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)
TOUCH_BEGIN
toMOUSE_DOWN
,TOUCH_END
toMOUSE_UP
,TOUCH_MOVE
toMOUSE_MOVE
(note thatMouseEvent
doesn't havetouchPointID
) — and checking if the issue persists – ChiromancystartDrag
instead ofTOUCH_MOVE
event handling, but if theTouchBegin
trace
is not seen, the problem is somewhere else. Seems likeMC_M1
getsmouseEnabled = false
or its parent getmouseChildren = false
or something like that. I'd suggest two things: adding aTOUCH_BEGIN
listener to the stage with a singletrace
in it and creating a minimum example to reproduce the issue – ChiromancySprite
. So I'd suggest checking if aTOUCH_BEGIN
listener added tostage
willtrace("stage touch")
whenMC_M1
is not getting dragged – Chiromancystage
and checking ifMC_M1
is touched usinggetObjectsUnderPoint()
. – ChiromancygameIntro.STAGE.stage.removeChild(MC_M1);
so is gameIntro containing MC called STAGE but what is other stage? I will try to recreate later but can only test on Android not iPhone. – Kktp