that Adobe failed to document how to properly use OOP with the timeline. Unfortunately, by the time a few of us started documenting that around late 2009/early 2010, the damage was done and everyone assumed that if you wanted to write good code you had to pretend the timeline and stage didn't exist.
I know I've covered a lot of ground, and probably most of what I said directly contradicts what you thought you knew, so please don't hesitate to ask any questions you might have.