Stage and classes
I am new to AS3 and am trying to lean its OOP ways. What I am having problems with is understanding how to access the stage with separate classes.
Here is an example of what I am trying to do:
package game{
import flash.display.*;
public class Main extends MovieClip{
function Main(){
var player = new Player();
var playerBullets = new playerBullet();
addChild(player.players);
}
}
package game{
import flash.display.*;
public class Bullet extends Main // also tried w开发者_JAVA百科ith MovieClip and Sprite{
function Bullet(){
// empty
}
function blah(){
var someSprite = new someSprite();
Main.addChild(someSprite);
stage.addChild(someSprite);
root.addChild(someSprite);
}
}
}
I have Omitted another class which calls the blah method as I feel it is not relevant.
Basically what I want to know is how to add things to the stage in classes as it lookes like I am missing something crucial.
*EDIT TO INCLUDE ERROR*
TypeError: Error #1009: Cannot access a property or method of a null object reference. at game::Bullet/blah() at game::Player/fire()
You shouldn't necessarily be extending main to create something like a bullet class, this can be it's own class that extends Sprite or MovieClip. The stage object is considered a global object, as it is a singleton (except in the case of Adobe AIR where you can have one stage per NativeWindow that you spawn). So any object that extends DisplayObject or has DisplayObject in it's inheritance chain will by default have a reference to the stage via a getter, which is populated automatically when a displayObject is added to the display list. This can happen by either adding a clip directly to the root stage object or by adding a clip as a child of another clip, that eventually connects to the stage. For example:
var clip1:MovieClip = new MovieClip();
stage.addChild(clip1); //Clip 1 can now access the stage reference internally.
ver clip2:MovieClip = new MovieClip(); //Right now, clip2 cannot access the stage reference interally.
clip1.addChild(clip2); //Now clip2 can access the internal stage reference because it has been connected to the display list through clip1.
The other mistake people make is accessing stage within a DisplayObject typed class (such as your Main class) without first ensuring that the object itself has been added to the stage. You do this by listening for the Event.ADDED_TO_STAGE event within the constructor of the class, like so:
public class Main extends MovieClip{
function Main(){
if(stage){
//The stage reference is present, so we're already added to the stage
init();
}else{
addEventListener(Event.ADDED_TO_STAGE, init);
}
var player = new Player();
var playerBullets = new playerBullet();
addChild(player.players);
}
private function init(e:Event = null)
{
trace("Added to stage, the stage reference is now populated and stage can be accessed");
}
}
This could be the problem you're having, but it's hard to say since you have not specified any errors. However, this is likely an issue or will be for you, since it's quite common. Inside the init() method you can then set a flag so that when external classes call your Main.blah() method, you can ensure that the stage reference exists before attempting to add something to the stage. Take note however that within your Main class when you simply say:
addChild(someChild);
or
this.addChild(someChild);
you're not adding that child to the stage, but rather to the Main object, which is a MovieClip or Sprite based object that is itself attached to the stage automatically when you set it as the Document class. Hope this info helps.
Update
To explain the display list a little more:
Think of all your movieclips as dishes, and the stage as the table. You can only access the table from the dish, if the dish is placed directly on the table, or if a dish is stacked on top of another dish that touches the table. If you have 10 plates stacked on top of each other, they all touch the table eventually, via their connection to each other. This is essentially a visualization of the flash display list. The way you put dishes on the table is by using addChild(dish). If you have not placed an object somewhere on the table, and try to access the table from that object, you're going to fail. You're getting the "access to undefined" error because you're calling the "blah()" method, which accesses the stage (table) before the bullet (dish) has been added to the stage (table). So you must first either directly add the bullet to the stage, or add it to another object that has already been added to the stage. Change your code like so:
var myBullet:Bullet = new Bullet();
stage.addChild(myBullet);
//Or, if this class, assuming it's the player class, has already been added to the stage, just do this:
this.addChild(myBullet);
myBullet.blah();
Even so, you should still have some error checking within your "blah" method to ensure that the stage is available:
function blah(){
var someSprite = new someSprite();
if(stage){
Main.addChild(someSprite);
stage.addChild(someSprite);
root.addChild(someSprite);
}else{
trace("error, stage not present");
}
}
However you should also note that by adding this child to Main, then stage, then root all in sequence, this does not duplicate the someSprite object. When you add a display object to a new parent object, the object is automatically pulled from it's current parent and moved to the new one. So all this code will do is eventually add someSprite to root, which I believe will fail because root is not a display object, but rather a global reference mainly used to access global objects such as the stage and the Loader object used to load the SWF.
You shouldn't ever be calling stage.addChild. There should be only one child of the Stage, and that's the document class.
You make a MovieClip display on the screen by adding it to the stage's display list.
Stage
+ Main Timeline
+Anything
+Else
+You
+Want
So assuming that Main is your document class for the main timeline...
// inside of Main's constructor...
public function Main(){
var anything:MovieClip = new MovieClip();
var Else:TextField = new TextField();
var you:SimpleButton = new SimpleButton();
var want:Sprite = new Sprite();
this.addChild(anything);
this.addChild(Else);
this.addChild(you);
this.addChild(want);
}
Then in order to add children even lower, for example if you want something to be a child of "Anything" such that you have....
Stage
+ Main Timeline
+Anything
+And
+Everything
+Else
+You
+Want
public function Main(){
var anything:MovieClip = new MovieClip();
var Else:TextField = new TextField();
var you:SimpleButton = new SimpleButton();
var want:Sprite = new Sprite();
this.addChild(anything);
this.addChild(Else);
this.addChild(you);
this.addChild(want);
var And:Sprite = new Sprite();
var everything:Sprite = new Sprite();
anything.addChild(And);
anything.addChild(everything);
}
EDIT: Ascension Systems asks why you should never add any display object directly as a child of the stage. The simplest answer is that you can't ever guarantee that what you believe you're creating as a document class, or as a main timeline in fact actually is going to be used as such. Your use of the stage may later preclude your swf from being loaded as a child of a larger application depending on what it is you've done, exactly. Relying directly on the stage can mean that you're making some assumptions about the nature of the display list that may not hold in the future. That's the way in which it breaks modularity (which is not the same as breaking oop).
Why add to the stage when you could just create your entire application as a MovieClip that is completely self-contained with no reliance on the concept of a "stage" beyond that which is required for learning world coordinates? That way you can be much more modular in your design and you sacrifice nothing.
In some people's work this may be considered an edge case. In my work this has happened both to me when I've created applications that I thought at the time were purely stand-alone that ended up being repurposed later to be a module, and also to swfs that other people created that were intended to be strictly stand-alone, but that I was then to integrate as a module into a larger application. In all cases there were some nasty side effects to contend with. That's where I learned not to rely too closely on the stage for much beyond world coordinates.
Every display object has a property called stage
, which is null until that object is added to the display tree.
When you are unsure if an object has been added to the stage, there is a listener you can employ for that purpose:
public class Main extends MovieClip
{
import flash.events.Event;
public function Main():void
{
if(stage) {
init();
} else {
this.addEventListener(Event.ADDED_TO_STAGE,init);
}
}
private function init(evt:Event = null):void
{
this.removeEventListener(Event.ADDED_TO_STAGE,init);
//object is now definitely on the display tree
}
}
I'm gonna take a wild stab in the dark here.
stage
is a property implemented something like so:
public function get stage():Stage {
var s:DisplayObject = this;
while(s.parent) s = s.parent;
return s as Stage;
}
root
is very similar but stops a level below stage (root is a child of stage).
These properties only work when the object you're calling them on is on the stage somewhere. Doesn't matter where, because the while loop will walk up the hierarchy to get to the stage node at the top. But if it's not on the stage, then parent
will be null.
So if your movieclip is not on the stage, then its reference to stage
will be null. Same goes for root
.
I'm guessing that you're calling blah
before the bullets are added to the stage? In which case your call stage.addChild(someSprite)
will be a Null Reference error (stage is null).
So you either need to add the bullets to stage first, or you need to pass stage
in as a parameter:
function blah(s:Stage){
var someSprite = new someSprite();
s.addChild(someSprite);
}
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