The child functions are undefined on the first image

I'm trying to write a script on the main timeline that looks like this:

// main timeline frame 0
this.stop();
console.log(this.Foo.Bar());

That was a mistake of "Bar is not a function" (he has an undefined).

This is because the this.frame_0 () function has not been performed on the child object (symbol)

// Foo timeline frame 0
this.stop();
this.Bar = function()
{
     return "Hello World";
};

I tried to move the main Timeline frame 1 that works

// main timeline frame 1
this.stop();
console.log(this.Foo.Bar()); // prints "Hello World!"

However, whenever I have a grandchild object, this problem spreads to the top of the timeline

For example, it does not:

// FooBar timeline frame 0, child of Foo
this.stop();
this.Bar = function()
{
     return "Hello World";
};

// Foo timeline frame 0
this.stop();
this.Bar = function()
{
     return "Hello World";
};

// main timeline frame 1
this.stop();
console.log(this.Foo.Bar()); // works
console.log(this.Foo.FooBar.Bar()); // error, Bar() is not a function

But, as expected, it DOES not work

// FooBar timeline frame 0, child of Foo
this.stop();
this.Bar = function()
{
     return "Hello World";
};

// Foo timeline frame 1
this.stop();
this.Bar = function()
{
     return "Hello World";
};

// main timeline frame 2
this.stop();
console.log(this.Foo.Bar()); // works
console.log(this.Foo.FooBar.Bar()); // works

And of course, this does not

// main timeline frame 1
this.stop();
console.log(this.Foo.FooBar.Bar()); // works
console.log(this.Foo.Bar()); // Error, Bar is not a function

My question is: How can I solve the problem of maintaining the ability to call functions, child without suffering creep of the timeline?

I wish all these being on frame_0 so I need either:

a method where I can place the functions directly on the generated classes so that I do not need to wait for the framework functions to call

OR

-> a method to reverse the order of function calls frame_0 of parent from child to child-> parent.

Any help would be greatly appreciated.

I found * a * solution, even if this isn't the best implementation.

The first step to do is on the framework * after * your symbols are placed on the stage (in my case, frame_1), you can do the following:

// FooBar, child of Foo, Frame_0
this.stop();
this.Bar = function()
{
     return "I am FooBar";
}
// Foo, child of main timeline, Frame_0
this.stop();
var $this = this; // for the proper scoping of "this"
this.Bar = function()
{
     return "I am Foo";
}
this.FooBarBar = function()
{
     return $this.FooBar.Bar();
}
// Main timeline, Frame_1
this.stop();
stage.addChild(exportRoot);
stage.update();
console.log(exportRoot.Foo.Bar()); // works
console.log(exportRoot.Foo.FooBar.Bar()); // also works
console.log(exportRoot.Foo.FooBarBar()); // even this works

The only drawback to this is that there are a small * twinkle * because of the Frame_0 has none of my child functions performed and therefore their init States are not defined until Frame_1, but apart from that, it works fine.

Tags: Adobe Animate

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