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  • TypeError: Error #1009 Actionscript 3 help.

    - by matt_t
    I am extremely frustrated. I'm following a tutorial and mimicing it on my own. I've been able to sort out most of the errors so far but this one has me stumped. I have tried replacing all of the class files with the tutorial specimen ones but i still get the error. TypeError: Error #1009: Cannot access a property or method of a null object reference. at com.senocular.utils::KeyObject/construct() at com.senocular.utils::KeyObject() at com.asgamer.basics1::Ship() at com.asgamer.basics1::Engine() Now, not really understanding the error properly I paste dumped the files online for you to look at. Ship class: textbin.com/78z35 Engine class: textbin.com/32b24 KeyObject class: textbin.com/p2725 As the error still occured when using the specimen class files I really have no idea where to begin. I will gladly try out any suggestions (although later on, i'm tired now ;). Thanks very much.

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  • ActionScript shiftKey Not Working In Full Screen Mode?

    - by Chunk1978
    i've drawn an ellipse sprite and added it to the display list of a container, which is added to the display list of the stage. to move the sprites with the keyboard arrows, it appears that my shiftModifier:Number variable is not working when the stage's display state is set to full screen. shiftModifier works as it should when the stage's display state is set to Normal. stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyboardDown); function onKeyboardDown(evt:KeyboardEvent):void { var shiftModifier:Number = 0.25; if (evt.shiftKey) {shiftModifier = 10;} if (evt.keyCode == Keyboard.UP) {ellipse1.y -= shiftModifier;} if (evt.keyCode == Keyboard.DOWN) {ellipse1.y += shiftModifier;} if (evt.keyCode == Keyboard.LEFT) {ellipse1.x -= shiftModifier;} if (evt.keyCode == Keyboard.RIGHT) {ellipse1.x += shiftModifier;} } fsm.addEventListener(MouseEvent.CLICK, toggleFullScreenMode); function toggleFullScreenMode(evt:MouseEvent):void { if (stage.displayState == StageDisplayState.FULL_SCREEN) {stage.displayState = StageDisplayState.NORMAL;} else {stage.displayState = StageDisplayState.FULL_SCREEN;} } full screen is tested in Safari and Firefox.

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  • Google maps event problem with flex actionscript

    - by DEH
    I am able to render a google map on a flex canvas. I create the map using the code below and then place markers on it in the onMapReady method (not shown) var map:com.google.maps.Map=new com.google.maps.Map(); map.id="map"; map.key="bla bla"; _mapCanvas.addChild(map); map.addEventListener(MapEvent.MAP_READY,onMapReady); It all works fine. However, if I remove the map and then set _mapCanvas to null, then run exactly the same code again, the onMapReady event does not fire. It is weird, but once a map has been created and deleted, the onMapReady event never seems to fire again. Anyone got any ideas? Thanks.

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  • ActionScript 3 Context Menu Per Sprite?

    - by TheDarkIn1978
    is it not possible to have different context menus for different sprites on the stage? i've tried adding a custom context menu to a sprite but it's applied to the entire stage: mySprite.contextMenu = myMenu; then after reading the documentation where it states: You can attach a ContextMenu object to a specific button, movie clip, or text field object, or to an entire movie level. You use the menu property of the Button, MovieClip, or TextField class to do this. ok, so i though i had to write it like: mySprite.menu.contextMenu = myMenu; only to be greeted with a nice migration issue stating that menu is legacy code and to use contextMenu instead. ??? um, thanks for the headsup, documentation. this process would be entirely much more easier if i could extend the ContextMenu, but for some reason it's marked as "final" and can't be extended... i'm sure adobe's reasons for finalizing the context menu class are as good as their reasons for including misleading documentation. thoughts?

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  • In ActionScript, is there a way to test for existence of variable with datatype "Function"

    - by Robusto
    So I have a class where I instantiate a variable callback like so: public var callback:Function; So far so good. Now, I want to add an event listener to this class and test for existence of the callback. I'm doing like so: this.addEventListener(MouseEvent.MOUSE_OVER, function(event:MouseEvent) : void { if (callback) { // do some things } }); This works great, doesn't throw any errors, but everywhere I test for callback I get the following warning: 3553: Function value used where type Boolean was expected. Possibly the parentheses () are missing after this function reference. That bugged me, so I tried to get rid of the warning by testing for null and undefined. Those caused errors. I can't instantiate a Function as null, either. I know, I know, real programmers only care about errors, not warnings. I will survive if this situation is not resolved. But it bothers me! :) Am I just being neurotic, or is there actually some way to test whether a real Function has been created without the IDE bitching about it?

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  • Learn Actionscript 3.0+Flash Vs. C#

    - by user335932
    I have a background in python and I'm looking for a new language. I am almost only intrested in making games. I have come to 2 languages. C# and Action Script. C# because Microsoft allows you to make Indie XBLA games programmed in C# ONLY. Action Script so I can make flash games for new grounds and ect. What do you think is better to learn in the long run?

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  • Flex custom toggleswitch not working in actionscript

    - by Gavin Jones
    I have a custom Flex Toggleswitch component that changes the text values of the switch. package skins { import spark.skins.mobile.ToggleSwitchSkin; public class MyToggleSwitchSkin extends ToggleSwitchSkin { public function MyToggleSwitchSkin() { super(); selectedLabel="Serviceable"; unselectedLabel="Fault"; } } } If I add the control using the MXML tag, it works fine. However, when I add the component using action script, it does not. import skins.MyToggleSwitchSkin; public function addToggle():void { var myCustomToggle:MyToggleSwitchSkin = new MyToggleSwitchSkin(); hgroup.addElement(myCustomToggle); } The control dsiplays but will not activate. Any ideas what I have missed?

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  • actionscript simple addchild within child

    - by steve
    I just need a quick answer for this, but I can't find anything about it anywhere. I need to add a child named "framecontainer" and then add another child within that named "bagFrame," both need to be added to the main timeline "MovieClip(root)" (unless there's an easier way to do that). Thanks.

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  • Actionscript 3.0 platformer game

    - by Jez
    I have an flash game with the following code (http://pastie.org/9248528) When I run it, the player just falls and doesn't stop when he hits a platform. I tried debugging it and I had an error with moveCharacter's timer, but I don't know if that is the main problem. I put the player inside the wall and debugged it using breakpoints and it didn't detect that the player was inside the wall, skipping moving it to outside of the wall. If anyone has any ideas on what is wrong with my code then that would be great thanks!

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  • Actionscript 2 call function from variable

    - by NebNeb
    How can i call a function form a variable. var upfunction = init; //or var upfunction = init(); I have tried the above code and it does not work. I want to be able to call that variable from a keypress and change the variables function. For example. function init(){ //Do whatever } function init2(){ //Do another thing } var upfunction = init(); if (Key.getCode() == Key.UP) { upfunction; } Then later doing upfunction = init2(); That way i could change the function without having much code. Sorry if this is a noob question but all i do is copy and paste code i have found.

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  • actionscript 2.0 input text box

    - by user1769760
    So, here's what I'm trying to do, and I, frankly, believe it should be obvious, but I can't figure it out. I am creating a very simple Artificial Intelligence simulation. And in this simulation there's an input box at the bottom of the screen (called "input" exactly). "input" has a variable in its properties that is called "inbox" (exactly). Using a key listener the script calls up a function when the enter button is pressed. This function has 2 if statements and an else statement which dictate the responses of the AI (named "nistra"). The problem is this, When I type in what I want to say, and hit enter, it always uses the second response ("lockpick" in the code below). I have tried variations on the code but I still don't see the solution. I believe the problem is that the "typein" variable holds all the format information from the text box as well as the variable, but I could be wrong, that information is in here as well, underneath the code itself. Any help I can get would be greatly appreciated. var typein = ""; //copies the text from inbox into here, this is what nistra responds to var inbox = ""; //this is where the text from the input text box goes var respond = ""; //nistra's responses go here my_listener = new Object(); // key listener my_listener.onKeyDown = function() { if(Key.isDown(13)) //enter button pressed { typein = inbox; // moves inbox into typein nistraresponse(); // calles nistra's responses } //code = Key.getCode(); //trace ("Key pressed = " + code); } Key.addListener(my_listener); // key listener ends here nistraresponse = function() // nistra's responses { trace(typein); // trace out what "typein" holds if(typein = "Hello") // if you type in "Hello" { respond = "Hello, How are you?"; } if(typein = "lockpick") // if you type in "lockpick" { respond = "Affirmative"; } else // anything else { respond = "I do not understand the command, please rephrase"; } cntxtID = setInterval(clearnistra, 5000); // calls the function that clears out nistra's response box so that her responses don't just sit there } clearnistra = function() // clears her respond box { respond = ""; clearInterval(cntxtID); } // "typein" traces out the following <TEXTFORMAT LEADING="2"><P ALIGN="CENTER"><FONT FACE="Times New Roman" SIZE="20" COLOR="#FF0000" LETTERSPACING="0" KERNING="0">test</FONT></P></TEXTFORMAT>

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  • Actionscript Removing Display Objects

    - by Chunk1978
    i don't understand why none of my display objects are not being removed. when i press the button, i'm expecting a trace and removal of both shapes and the button, but nothing happens: import fl.controls.Button; var shape1:Shape = new Shape(); shape1.name = "Shape1"; shape1.graphics.lineStyle(4, 0x000000); shape1.graphics.beginFill(0x000055, 0.5); shape1.graphics.drawRoundRect(50, 50, 100, 75, 20, 30); shape1.graphics.endFill(); addChild(shape1); var shape2:Shape = new Shape(); shape2.name = "Shape2"; shape2.graphics.lineStyle(4, 0xFFFF99); shape2.graphics.beginFill(0x550000, 0.5); shape2.graphics.drawRoundRect(100, 75, 200, 175, 50, 10); shape2.graphics.endFill(); addChild(shape2); button1.addEventListener(MouseEvent.CLICK, pushButton); function pushButton(evt:MouseEvent):void { for(var amount:int = numChildren; amount == 0; amount--) { trace(amount); var disObj:DisplayObject = getChildAt(amount); trace("Removing " + disObj.name); removeChildAt(amount); } }

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  • Add something to symbol in dynamicly loaded swf (ActionScript 3)

    - by user1468671
    I have a program written in Flash Builder with Flex 4.6 sdk and swf movie with some symbols inside. Those symbols moving around the stage. What I need is load that swf in my program and replace one of those symbols to my bitmap and show whole swf in flashContainer. There is my code for now: var swfLoader:Loader = new Loader(); var bgUrl:URLRequest = new URLRequest("testMovie.swf"); swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, function(event: Event) : void { var movie: MovieClip = event.target.content; var headClass: Class = movie.loaderInfo.applicationDomain.getDefinition("headSymbol") as Class; var head:MovieClip = new headClass() as MovieClip; head.addChild(bmp); flashContainer.source = movie; }); but in flashContainer showed old movie. If I do flashContainer.source = head; then only head with my bmp appears. Need help. And sorry for my bad English.

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  • Actionscript change default coordinate

    - by Comma
    I have a sprite inside another sprite SpriteB is inside SpriteA I would like to change the default coordinate(top left corner) to say 250,10 When SpriteB.x = 0, SpriteB.y = 0 puts SpriteB to 250,10 in SpriteA Is this possible?

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  • Object Building in ActionScript

    - by kumar
    I am getting an object structure like Object-- --- Object STRING1:VALUE STRING2:VALUE STRING3:VALUE ---- OBJECT STRING1:VALUE STRING2:VALUE STRING3:VALUE Now I want to filter this object because i need only STRING2:VALUE in the same object structure and need to a an structure similar to: Object STRING2:VALUE Object STRING2:VALUE and I need to do it in runtime can somebody please let me know ..

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  • ActionScript 2: Event doesn't fire?

    - by Pascal Schuster
    So I have a soundHandler class that's supposed to play sounds and then point back to a function on the timeline when the sound has completed playing. But somehow, only one of the sounds plays when I try it out. EDIT: After that sound plays, nothing happens, even though I have EventHandlers set up that are supposed to do something. Here's the code: import mx.events.EventDispatcher; class soundHandler { private var dispatchEvent:Function; public var addEventListener:Function; public var removeEventListener:Function; var soundToPlay; var soundpath:String; var soundtype:String; var prefix:String; var mcname:String; public function soundHandler(soundpath:String, prefix:String, soundtype:String, mcname:String) { EventDispatcher.initialize(this); _root.createEmptyMovieClip(mcname, 1); this.soundpath = soundpath; this.soundtype = soundtype; this.prefix = prefix; this.mcname = mcname; } function playSound(file, callbackfunc) { _root.soundToPlay = new Sound(_root.mcname); _global.soundCallbackfunc = callbackfunc; _root.soundToPlay.onLoad = function(success:Boolean) { if (success) { _root.soundToPlay.start(); } }; _root.soundToPlay.onSoundComplete = function():Void { trace("Sound Complete: "+this.soundtype+this.prefix+this.file+".mp3"); trace(arguments.caller); dispatchEvent({type:_global.soundCallbackfunc}); trace(this.toString()); trace(this.callbackfunction); }; _root.soundToPlay.loadSound("../sound/"+soundpath+"/"+soundtype+prefix+file+".mp3", true); _root.soundToPlay.stop(); } } Here's the code from the .fla file: var playSounds:soundHandler = new soundHandler("signup", "su", "s", "mcs1"); var file = "000"; playSounds.addEventListener("sixtyseconds", this); playSounds.addEventListener("transition", this); function sixtyseconds() { trace("I am being called! Sixtyseconds"); var phase = 1; var file = random(6); if (file == 0) { file = 1; } if (file<10) { file = "0"+file; } file = phase+file; playSounds.playSound(file, "transition"); } function transition() { trace("this works"); } playSounds.playSound(file, "sixtyseconds"); I'm at a total loss for this one. Have been wasting hours to figure it out already. Any help will be deeply appreciated.

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  • Actionscript 3.0 cross-project folder/package structure best practise

    - by dr_tchock
    I'm currently looking at structuring my teams projects into a consistent manner that properly utilises packages and is easily version-controlled (via SVN). I'm interested in any 'best practise' with regards to project structuring and how to use consistent packaging without lumping everything into a gigantic com.domainname.projects folder structure whilst maintaining that package structure. I'm also keen to use the src/bin/lib folder structure within each project. I guess I'm asking 'how do you do it?' and 'why?'. Sorry if this is a bit abstract for Stack Overflow but you guys give the best answers I've found.

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