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Question by lv_88 · Aug 20, 2011 at 12:23 PM · errorbce0019

BCE0019 error

Hey! Ive looked up similar threads but cant really make it fully work for my project since Im fairly new. I keep getting these errors, even tho the guy that made this script for me didnt have these issues on his computer, the exact same scene/test project, so Im at a dead end and appreciate any help. The error are:
Scripts/Joystick.js(127,27): BCE0019: 'xMove' is not a member of 'Object'.
Scripts/Joystick.js(128,27): BCE0019: 'yMove' is not a member of 'Object'.

and in another script also:
Scripts/Jumping.js(17,27): BCE0019: 'm_Jumping' is not a member of 'Object'.
Scripts/Jumping.js(18,24): BCE0019: 'tapCount' is not a member of 'Object'.

The player script is in C# unlike the others scripts in the scene, if that is of any help.
The code for Jumping.js is:

  var jumpButton : GameObject;
  var player : GameObject;
  var playerGravityBody;
  var jumpButtonV;
  var upwards : boolean = false;
  function Start()
  {
      playerGravityBody = player.gameObject.GetComponent("PlayerGravityBody");
      jumpButtonV = jumpButton.gameObject.GetComponent("Joystick");
  }
  function Update () {
      playerGravityBody.m_Jumping = upwards;
      if(jumpButtonV.tapCount >0 )
      {
          upwards = true;
      }
      else
          upwards = false;
  } 




And the code for Joystick.js is: (essentially based on Penelope script with tweaks)
This is the actual snippet of code it errors in case you dont want to see the entire code:

 function Update()
 {    
     //alter custom values in player script
     playerGravityBody.xMove = position.x;
     playerGravityBody.yMove = position.y;



And the entire code:

 @script RequireComponent( GUITexture )
 
 // A simple class for bounding how far the GUITexture will move
 class Boundary 
 {
     var min : Vector2 = Vector2.zero;
     var max : Vector2 = Vector2.zero;
 }
 
 static private var joysticks : Joystick[];                    // A static collection of all joysticks
 static private var enumeratedJoysticks : boolean = false;
 static private var tapTimeDelta : float = 0.3;                // Time allowed between taps
 
 var touchPad : boolean;                                     // Is this a TouchPad?
 var touchZone : Rect;
 var deadZone : Vector2 = Vector2.zero;                        // Control when position is output
 var normalize : boolean = false;                             // Normalize output after the dead-zone?
 var position : Vector2;                                     // [-1, 1] in x,y
 var tapCount : int;                                            // Current tap count
 
 private var lastFingerId = -1;                                // Finger last used for this joystick
 private var tapTimeWindow : float;                            // How much time there is left for a tap to occur
 private var fingerDownPos : Vector2;
 private var fingerDownTime : float;
 private var firstDeltaTime : float = 0.5;
 
 private var gui : GUITexture;                                // Joystick graphic
 private var defaultRect : Rect;                                // Default position / extents of the joystick graphic
 private var guiBoundary : Boundary = Boundary();            // Boundary for joystick graphic
 private var guiTouchOffset : Vector2;                        // Offset to apply to touch input
 private var guiCenter : Vector2;                            // Center of joystick
 //So we can get variables from the player
 var player : GameObject;
 
 //A variable to store the entire player
 var playerGravityBody;
 
 function Start()
 {
 
     //variable storing player
     playerGravityBody = player.gameObject.GetComponent("PlayerGravityBody");
     // Cache this component at startup instead of looking up every frame    
     gui = GetComponent( GUITexture );
     
     // Store the default rect for the gui, so we can snap back to it
     defaultRect = gui.pixelInset;    
     
     defaultRect.x += transform.position.x * Screen.width;// + gui.pixelInset.x; // -  Screen.width * 0.5;
     defaultRect.y += transform.position.y * Screen.height;// - Screen.height * 0.5;
     
     transform.position.x = 0.0;
     transform.position.y = 0.0;
         
     if ( touchPad )
     {
         // If a texture has been assigned, then use the rect ferom the gui as our touchZone
         if ( gui.texture )
             touchZone = defaultRect;
     }
     else
     {                
         // This is an offset for touch input to match with the top left
         // corner of the GUI
         guiTouchOffset.x = defaultRect.width * 0.5;
         guiTouchOffset.y = defaultRect.height * 0.5;
         
         // Cache the center of the GUI, since it doesn't change
         guiCenter.x = defaultRect.x + guiTouchOffset.x;
         guiCenter.y = defaultRect.y + guiTouchOffset.y;
         
         // Let's build the GUI boundary, so we can clamp joystick movement
         guiBoundary.min.x = defaultRect.x - guiTouchOffset.x;
         guiBoundary.max.x = defaultRect.x + guiTouchOffset.x;
         guiBoundary.min.y = defaultRect.y - guiTouchOffset.y;
         guiBoundary.max.y = defaultRect.y + guiTouchOffset.y;
     }
 }
 
 function Disable()
 {
     gameObject.active = false;
     enumeratedJoysticks = false;
 }
 
 function ResetJoystick()
 {
     // Release the finger control and set the joystick back to the default position
     gui.pixelInset = defaultRect;
     lastFingerId = -1;
     position = Vector2.zero;
     fingerDownPos = Vector2.zero;
     
     if ( touchPad )
         gui.color.a = 0.025;    
 }
 
 function IsFingerDown() : boolean
 {
     return (lastFingerId != -1);
 }
     
 function LatchedFinger( fingerId : int )
 {
     // If another joystick has latched this finger, then we must release it
     if ( lastFingerId == fingerId )
         ResetJoystick();
 }
 
 function Update()
 {    
     //alter custom values in player script
     playerGravityBody.xMove = position.x;
     playerGravityBody.yMove = position.y;
     if ( !enumeratedJoysticks )
     {
         // Collect all joysticks in the game, so we can relay finger latching messages
         joysticks = FindObjectsOfType( Joystick );
         enumeratedJoysticks = true;
     }    
         
     var count = Input.touchCount;
     
     // Adjust the tap time window while it still available
     if ( tapTimeWindow > 0 )
         tapTimeWindow -= Time.deltaTime;
     else
         tapCount = 0;
     
     if ( count == 0 )
         ResetJoystick();
     else
     {
         for(var i : int = 0;i < count; i++)
         {
             var touch : Touch = Input.GetTouch(i);            
             var guiTouchPos : Vector2 = touch.position - guiTouchOffset;
     
             var shouldLatchFinger = false;
             if ( touchPad )
             {                
                 if ( touchZone.Contains( touch.position ) )
                     shouldLatchFinger = true;
             }
             else if ( gui.HitTest( touch.position ) )
             {
                 shouldLatchFinger = true;
             }        
     
             // Latch the finger if this is a new touch
             if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) )
             {
                 
                 if ( touchPad )
                 {
                     gui.color.a = 0.15;
                     
                     lastFingerId = touch.fingerId;
                     fingerDownPos = touch.position;
                     fingerDownTime = Time.time;
                 }
                 
                 lastFingerId = touch.fingerId;
                 
                 // Accumulate taps if it is within the time window
                 if ( tapTimeWindow > 0 )
                     tapCount++;
                 else
                 {
                     tapCount = 1;
                     tapTimeWindow = tapTimeDelta;
                 }
                                             
                 // Tell other joysticks we've latched this finger
                 for ( var j : Joystick in joysticks )
                 {
                     if ( j != this )
                         j.LatchedFinger( touch.fingerId );
                 }                        
             }                
     
             if ( lastFingerId == touch.fingerId )
             {    
                 // Override the tap count with what the iPhone SDK reports if it is greater
                 // This is a workaround, since the iPhone SDK does not currently track taps
                 // for multiple touches
                 if ( touch.tapCount > tapCount )
                     tapCount = touch.tapCount;
                 
                 if ( touchPad )
                 {    
                     // For a touchpad, let's just set the position directly based on distance from initial touchdown
                     position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 );
                     position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 );
                 }
                 else
                 {                    
                     // Change the location of the joystick graphic to match where the touch is
                     gui.pixelInset.x =  Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x );
                     gui.pixelInset.y =  Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y );        
                 }
                 
                 if ( touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled )
                     ResetJoystick();                    
             }            
         }
     }
     
     if ( !touchPad )
     {
         // Get a value between -1 and 1 based on the joystick graphic location
         position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x;
         position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y;
     }
     
     // Adjust for dead zone    
     var absoluteX = Mathf.Abs( position.x );
     var absoluteY = Mathf.Abs( position.y );
     
     if ( absoluteX < deadZone.x )
     {
         // Report the joystick as being at the center if it is within the dead zone
         position.x = 0;
     }
     else if ( normalize )
     {
         // Rescale the output after taking the dead zone into account
         position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x );
     }
         
     if ( absoluteY < deadZone.y )
     {
         // Report the joystick as being at the center if it is within the dead zone
         position.y = 0;
     }
     else if ( normalize )
     {
         // Rescale the output after taking the dead zone into account
         position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y );
     }
 }
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avatar image ZachAttack9280 · Oct 16, 2015 at 03:52 AM 0
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ummmmmmmmm that does not answer the question.

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Answer by genetixsparkz · Aug 20, 2011 at 01:06 PM

First off just to make sure you understand (because you said your new, and I don't know how new) the error basically means in this line of code:

 playerGravityBody.xMove = position.x;
 playerGravityBody.yMove = position.y;

you tried to assign xMove and yMove, but you can't because the compiler tried to find those two items (the two "members of object playerGravityBody" and it couldnt find them when it searched in the definition of playerGravityBody)

playerGravityBody is defined here

function Start() { playerGravityBody = player.gameObject.GetComponent("PlayerGravityBody");

now one possibility is if you go looking at the object your going to find that doesn't have a xMove, perhaps for example it's called Xmove or x_move (assuming the function your looking for is basically there you just made a gramatical error). Without being able to see the code where that object is defined you can't tell from simply this.

one other thing is

i dont know JS (going to learn soon, only know c++ atm) but it looks like playerGravityBody is a GameObject based on this

playerGravityBody = player.gameObject.GetComponent("PlayerGravityBody");

and it looks like most variables of type GameObject are declared as such (either your declaring the variable type there or if JS doesnt require it your doing some sort of inheritance, i've never even dabbled in JS so i really don't know, I'm guessing it's some sort of inheritance going on based on how it compares to C++ code.

var jumpButton : GameObject; var player : GameObject; var playerGravityBody;

yet right here we see that jumpbutton and player are inheriting from the GameObject class (perhaps inheriting generic members like the xMove you cant find?) but playerGravityBody isn't. So a wild guess might be to rewrite that line to

var playerGravityBody : GameObject;

if that works hopefully you now not only know the answer but know why it's the answer so you can be better prepared for next time.

that should solve the first three errors.

the last says joystick doesn't contain the member tapCount

again perhaps you should be inheriting, or perhaps tapCount isn't defined in the defintion of joystick. Happy coding!

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