TouchEvent.TOUCH_BEGIN, onTouchBegin Freezes after

2020-07-09 08:31发布

问题:

I am building an Adobe Air AS3 IOS and Android App, in which i have a movie clip in the center of the stage. When you start touching this movie clip, you can move it all around the stage.
This is how i'm doing so :

            Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
            MC_M1.alpha = 1;
            MC_M1.addEventListener(Event.ENTER_FRAME, ifHitAct);
            MC_M1.addEventListener(TouchEvent.TOUCH_BEGIN, onTouchBegin);
            MC_M1.x = 0.516 * gameIntro.stageWidthToUse;
            MC_M1.y = 0.75 * gameIntro.stageHeightToUse;
            MC_M1.height = 0.2 * gameIntro.stageHeightToUse;
            MC_M1.width = MC_M1.height / 1.4;
            gameIntro.STAGE.stage.addChildAt(MC_M1,1);

function onTouchBegin(event:TouchEvent)
        {
            trace("TouchBegin");
            if (touchMoveID != 0)
            {
                trace("It Did Not");
                return;
            }
            touchMoveID = event.touchPointID;

            gameIntro.STAGE.stage.addEventListener(TouchEvent.TOUCH_MOVE, onTouchMove);
            gameIntro.STAGE.stage.addEventListener(TouchEvent.TOUCH_END, onTouchEnd);
        }
        function onTouchMove(event:TouchEvent)
        {
            if (event.touchPointID != touchMoveID)
            {
                return;
            }
            //trace("Moving")
            MC_M1.x = event.stageX;
            MC_M1.y = event.stageY;
        }
        function onTouchEnd(event:TouchEvent)
        {
            if (event.touchPointID != touchMoveID)
            {
                return;
            }
            //trace("Ending");
            touchMoveID = 0;
            gameIntro.STAGE.stage.removeEventListener(TouchEvent.TOUCH_MOVE, onTouchMove);
            gameIntro.STAGE.stage.removeEventListener(TouchEvent.TOUCH_END, onTouchEnd);
        }

When the player actually looses the game, what i am actually doing is the following :

MC_M1.removeEventListener(Event.ENTER_FRAME , ifHitAct);
MC_M1.removeEventListener(TouchEvent.TOUCH_BEGIN , onTouchBegin);
gameIntro.STAGE.stage.removeChild(MC_M1);
MC_M1.alpha = 0;
isDead = 1;
replayButToUse.x = 0.127 * gameIntro.stageWidthToUse;
replayButToUse.y = 0.91 * gameIntro.stageHeightToUse;
replayButToUse.addEventListener(MouseEvent.CLICK, gotoIntro);

This is all happening in a class called : introClassToUse.
So when the users looses, he will get a replay button, and when he clicks it, he will go back to the same class and reload everything, using the following code :

function gotoIntro(event:MouseEvent):void
        {

            replayButToUse.removeEventListener(MouseEvent.CLICK, gotoIntro);
            replayButToUse.alpha = 0;
            replayButToUse.removeEventListener(MouseEvent.CLICK, gotoIntro);
            stop();
            var reload:introClassToUse = new introClassToUse();

        }

And so everything loads back up and the game restarts. My problem is, i'm facing a very weird behavior when i tend to replay the game more than 2-3 times. The MC_M1 just stops listening to any touch event, but keeps on listening to ENTER_FRAME events, in which i keep touching the MC_M1 but it seems to not respond to it. I even debugged it remotely from my iPhone, for the first couple of replays, i can see the trace("TouchBegin"); with it's outcome, it was showing me TouchBegin, but after a few replays, the touch events just froze. What am i missing?

Any help is really appreciated, i'm new in AS3, i need to learn so i could manage more

Edit 1 :

I have no code on any frame, i just have lots of AS Classes. The fla file is linked to an AS Class called gameIntro. In this class, i have linked the following :
- STAGE is an object of type Stage.
- gameIntro.STAGE = stage
Later on, when the user clicks a play button, i call the class introClassToUse. This class has all the game functionalities. All the code present above is in introClassToUse. When the user looses and clicks the replay button, he will go to "goToIntro" function, im which i recall the introClassToUse.
It's all working fine, with several other timers implemented and all, the only problem is that after several replays, the MC_M1 just freezes over I am removing the MC_M1 each time the user looses and re-add them when i call back the introClassToUse, because i tried to use the .visible property, it didn't work at all ( this is why i am using the gameIntro.STAGE.stage.removeChild(MC_M1)

回答1:

I know the question is old but maybe someone is still wondering what is going on here (like me). There are lot of problems in you code but I thing the root of your problem starts here:

function gotoIntro(event:MouseEvent):void{
    //...
    var reload:introClassToUse = new introClassToUse();
}
  • It is usually unwanted behavior if simply creating an instance does more than nothing to your program and you don't even need to assign it to variable in this case.
  • You mentioned this code is located in your introClassToUse class. This basically means that you are creating new instance of your game inside old one and this seem to be completely awry.

You should consider using only instance properties in your class definition and create new introClassToUse() in external classes;

You didn't include many important details about your code like

  • How the whole class structures look like - for example you can't place line like MC_M1.addEventListener(Event.ENTER_FRAME, ifHitAct);in the scope of your class so obviously you have this in some function and we don't know when and from where it is called.

  • Where and how your variables are declared, and assigned. It's hard to tell if your MC_M1 is property of an instance or a class, is it internal/public/private/...

  • Do you link library symbols to your classes or acquire it from stage.

There could be many things that could give you such result. Based on what you wrote I've reproduced behavior similar to what you've describe but using mouse event and a dummy loose condition. This ends the game each time you drop the mc partially outside right edge of the sage, show restart button and starts again if you click it (basically it's mostly your code). It works fine for about 10s and than suddely you can't move the mc anymore. The frame event is still tracing out but touch/mouse is not.

How can it be? I suspect that you could remove only listeners somewhere and have invisible mc stuck on the new one. And this could be easy overlooked, especially if you using static properties. Again we don't even know where is your movie clip coming from so we can only guess what is happening whit your code but I've tried to take the example simple this is how I did it. The problem may lay in some completely different place but you can guess for all scenarios.

Document class of the project - GameIntro.as

package 
{
    import flash.display.Sprite;

    public class GameIntro extends Sprite 
    {
        //Document class. this need to be compiled with strict mode off.
        public function GameIntro() {

            GameIntro.STAGE = stage;
            GameIntro.stageWidthToUse = stage.stageWidth;
            GameIntro.stageHeightToUse = stage.stageHeight;

            var intro:IntroClassToUse = new IntroClassToUse();
            stage.addChild(intro);
        }

    }
}

IntroClassToUse.as

package
{
    import flash.display.MovieClip;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.events.TimerEvent;
    import flash.utils.Timer;

    /**
     * You need to have library symbol linked to this class in .fla with two mcs - 
     * mcFromLibrarySymbol (dragable) and repButton (reapatButton)
     */
    public class IntroClassToUse  extends MovieClip
    {
        var t = 0; //timer ticks
        var fc:uint = 0; //frames counter
        var isDead = 0;
        var mc;
        static var repButton;
        var logicContex:Timer = new Timer(30);

        public function IntroClassToUse() {
            trace("toUse", GameIntro.stageWidthToUse);
            mc = mcFromLibrarySymbol;
            if(!repButton) repButton = repButtonX;
            logicContex.addEventListener(TimerEvent.TIMER, logicInterval);
            logicContex.start();
            init();
        }

        internal function init() {
            trace("init");
            mc.alpha = 1;
            mc.addEventListener(Event.ENTER_FRAME, onFrame);
            mc.addEventListener(MouseEvent.MOUSE_DOWN, onMDown);
            mc.x = 0.516 * GameIntro.stageWidthToUse;
            mc.y = 0.75 * GameIntro.stageHeightToUse;
            mc.height = 0.2 * GameIntro.stageHeightToUse;
            mc.width = mc.height / 1.4;
            GameIntro.STAGE.stage.addChildAt(mc, 1);
        }

        internal function onLoose() {
            trace("onLoose");
            mc.removeEventListener(Event.ENTER_FRAME , onFrame);
            mc.removeEventListener(MouseEvent.MOUSE_DOWN, onMDown);
            GameIntro.STAGE.stage.removeChild(mc);
            mc.alpha = 0;
            isDead = 1;
            repButton.x = 0.127 * GameIntro.stageWidthToUse;
            repButton.y = 0.91 * GameIntro.stageHeightToUse;
            repButton.addEventListener(MouseEvent.CLICK, onReplay);
            repButton.alpha = 1;
        }

        internal function onReplay(e:MouseEvent):void {
            trace("onReplay");
            repButton.removeEventListener(MouseEvent.CLICK, onReplay);
            repButton.alpha = 0;
            stop();
            new IntroClassToUse();
        }

        internal function onMDown(e:MouseEvent):void {
            trace("mouseDow");
            GameIntro.STAGE.stage.addEventListener(MouseEvent.MOUSE_MOVE, onMMove);
            GameIntro.STAGE.stage.addEventListener(MouseEvent.MOUSE_UP, onMUp);
        }       

        internal function onMMove(e:MouseEvent):void {
            mc.x = e.stageX;
            mc.y = e.stageY;    
        }

        //you loose the game if you release you mc with part of it over rigth stage edge.
        internal function onMUp(e:MouseEvent):void {
            trace("mouseUp");
            GameIntro.STAGE.stage.removeEventListener(MouseEvent.MOUSE_MOVE, onMMove);
            GameIntro.STAGE.stage.removeEventListener(MouseEvent.MOUSE_UP, onMUp);
            trace("Stage:", GameIntro.STAGE.numChildren);
            if (mc.x + mc.width > GameIntro.STAGE.stageWidth) onLoose();
        }

        internal function onFrame(e:Event):void {
            trace("frames", fc++);
        }

        internal function logicInterval(e:TimerEvent):void {
            if (t++ < 300 || !isDead) return;
            init();
            mc.alpha = 0;
            mc.removeEventListener(MouseEvent.MOUSE_DOWN, onMDown);
            isDead = 0;
        }
    }

}