Problem with removeEventListener

Hello

I have a code:

package 
{
     import adobe.utils.CustomActions;
     import flash.display.MovieClip;
     import flash.events.MouseEvent;
     import flash.text.TextField;
     import flash.events.*;
     import flash.utils.getTimer;


     public class MyMatching extends MovieClip
     {
          public var play_btn:MyButton = new MyButton();//creating new object play_btn
          public var xIconsContainer=100;//all icons start to draw from this x
          public var yIconsContainer=100;//all icons start to draw from this y
          
          private var iconsVertical=2;//icons columns
          private var iconsHorizontal=2;//icons rows
          
          private var firstIcon;//player click to first icon
          private var secondIcon;//player click to second icon
          
          private var deletedIcons;//if firstIcon==secondIcon we will delete 2 icons
          
          //private var myTimer:MyTimer;
          public var startTime:int = getTimer();
          public var timeString:String;
          
          private var playerScoreSum:int;//sum of all players points
          private var playerScorePreview:TextField;//showing players points to the window
          private var matchPoints:int = 20;//if player match 2 icons we add 20 points to his playerScoreSum
          private var missPoints:int = 1;//if miss we delete 1 points from playerScoreSum
          
          //constructor
          public function MyMatching():void
          {
               welcomeScreen();
               deletedIcons = 0;
               playerScoreSum = 0;
          }
          
          public function welcomeScreen():void
          {
               gotoAndStop('WelcomeScreen');
               play_btn.x=210;
               play_btn.y=300;
               play_btn.visible=true;
               addChild(play_btn);//draw play_btn object
               play_btn.addEventListener(MouseEvent.CLICK, goToLevel_1);//added event for the play_btn object
          }
          
          
          public function startingStopwatch():void
          {
               addEventListener(Event.ENTER_FRAME, stopwatch);
          }
          
          public function stopingStopwatch():void
          {
               removeEventListener(Event.ENTER_FRAME, stopwatch);
          }
          
          public function stopwatch(event:Event) 
          {
               var timePassed:int = getTimer()-startTime;
               var seconds:int = Math.floor(timePassed/1000);
               var minutes:int = Math.floor(seconds/60);
               seconds -= minutes*60;
               timeString = minutes + ":" + String(seconds + 100).substr(1, 2);
               stopwatch_txt.text = timeString;
          }
          
          
          public function goToLevel_1(event:MouseEvent)
          {
               play_btn.visible=false;
               gotoAndStop('Level_1');
               
               startingStopwatch();
               
               var iconsArray:Array = new Array();//creating new object iconsArray
               for (var i:int; i < iconsVertical*iconsHorizontal/2; i++)
               {
                    iconsArray.push(i);
                    iconsArray.push(i);
               }
               trace(iconsArray);
               
               //added timer to the screen
               //myTimer = new MyTimer();
               //addChild(myTimer);
               
               
               
               //added score to the sceen
               playerScorePreview = new TextField();
               playerScorePreview.text = String(playerScoreSum);
               playerScorePreview.x=200;
               playerScorePreview.y=0;
               addChild(playerScorePreview);
               
               for (var x:int = 0; x < iconsVertical; x++)
               {
                    for (var y:int = 0; y < iconsHorizontal; y++)
                    {
                         var iconsList:Icon = new Icon();
                         addChild(iconsList);
                         iconsList.stop();
                         iconsList.x=x*51+xIconsContainer;
                         iconsList.y=y*51+yIconsContainer;
                         var myRandom:int=Math.floor(Math.random()*iconsArray.length);//creates a random number that will be related to an index of the array named "iconsArray"
                         //var showIcon;//cast as whatever type of element the array is holding
                         iconsList.showIcon=iconsArray[myRandom];//assigns the randomly selected element of iconsArray to the variable showIcon
                         iconsArray.splice(myRandom,1);//removes the randomly selected element (now showIcon) from the array (not the last one, the random one) //we use the splice command to remove number from the array so that it won’t be used again
                         //iconsList.gotoAndStop(iconsList.showIcon+2);//showIcon+2 would be the next frame in the timeline after the frame for the random item deleted, so that code is essentially moving in the timeline to the frame just after the frame for the item that was removed from the array
                         trace(myRandom);
                         iconsList.addEventListener(MouseEvent.CLICK, clickToIcon);
                         deletedIcons++;//when we draw icons we every time add +2 icons to our deletedIcons variable, in future we will deleted 2 icons from this variable if firstIcon==secondIcon
                    }
               }
               trace("*************************random finished ******************************");
          }
          
          
          
          
          public function clickToIcon(event:MouseEvent)
          {
               var thisIcon:Icon = (event.currentTarget as Icon);//what icon player clicked...
               trace(thisIcon.showIcon);//trace clicked icon to the output pannel
               if (firstIcon==null)
               {
                    firstIcon=thisIcon;
                    firstIcon.gotoAndStop(thisIcon.showIcon + 2);
               } 
               else if (firstIcon == thisIcon)
               {
                    firstIcon.gotoAndStop(1);
                    firstIcon=null;
               } 
               else if (secondIcon==null)
               {
                    secondIcon=thisIcon;
                    secondIcon.gotoAndStop(thisIcon.showIcon + 2);
                    
                    if (firstIcon.showIcon==secondIcon.showIcon)
                    {
                         playerScoreSum += matchPoints;// +20 points for playerScoreSum
                         playerScorePreview.text = String(playerScoreSum);
                         
                         removeChild(firstIcon);
                         removeChild(secondIcon);
                         deletedIcons -= 2;
                         if (deletedIcons == 0)
                         {
                              //myTimer.Stop();//stoping timer, so now we know how time player spend to playing the level 1
                              stopingStopwatch();
                              stopwatch_txt.text = timeString;//why i don't see time?
                              gotoAndStop('GameoverScreen');//if player match all icons we go to GameoverScreen                              
                         }
                    }
                    else
                    {
                         playerScoreSum -= missPoints;// -1 point from playerScoreSum
                         playerScorePreview.text = String(playerScoreSum);
                    }
               }
               else
               {
                    firstIcon.gotoAndStop(1);
                    secondIcon.gotoAndStop(1);
                    firstIcon = null;
                    secondIcon = null;
               }
          }
          
     }

}

There is problem with my clock.

Code for timer:

public var startTime:int = getTimer();
          public var timeString:String;

public function startingStopwatch():void
          {
               addEventListener(Event.ENTER_FRAME, stopwatch);
          }
          
          public function stopingStopwatch():void
          {
               removeEventListener(Event.ENTER_FRAME, stopwatch);
          }
          
          public function stopwatch(event:Event) 
          {
               var timePassed:int = getTimer()-startTime;
               var seconds:int = Math.floor(timePassed/1000);
               var minutes:int = Math.floor(seconds/60);
               seconds -= minutes*60;
               timeString = minutes + ":" + String(seconds + 100).substr(1, 2);
               stopwatch_txt.text = timeString;
          }

When I come to the 'goToLevel_1' function I start funciton "startingStopwatch()";

So all work I see my stopwatching... time goes...

Then when I go to a gameover screen I don't see a timer:

if (deletedIcons == 0)
                         {
                              //myTimer.Stop();//stoping timer, so now we know how time player spend to playing the level 1
                              stopingStopwatch();
                              stopwatch_txt.text = timeString;//why i don't see time?
                              gotoAndStop('GameoverScreen');//if player match all icons we go to GameoverScreen                              
                         }

Why his arrival?

And another question:

When I click to play_btn I see error in the output window:

TypeError: Error #1009: cannot access a property or method of a null object reference.
to MyMatching / stopwatch)

How can I solve this problem?

Thank you.

1009 error indicates that one of the objects targeted by your code is out of reach, and I suspect that this means your textfield stopwatch_txt.  This may mean that the object...

n ' is not in the display list
n ' is not have an instance name (or the name of the instance is misspelled)
n ' is not in the frame where this code tries to talk to her
-is animated in place, but is not assigned the name of the instances of each keyframe for her
-is one of the two or more keyframes consecutive same objects with different names assigned.

If you go to your section to publish the Flash settings and select permit debugging option, your error message should have a suite of line number the number of the frame that will help you to isolate the object that is involved.

Tags: Adobe Animate

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