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its saying that the private attribute may be used only on a class property definitions
the public attirbute can only be used inside a package
package states
{
import flash.media.Sound;
import starling.display.Button;
import starling.display.Image;
import starling.display.MovieClip;
import starling.display.Sprite;
import starling.textures.Texture;
import starling.events.Event;
import starling.text.TextField;
import starling.textures.TextureAtlas;
import starling.utils.Color;
import states.IgameState;
/**
* ...
* @author Stefan Oprisan
*/
//function to the starling stage object(comes from the main stagestarling class)
public class menu_Splash extends Sprite implements IgameState
{
//this holds our display objects such as BG's, sprites, etc.
private var gameClassRef:game;
private var background:Image;
private var GameName:TextField;
private var GameName2:TextField;
private var PressEnter:TextField;
private var JumpToMainMenu:Button;
private var waterfall:MovieClip;
private var vector:Vector.<MovieClip>;
private var changeState:IgameState;
public function menu_Splash(extGameClassRef:game)
{
this.gameClassRef = extGameClassRef; //use the above reference
this.addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
background = new Image(embeded_Assets.myTexAtlas.getTexture("initial menu"));
this.addChild(background);
JumpToMainMenu = new Button(embeded_Assets.myTexAtlas.getTexture("BG_invisible"), "");
JumpToMainMenu.addEventListener(Event.TRIGGERED, onActivate);
this.addChild(JumpToMainMenu);
JumpToMainMenu.addEventListener(Event.TRIGGERED, onActivate);
JumpToMainMenu.x = 507; //X position
JumpToMainMenu.y = 250; //Y position
JumpToMainMenu.text = "Press Enter to Begin"; //type here what text you want to say
JumpToMainMenu.fontName = "Capture it"; //font name
JumpToMainMenu.fontSize = 10; //change here the size of the font
JumpToMainMenu.fontColor = Color.WHITE; //color of the text
this.addChild(JumpToMainMenu);
GameName = new TextField(400, 200, ""); //here you can change the position and what it can say
GameName.x = -20; //X position
GameName.y = 130; //Y position
GameName.text = "Trigger"; //type here what text you want to say
GameName.fontName = "Capture it"; //font name
GameName.fontSize = 70; //change here the size of the font
GameName.color = Color.WHITE; //color of the text
GameName.width = 500; //this extends the boundary of how big it can be
GameName.height = 200; //this extends the boundary of how big it can be
GameName.alpha = 0.85; //this changes the tranparency
this.addChild(GameName);
GameName2 = new TextField(400, 200, ""); //here you can change the position and what it can say
GameName2.x = -17; //X position
GameName2.y = 190; //Y position
GameName2.text = "Happy"; //type here what text you want to say
GameName2.fontName = "Capture it"; //font name
GameName2.fontSize = 90; //change here the size of the font
GameName2.color = Color.WHITE; //color of the text
GameName2.width = 500; //this extends the boundary of how big it can be
GameName2.height = 200; //this extends the boundary of how big it can be
GameName2.alpha = 0.85; //this changes the tranparency
this.addChild(GameName2);
embeded_Assets.theme.play(); //here the theme song starts playing in a loop
/*public function water()
{
waterfall(embeded_Assets.myTexAtlas2("001"), 12);
pivotX = width * 0.5;
pivotY = height * 0.5;
}*/
private function onActivate(e:Event):void
{
this.gameClassRef.changeState(game.MENU_MAIN);
}
//Interface IgameState
public function update():void
{
if (game.myGameInput.pressing.up == true)
{
trace ("Up Press");
//trace ("");
}
if (game.myGameInput.pressing.down == true)
{
trace ("Down Press");
//trace ("");
}
if (game.myGameInput.pressing.enter == true)
{
this.gameClassRef.changeState(game.MENU_MAIN)
}
public function destroy():void
{
background.removeFromParent(true);
background = null;
GameName.removeFromParent(true);
GameName = null;
JumpToMainMenu.removeFromParent(true);
JumpToMainMenu = null;
this.removeFromParent(true);
}
}
}
}
}
that usually means you have mismatched brackets.
i don't see a close function bracket for init() and there's an extra bracket at the end of your class.
you may be thinking those are a match. they are not.
in fact, NEVER nest named functions:
function a(){
function b(){
}
}
is always problematic.
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that usually means you have mismatched brackets.
i don't see a close function bracket for init() and there's an extra bracket at the end of your class.
you may be thinking those are a match. they are not.
in fact, NEVER nest named functions:
function a(){
function b(){
}
}
is always problematic.
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