Error #1126

Hello guys, I am needing help with this bug in adobe flash professional cs6

Scene 1, 'actions', Quadro 1, Linha 100 Camada1126: a language nao tem um corpo.

This is the code:

var maxHP:int = 100;

var currentHP:int = maxHP;

var percentHP:Number = currentHP / maxHP.

function updateHealthBar (): void

{

percentHP = currentHP / maxHP.

healthBar.barColor.scaleX = percentHP;

}

function restartGame (): void {}

currentHP = maxHP;

updateHealthBar();

}

var leftPressed:Boolean = false;

var rightPressed:Boolean = false;

var upPressed:Boolean = false;

var downPressed:Boolean = false;

var leftBumping:Boolean = false;

var rightBumping:Boolean = false;

var upBumping:Boolean = false;

var downBumping:Boolean = false;

var leftBumpPoint:Point = new Point (-30, -55);

var rightBumpPoint:Point = new Point (30, -55);

var upBumpPoint:Point = new Point (0, -120);

var downBumpPoint:Point = new Point (0, 0);

var scrollX:Number = 0;

var scrollY: number = 500;

var xSpeed:Number = 0;

var ySpeed:Number = 0;

var speedConstant:Number = 4;

var frictionConstant:Number = 0.9;

var gravityConstant:Number = 1.8;

var jumpConstant:Number = - 35;

var maxSpeedConstant:Number = 18;

var doubleJumpReady:Boolean = false;

var upReleasedInAir:Boolean = false;

var keyCollected:Boolean = false;

var doorOpen:Boolean = false;

var currentLevel:int = 1;

var animationState:String = "rest."

var bulletList:Array = new Array();

var enemyList:Array = new Array();

var bumperList:Array = new Array();

stage.addEventListener (KeyboardEvent.KEY_DOWN, keyDownHandler);

stage.addEventListener (KeyboardEvent.KEY_UP, keyUpHandler);

stage.addEventListener (Event.ENTER_FRAME, loop);

addEnemiesToLevel1();

addBumpersToLevel1();

function addEnemiesToLevel1 (): void

{

addEnemy (620,-115);

addEnemy (900,-490);

addEnemy (2005-115);

addEnemy (1225,-875);

}

function addBumpersToLevel1 (): void

{

addBumper (500,-115);

addBumper (740,-115);

}

function loop(event:Event):void -code says the error is here, I'm a newbie with flash, I don't know if there is an error, if anyone can help, thanks!

If (back.collisions.hitTestPoint (leftBumpPoint.x, player.y, player.x + leftBumpPoint.y, true)) {}

trace ("leftBumping");

leftBumping = true;

} else {}

leftBumping = false;

}

If (back.collisions.hitTestPoint (rightBumpPoint.x, player.y, player.x + rightBumpPoint.y, true)) {}

trace ("rightBumping");

rightBumping = true;

} else {}

rightBumping = false;

}

If (back.collisions.hitTestPoint (upBumpPoint.x, player.y, player.x + upBumpPoint.y, true)) {}

trace ("upBumping");

upBumping = true;

} else {}

upBumping = false;

}

If (back.collisions.hitTestPoint (downBumpPoint.x, player.y, player.x + downBumpPoint.y, true)) {}

trace ("downBumping");

downBumping = true;

} else {}

downBumping = false;

}

{if (leftPressed)}

xSpeed = speedConstant;

player.scaleX = - 1;

} else {if (rightPressed)

xSpeed += speedConstant;

player.scaleX = 1;

}

/ * if (upPressed) {}

ySpeed = speedConstant;

} else {if (downPressed)

ySpeed += speedConstant;

}*/

{if (leftBumping)}

If (xSpeed < 0) {}

xSpeed * = - 0.5;

}

}

{if (rightBumping)}

If (xSpeed > 0) {}

xSpeed * = - 0.5;

}

}

{if (upBumping)}

If (ySpeed < 0) {}

ySpeed * = - 0.5;

}

}

If (downBumping) {//if we touch the ground

If (ySpeed > 0) {}

ySpeed = 0; set the speed of y to zero

}

If (upPressed) {//and so you press the arrow pointing upwards

ySpeed = jumpConstant; set the speed of y to the constant jump

}

DOUBLE JUMP

if(upReleasedInAir == true) {}

upReleasedInAir = false;

}

if(doubleJumpReady == false) {}

doubleJumpReady = true;

}

} else {//if we don't touch the floor

ySpeed += gravityConstant; speed down

DOUBLE JUMP

If (upPressed == false & & upReleasedInAir == false) {}

upReleasedInAir = true;

trace ("upReleasedInAir");

}

If (doubleJumpReady & & upReleasedInAir) {}

If (upPressed) {//and so you press the arrow pointing upwards

trace ("after!");

doubleJumpReady = false;

ySpeed = jumpConstant; set the speed of y to the constant jump

}

}

}

if(keyCollected == false) {}

{if (Player.hitTestObject (back.other.doorKey))}

back.other.doorKey.visible = false;

keyCollected = true;

trace ("collected key");

}

}

if(doorOpen == false) {}

if(keyCollected == true) {}

{if (Player.hitTestObject (back.other.lockedDoor))}

back.other.lockedDoor.gotoAndStop (2);

D'Enhaut = true;

trace ("door open");

}

}

}

if(xSpeed > maxSpeedConstant) {//moving right

xSpeed = maxSpeedConstant;

} ElseIf (xSpeed < (maxSpeedConstant *-1)) {//moving left

xSpeed = (maxSpeedConstant *-1);

}

xSpeed * = frictionConstant;

ySpeed * = frictionConstant;

{if (Math.ABS (xSpeed) < 0.5)

xSpeed = 0;

}

scrollX = xSpeed;

scrollY = ySpeed;

Back.x = scrollX;

Back.y = scrollY;

Sky.x = scrollX * 0.2;

Sky.y = scrollY * 0.2;

If ((leftPressed || rightPressed || xSpeed > speedConstant || xSpeed < speedConstant *-1) & & downBumping) {}

animationState = "running";

} else {if (downBumping)

animationState = "rest."

} else {}

animationState = "jump";

}

If (player.currentLabel! = animationState) {}

player.gotoAndStop (animationState);

}

If (enemyList.length > 0) / / if there are enemies on the left in the enemyList

{

for (var i: int = 0; i < enemyList.length; i ++) / / for every enemy in the enemyList

{

If (bulletList.length > 0) / / if there is live fleas

{

for (var j: int = 0; j < bulletList.length; j ++) / / for each chip in the bulletList

{

If (enemyList [i] .hitTestObject ([j] bulletList))

{

trace ("Bullet and enemy are in collision");

enemyList [i] .removeSelf ();

bulletList [j] .removeSelf ();

}

enemyList [i] will give you the current enemy

bulletList [j] will give you the current ball

This will check all combinations of bullets and enemies

and see if everything is in collision

}

}

}

}

neutralize the bad guys with bumper

If (enemyList.length > 0) {//enemies left in the enemyList?

for (var k: int = 0; k < enemyList.length; k ++) {/ / for every enemy in the enemyList}

If (bumperList.length > 0) {}

for (var h:int = 0; h < bumperList.length; h ++) {/ / for each buffer in the list}

If {(enemyList [k] .hitTestObject (bumperList [h]))

enemyList [k] .changeDirection ();

}

}

}

}

}

Player and enemy of collisions

If (enemyList.length > 0) {//enemies left?

for (var m:int = 0; m < enemyList.length; m ++) {/ / for every enemy in the enemyList}

If {(enemyList [m] .hitTestObject (player))

trace ("player collided with the enemy");

Insert here the code for the reader to damage, may be integrated with a health bar?

enemyList [m] .removeSelf ();

}

}

}

function nextLevel (): void {}

currentLevel ++;

trace ("next level:" + currentLevel);

if(currentLevel == 2) {}

gotoLevel2();

}

can be extended...

another if (currentLevel == 3) {gotoLevel3() ;} / / etc., etc.}

}

function gotoLevel2 (): void {}

back.other.gotoAndStop (2);

back.visuals.gotoAndStop (2);

back.collisions.gotoAndStop (2);

scrollX = 0;

scrollY = 500;

keyCollected = false;

back.other.doorKey.visible = true;

D'Enhaut = false;

back.other.lockedDoor.gotoAndStop (1);

}

function keyDownHandler(e:KeyboardEvent):void {}

if(e.keycode == Keyboard.A) {}

leftPressed = true;

} else if(e.keyCode == Keyboard.D) {}

rightPressed = true;

} else if(e.keyCode == Keyboard.W) {}

upPressed = true;

} else if(e.keyCode == Keyboard.S) {}

downPressed = true;

If (d'Enhaut & & player.hitTestObject (back.other.lockedDoor)) {}

Go to the next level if the player touches an open door

nextLevel();

}

}

}

function keyUpHandler(e:KeyboardEvent):void {}

if(e.keycode == Keyboard.A) {}

leftPressed = false;

} else if(e.keyCode == Keyboard.D) {}

rightPressed = false;

} else if(e.keyCode == Keyboard.W) {}

upPressed = false;

} else if(e.keyCode == Keyboard.S) {}

downPressed = false;

}

if(e.keycode == Keyboard.Space) {}

fireBullet();

}

}

function fireBullet (): void

{

var playerDirection:String;

If (player.scaleX < 1) {}

playerDirection = 'left ';

} else if (player.scaleX >-1) {}

playerDirection = 'right ';

}

ball: ball of var = new Bullet (player.x - scrollX, player.y - scrollY, playerDirection, xSpeed);

back.addChild (bullet);

bullet.addEventListener (Event.REMOVED, bulletRemoved);

bulletList.push (bullet);

}

function bulletRemoved(e:Event):void

{

e.currentTarget.removeEventListener (Event.REMOVED, bulletRemoved); This command simply deletes the eventListener if we do not get an error

bulletList.splice (bulletList.indexOf (e.currentTarget), 1); This command removes the bulletList, to index something caused this function activate 1 item

}

function addEnemy(xLocation:int,_yLocation:int):void

{

var enemy: enemy = new enemy (xLocation, yLocation);

back.addChild (enemy);

enemy.addEventListener (Event.REMOVED, enemyRemoved);

enemyList.push (enemy);

}

function addBumper(xLocation:int,_yLocation:int):void

{

var bumper: bumper = new bumper (xLocation, yLocation);

back.addChild (bumper);

Bumper.Visible = false;

bumperList.push (bumper);

}

function enemyRemoved(e:Event):void

{

e.currentTarget.removeEventListener (Event.REMOVED, enemyRemoved); This command simply deletes the eventListener if we do not get an error

enemyList.splice (enemyList.indexOf (e.currentTarget), 1); This command deletes the enemyList, to index something caused this function activate 1 item

}

then you have a mismatched after line 100 support.

Tags: Adobe Animate

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    e = c:\apex_listener-jar apex.war
    NEWS: Check out: C:\oracle\product\apex_listener.1.1.2.131.15.23\apex.war
    See: ' java-jar apex.war - help' for a full range of configuration options
    NEWS: Check out at: c:\apex_listener
    INFO: Using classpath: file:/c:/apex_listener/apex/___embedded/start.jar:file:/
    c:/apex_listener/Apex/Web-INF/lib/apex.jar:file:/c:/apex_listener/Apex/Web-INF/l
    IB/Commons-FileUpload-1.2.1.jar:file:/c:/apex_listener/apex/Web-INF/lib/je-4.0.1
    03.jar:file:/c:/apex_listener/Apex/Web-INF/lib/ojdbc6.jar:file:/c:/apex_listener
    /Apex/Web-INF/lib/ojmisc.jar:file:/c:/apex_listener/Apex/Web-INF/lib/POI-3.6-200
    91214.jar:file:/c:/apex_listener/Apex/Web-INF/lib/UCP.jar:file:/c:/apex_listener
    /Apex/Web-INF/lib/xdb-11.2.0.jar:file:/c:/apex_listener/Apex/Web-INF/lib/xmlpars
    erv2 - 11.2.0.jar:
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    INFO: Deploy application path=c:\apex_listener\apex\WEB-INF\web.xml
    2011-06-30 14:40:08 ___bootstrap. The Deployment Manager deploy
    NEWS: deployment application path=c:\apex_listener\apex\WEB-INF\web.xml
    2011-06-30 14:40:09 com.sun.grizzly.http.servlet.ServletContextImpl initListener
    s
    SEVERE:
    Oracle.DBTools.RT.x3p.impl.X3PParseException: ParseError at [row, col]: [1,3]
    Message: Markup declarations contained or pointed to by the type of document
    statement must be well-formed.
    at oracle.dbtools.rt.x3p.impl.StAXEventIterator.wrap (StAXEventIterator.j
    AVA: 94).
    to oracle.dbtools.rt.x3p.impl.StAXEventIterator.access$ 000 (StAXEventIter
    Ator.Java:27)
    to oracle.dbtools.rt.x3p.impl.StAXEventIterator$ XMLEventIterator.advance
    (StAXEventIterator.java:116)
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    (StAXEventIterator.java:97)
    at oracle.dbtools.rt.util.AbstractIterator.next (AbstractIterator.java:28
    )
    at oracle.dbtools.rt.util.M2NIterator.srcNext(M2NIterator.java:58)
    at oracle.dbtools.rt.util.M2NIterator.process(M2NIterator.java:39)
    at oracle.dbtools.rt.util.VariableIterator.advance (VariableIterator.java
    (: 25).
    at oracle.dbtools.rt.util.AbstractIterator.start (AbstractIterator.java:4
    7)
    at oracle.dbtools.rt.util.AbstractIterator.hasNext (AbstractIterator.java
    (: 20).
    to oracle.dbtools.rt.x3p.impl.Chain$ EventIterator.advance (Chain.java:100
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    to oracle.dbtools.rt.x3p.impl.Chain$ EventIterator.advance (Chain.java:75)

    at oracle.dbtools.rt.util.AbstractIterator.start (AbstractIterator.java:4
    7)
    at oracle.dbtools.rt.util.AbstractIterator.hasNext (AbstractIterator.java
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    a: 29)
    at oracle.dbtools.apex.config.ApexConfigSerializer.read (ApexConfigSerial
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    at oracle.dbtools.apex.config.ApexConfig.init(ApexConfig.java:158)
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    3)
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    to com.sun.grizzly.http.servlet.ServletAdapter.configureServletEnv (Servl
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    at com.sun.grizzly.tcp.http11.GrizzlyAdapterChain.start (GrizzlyAdapterCh
    Ain.Java:118)
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    at ___bootstrap.___Bootstrap.start(___Bootstrap.java:163)
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    at java.lang.reflect.Method.invoke (unknown Source)
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    INFO: From Grizzly Framework 1.9.18 - o - Thu Jun 30 14:40:09 EST 2011
    INFO: http://localhost:6565 / apex began.


    I tried without it - Dapex.port = 6565 and - Dapex.home = c:\apex_listener but error still appears.

    Windows XP Prof
    JDK 1.6.0_26

    Hi Andy,.

    I think that this error was triggered due to a failure of Oracle servers that contain the schema definition for validation.
    The two http://java.sun.com/xml/ns/j2ee http://java.sun.com/xml/ns/j2ee/web-app_2_4.xsd URLS have been temporarily low today but shows a splash screen, for schema validation failed.
    Currently, the system seems to be again. Could check you if it still works?

    -Udo

    P.S.: Similar problem: {: identifier of the thread = 2246333}

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