Access a public variable between classes

Hello

I have two classes running... one is a class of documents (EgoGame.as) and another is a class linked to several similar clips (Ball.as).

I'm trying to access a public Ball.as variable that has been declared in the class statement EgoGame.as.

When I run the test output includes the following...

1120: access of undefined property _ballPlaced.


Here is my code.  What I'm trying to do is remove the Ball.as event listeners when the _ballPlaced variable is true, so that the user cannot drag and drop the balls after that that they were placed in a box... pointers greatly appreciated!

Document class
EgoGame.as

package
{
    import flash.display.MovieClip;
    import flash.display.DisplayObject;
    import flash.events.MouseEvent;
    import Ball;
        
    public class EgoGame extends MovieClip
    {
        public var __zoneFull:Array = new Array(false, false, false);
        
        public var __ballPlaced:Array = new Array(false, false, false);
        
        public function EgoGame()
        {
            ball0_mc.addEventListener(MouseEvent.MOUSE_DOWN, zoneEmpty);
            ball1_mc.addEventListener(MouseEvent.MOUSE_DOWN, zoneEmpty);
            ball2_mc.addEventListener(MouseEvent.MOUSE_DOWN, zoneEmpty);
            
            ball0_mc.addEventListener(MouseEvent.MOUSE_UP, zoneFill);
            ball2_mc.addEventListener(MouseEvent.MOUSE_UP, zoneFill);
            ball1_mc.addEventListener(MouseEvent.MOUSE_UP, zoneFill);
            
            ball0_mc.addEventListener(MouseEvent.MOUSE_UP, playMovie);
            ball1_mc.addEventListener(MouseEvent.MOUSE_UP, playMovie);
            ball2_mc.addEventListener(MouseEvent.MOUSE_UP, playMovie);
            
            }
        
        private function zoneEmpty(event:MouseEvent):void
        {
            if(event.target.hitTestObject(zone0_mc) && _zoneFull[0] == true)
            {
                _zoneFull[0] = false;
                _ballPlaced[event.target.name.substring(4,5)] = false;
            }
            else if(event.target.hitTestObject(zone1_mc) && _zoneFull[1] == true)
            {
                _zoneFull[1] = false;
                _ballPlaced[event.target.name.substring(4,5)] = false;
            }
            else if(event.target.hitTestObject(zone2_mc) && _zoneFull[2] == true)
            {
                _zoneFull[2] = false;
                _ballPlaced[event.target.name.substring(4,5)] = false;
            }
            else
            {
                event.target.x = event.target._startX;
                event.target.y = event.target._startY;
                _ballPlaced[event.target.name.substring(4,5)] = false;
            }   
        }
        
        private function zoneFill(event:MouseEvent):void
        {
            if(event.target.hitTestObject(zone0_mc) && _zoneFull[0] == false)
            {
                event.target.x = zone0_mc.x;
                event.target.y = zone0_mc.y;
                _zoneFull[0] = true;
                _ballPlaced[event.target.name.substring(4,5)] = true;
            }
            else if(event.target.hitTestObject(zone1_mc) && _zoneFull[1] == false)
            {
                event.target.x = zone1_mc.x;
                event.target.y = zone1_mc.y;
                _zoneFull[1] = true;
                _ballPlaced[event.target.name.substring(4,5)] = true;
            }
            else if(event.target.hitTestObject(zone2_mc) && _zoneFull[2] == false)
            {
                event.target.x = zone2_mc.x;
                event.target.y = zone2_mc.y;
                _zoneFull[2] = true;
                _ballPlaced[event.target.name.substring(4,5)] = true;
            }
            else
            {
                event.target.x = event.target._startX;
                event.target.y = event.target._startY;
                _ballPlaced[event.target.name.substring(4,5)] =false;
            }
        }
        
        private function playMovie(event:MouseEvent):void
        {
            if (_ballPlaced[0] == true)
            {
                ball0_mc.gotoAndPlay(2);
            }
            else
            {
                ball0_mc.gotoAndStop(1);
            }
            
            if (_ballPlaced[1] == true)
            {
                ball1_mc.gotoAndPlay(2);
            }
            else
            {
                ball1_mc.gotoAndStop(1);
            }
            
            if (_ballPlaced[2] == true)
            {
                ball2_mc.gotoAndPlay(2);
            }
            else
            {
                ball2_mc.gotoAndStop(1);
            }
        }
        
        
    }
}


Ball.As

package
{
    import flash.display.MovieClip;
    import flash.events.MouseEvent;
    import flash.display.DisplayObject;
    import EgoGame;
    
    public class Ball extends MovieClip
    {
        // public var _hitTarget:MovieClip;
        public var _startX:Number;
        public var _startY:Number;
        
        public function Ball()
        {
            _startX = this.x;
            _startY = this.y;
            this.buttonMode = true;
            this.addEventListener(MouseEvent.MOUSE_DOWN, dragIt);
            this.addEventListener(MouseEvent.MOUSE_UP, dropIt);
        }
        
        private function dragIt(event:MouseEvent):void
        {
            this.startDrag();
        }
        
        public function dropIt(event:MouseEvent):void
        {
            this.stopDrag();
        }
        
        public function lockBall(event:MouseEvent):void
        {
            if(_ballPlaced[this.name.substring(4,5)] == true)
            {
                this.removeEventListener(MouseEvent.MOUSE_DOWN, dragIt);
                this.removeEventListener(MouseEvent.MOUSE_UP, dropIt);
            }
        }
        
    }
}

each place you have a ball of reference you have access to the lockBall() method.  so, if ball0_mc is a member of Ball class, you can use:

ball0_mc.lockBall ();

Tags: Adobe Animate

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    I looked at a few other discussions of the forum here and here, as well as the document of the basis of knowledge here, but could not recreate their solutions. It seems that the connector pane would be a viable way to go, but I'm not sure on how we create and use effectively. According to this document , it makes it seem like it should be simple enough to makes these terminals, but I am still missing a key step. I was able to follow all the steps on the knowledge base document and run the sequence, but then had no idea if it worked or not; I have the report show me the values of the variables I put, but I have no idea whether or not he actually did anything with the LabVIEW VI, or how I could see that.

    Please let me know if you need further information or clarifaction everything I ask.

    Thank you for your time,
    JColvin

    Digilent, a company of National Instruments

    If you want to enter values, you must create a vi for instance dialog box

    The OK button will allow new values to pass to the output terminals.

    A Cancel button will pass just the original through the output values without alteration. The VI will close when either the OK button or cancel were pressed.

    Concerning

    Ray

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