Синтаксическая ошибка rightbrace перед end of program

So I keep getting this error, debugger wont run but rather just shows this error in a compiler box. Thing has been driving me crazy for days now so I decided to post it here. So it says: Scene 1,...

So I keep getting this error, debugger wont run but rather just shows this error in a compiler box.
Thing has been driving me crazy for days now so I decided to post it here.

So it says:

Scene 1, Layer 'powerups', Frame 1  1084: Syntax error: expecting rightbrace before end of     program.

I designed my code so that the «powerups» layer contains only «powerup» functions,
heres the code from «Powerups» layer:

//this code holds the powerups
function extraCoins():void
{
    coins = coins + 1000;
}

function doubleCoins():void
{
    doubCoins = true;
}

function hyperBoostD():void
{
    Boost = 600;
    playerSpeed = playerSpeed + 150;
    player.y = player.y + 300;
    colBoolean = false;
    hyperBoost.push(Boost);
}

function BoostD():void
{
    Boost = 200;
    playerSpeed = playerSpeed + 100;
    player.y = player.y + 200;
    colBoolean = false;
    boost.push(Boost);
}

function multiplierDone():void
{
    multiplier++;
}

function multiplierDtwo():void
{
    multiplier = multiplier + 2;
}

function watchOutD():void
{
    watchOut = true;
    watchOutT = 600;
}

function blowOutD():void
{
    blowOut = true;
    blowOutT = 100;
}

function planeD():void
{
    planeT = 600;
    colBoolean = false;
}

function havenD():void
{
    havenT = 200;
    coinMake = 20;
}

function badBirdD():void
{
    birdT = 600;
    birdSet = 10;
}

function tricksterD():void
{
    tricksterT = 600;
    trickster = true;
}

function rampageD():void
{
    rampageT = 600;
    rampage = true;
    pplStat = true;
    var tempWatchoutPPL:MovieClip;
    tempWatchoutPPL = new peopleWatchout();
    tempWatchoutPPL.y = stage.stageHeight /2;
    tempWatchoutPPL.x = stage.stageWidth /2;
    addChild(tempWatchoutPPL);
    signs.push(tempWatchoutPPL);
}

function helpPPLD():void
{
    helpPPLT= 600;
    helpPPL = true;
    var tempHelpPPL:MovieClip;
    tempHelpPPL = new savePpl();
    tempHelpPPL.y = stage.stageHeight /2;
    tempHelpPPL.x = stage.stageWidth /2;
    addChild(tempHelpPPL);
    signs.push(tempHelpPPL);
}

And here is my main code :

import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.text.engine.SpaceJustifier;
import flashx.textLayout.operations.MoveChildrenOperation;
import flash.utils.Timer;
import flashx.textLayout.accessibility.TextAccImpl;

/*
CODE BY: 
START DATE: 12.06.2013.
FINISH DATE: TBA

NOTE: My secound video game ever.

BUGs:
-obsticle collison stops working after some time playing
-passing coin gives you more than 5 coins
*/

/***..........................VARs.........................................................................***/
    var STATE_START:String="STATE_START";
    var STATE_START_PLAYER:String="STATE_START_PLAYER";
    var STATE_PLAY:String="STATE_PLAY";
    var STATE_END:String="STATE_END";
    var gameState:String;

    //Player
        var player:MovieClip;
        var playerSpeed:Number;
        var speedLimit:Number;
        var speedLimitInc:Number;

    //score
        var score:Number= 1;
        var scoreInc:Number= 1;

    //coins
        var coins:Number= 1;
        var balance:Number;
        var coinCount:Number= 1;
        var Coins:Array;
        var doubCoins:Boolean = false;
        var multiplier:int = 1;
        var coinMake:Number = 60;

    //distance
        var meters:Number= 1;
        var distance:Number= 1;

    //holds drops
        var drops:Array; 

    //terrain
            //decides spawning time
        var GenS:Number=1;
            //holds terrain
        var terrain:Array;

    //boost
            //holds the speedBoosts that are happening
        var boost:Array;
            //holds boost dysp obj.
        var booost:Array;
            //holds speedBoost duration
        var Boost:Number;
            //collision on/off
        var colBoolean:Boolean=true;
        var hyperBoost:Array;

    //obsticles
        var obsticles:Array;

    //other
        var level:Number= 1;
        var levelCount:Number= 1;
        var birdArray:Array;
        var jumpState:Boolean = false;
        var jumpStateT:int;
        var jumps:Array;

    //powerUps
        var watchOut:Boolean = false;
        var watchOutT:int;
        var blowOut:Boolean = false;
        var blowOutT:int;
        var planeT:int;
        var birdT:int;
        var birdSet:int = 300;
        var havenT:int;
        var trickster:Boolean = false;
        var tricksterT:int;
        var ppl:Array;
        //pplStat tells if ppl are getting hurt or need help, if ture, it means you are gonna run them over
        var pplStat:Boolean = true;
        var rampage:Boolean;
        var rampageT:int;
        var helpPPLT:int;
        var helpPPL:Boolean;
        var signs:Array;


/***.......................Display SETUP...................................................................***/
    homeScreen.visible = true;
    gamePlay.visible = false;
    endScreen.visible = false;

/***........................Start Screen...................................................................***/
    homeScreen.play_BTN.addEventListener(MouseEvent.CLICK, clickPlay);
    homeScreen.settings_BTN.addEventListener(MouseEvent.CLICK, clickSettings);
    function clickPlay(event:MouseEvent):void
    {
        //Move main screen from stage
        homeScreen.visible = false;

        //Begin loading the game
        gameState = STATE_START;
        trace (gameState);
        addEventListener(Event.ENTER_FRAME, gameLoop);
    }

    function clickSettings(event:MouseEvent):void
    {
        //Move main screen from stage
        homeScreen.visible = false;
        //settingsScreen.visible...
    }


/***...........................Game LOOP...................................................................***/

    function gameLoop(e:Event):void
    {
        switch(gameState)
        {
            case STATE_START:
                startGame();
                break;

            case STATE_START_PLAYER:
                startPlayer();
                break;

            case STATE_PLAY:
                playGame();
                break;

            case STATE_END:
                endGame();
                break;

        }
    }


/***...............STATE_START.............................................................................***/

    function startGame():void
    {
        level = 1;
        playerSpeed = 1;
        speedLimit = 10;
        speedLimitInc = 1;

        //Graphics
            //coins
        Coins = new Array();
            //player icon
        player = new Player(); 
            //start obsticles array
        obsticles = new Array();
            //holds terrain (speedUps, jupms, etc)
        terrain = new Array();
            //holds speedUps
        boost = new Array();
        booost = new Array();
        hyperBoost = new Array();
            //other
        drops = new Array();
        birdArray = new Array();
        jumps = new Array();
        ppl = new Array();
        signs = new Array();

        gameState = STATE_START_PLAYER;
        trace(gameState);
    }

/***....................STATE_START_PLAYER................................................................***/

    function startPlayer():void
    {
        //start the player
        //set possition of player
        player.y = player.height + 10;
        addChild(player);
        addEventListener(Event.ENTER_FRAME, movePlayer);

        //changing screens

        //start game
        gameState = STATE_PLAY;
        trace(gameState);


    }

    //player controll
    function movePlayer(e:Event):void 
    {
        //mousetouch recognition
        player.x = stage.mouseX;

        //making sure player does not move out of the stage
        if (player.x < 0)
        {
            player.x = 0;
        }
        if (player.x > (stage.stageWidth - 2/player.width))
        {
            player.x = stage.stageWidth + 2/player.width;
        }
    }

/***............................STATE_PLAY................................................................***/
    function playGame():void
    {
        if (watchOutT <= 0) {watchOut = false}
        if (blowOutT <= 0) {blowOut = false}
        if (planeT <= 0) {colBoolean = true}
        if (tricksterT <= 0) {trickster= false}
        if (havenT <= 0) {coinMake = 60}
        if (birdT <= 0) {birdSet = 300}
        if (planeT >= 0) {planeT--} birdT
        if (havenT >= 0) {havenT--}
        if (birdT >= 0) {birdT--}
        if (tricksterT >= 0) {tricksterT--}
        speedUp();
        metersCount();
        scoreCount();
        makeCoins();
        moveCoins();
        makeTerrain();
        moveDrop();
        makeBird();
        moveBird();
        moveJump();
        moveSigns();
        movePPL();
        stunts();
        //speed boost
        moveSpeedBoost();
        //obsticles
        moveObsticle();
    }

    function metersCount():void
    {
        meters = meters + playerSpeed;
        distance = meters / 50;
        if (distance >= 1000 && distance <= 1200)
        {
            levelCount= 1000; 
            level = 2; 
        }
        if (distance >= (levelCount + 1000) && distance <= (levelCount + 1200))
        {
            level++;
            levelCount= levelCount + 1000;
        }
        trace("level", level);
        trace("meters", meters);
        trace("coins", coins);
        trace("distance", distance);
    }

    function scoreCount():void
    {
        if (scoreInc >= 30) { score++; scoreInc=1; trace("-score", score); }
        scoreInc++
    }

    function makeCoins():void
    {
        trace("coinCount", coinCount);
        if (coinCount == coinMake) 
        {
            var tempCoin:MovieClip;
            //generate enemies
            tempCoin = new Coin();
            tempCoin.speed = playerSpeed;
            tempCoin.x = Math.round(Math.random()*400);
            tempCoin.y = stage.stageHeight;

            addChild(tempCoin);
            Coins.push(tempCoin);
            coinCount = 1;
        }
        coinCount++;
    }

    function moveCoins():void
    {
        var j:int;
        var tempCoin:MovieClip;
        for(var i:int = Coins.length-1; i>=0; i--)
        {
        tempCoin = Coins[i];
        tempCoin.y = tempCoin.y - playerSpeed;
        }

        //testion colision with the player and screen out
        if (tempCoin != null)
        {
            if (tempCoin.y > stage.stageHeight)
            {
                removeCoin(i);
            }
            if (tempCoin.hitTestObject(player))
            {
                if (i != j && doubCoins == false) {coins = coins + 5; j = i;}
                if (i != j && doubCoins == true) {coins = coins + 10; j = i;}
                removeCoin(i);
            }
        }
    }
    function speedUp():void
    {
        trace ("speed", playerSpeed);
        //checks if any boosts are on
        var k:Boolean;
        //making speed limit
        if (playerSpeed < speedLimit)
        {
            playerSpeed ++;
            if (k == true) {j++}
        }

        //increasing speed limit
        if (speedLimitInc == 100)
        {
            speedLimit ++;
            speedLimitInc = 1;
        }
        speedLimitInc ++;


        var j:Number;
        j = playerSpeed;
        for (var i:int = boost.length-1; i>=0; i--)
        {
            if (tempBoostN >= 0)
            {k = true; colBoolean = true;}
            else 
            {
                k = false;
                player.y = player.height + 30;
            }
            var tempBoostN = boost[i];
            if (playerSpeed >= j)
                {
                if (tempBoostN >= 150)
                {
                    playerSpeed = playerSpeed -1;

                } else if (tempBoostN <= 150 && tempBoostN >= 30) {
                    playerSpeed = playerSpeed - 2;
                }
                tempBoostN--;
            }
        }

        var l:Number;
        l = playerSpeed;
        for (var i:int = boost.length-1; i>=0; i--)
        {
            if (tempBoostN >= 0)
            {k = true; colBoolean = true;}
            else 
            {
                k = false;
                player.y = player.height + 30;
            }
            var tempBoostH = hyperBoost[i];
            if (playerSpeed >= l)
                {
                if (tempBoostH >= 150)
                {
                    playerSpeed = playerSpeed -1;

                } else if (tempBoostN <= 150 && tempBoostH >= 30) {
                    playerSpeed = playerSpeed - 2;
                }
                tempBoostH--;
            }
        }
    }

    function makeBos():void
    {
        var tempBoost:MovieClip;

        tempBoost = new speedPod();
        if (tempBoost != null)
        {
            tempBoost.y = stage.stageHeight;
            tempBoost.x = Math.round(Math.random()*400);
            booost.push(tempBoost);
            var i = getChildIndex(player);
            addChild(tempBoost);
            setChildIndex (tempBoost, i);
        }
    }

    function moveSpeedBoost():void
    {
        var tempBoost:MovieClip;
        for(var i:int = booost.length-1; i>=0; i--)
        {
            tempBoost = booost[i];
            tempBoost.y = tempBoost.y - playerSpeed;
        }

        //test if Boost is off-stage and set it to remove
        if (tempBoost != null && tempBoost.y < stage.stageHeight)
        {
            removeSpeedBoost(i);
        }

        //player-Boost colision
        if (tempBoost != null && tempBoost.hitTestObject(player))
        {
            Boost = 200;
            playerSpeed = playerSpeed + 100;
            player.y = player.y + 200;
            colBoolean = false;
            boost.push(Boost);
        }
    }

    function makeTerrain():void
    {
        if (GenS == 29)
        {
            GenS = 1;
            var genType:Number = Math.floor(Math.random()*100);

            //POWERUPS
                //handling watchout powerup
                if (watchOut = true){watchOutT--; makeObs();}
                //handling blowout powerup
                if (blowOut = true){blowOutT--;}
                //handling trickster powerup
                if (trickster = true){makeJump();}
                //handling rampage powerup
                if (rampage = true){makePPL(0); rampageT--;}
                //handling hurtPPL powerup
                if (hurtPPL = true){makePPL(1); hurtPPLT--;}

            //general spawning
            if (genType >= 1 && genType <=20 && watchOut == false && blowOut == false && trickster == false)
            {
                trace("makeObs");
                makeObs();
            }else if (genType >= 20 && genType <=60 && watchOut == false && blowOut == false && trickster == false)
            {
                trace("makeBos");
                makeBos();
            }else if (genType >= 60 && genType <=65 && watchOut == false && blowOut == false && trickster == false)
            {
                trace("makeDrop");
                makeDrop();
            }else if (genType >= 65 && genType <=100 && watchOut == false && blowOut == false && trickster == false)
            {
                trace("make jump");
                makeJump();
            }
        }
        GenS++;
    }

    function makeObs():void
    {
        var tempObs:MovieClip;
        //determining the type of an obsticle
        var typeObs:Number = Math.floor(Math.random()*3);
        switch (typeObs)
        {
            case 0:
                tempObs = new wLog();
                break;
            case 1:
                tempObs = new Spill();
                break;
            case 2:
                tempObs = new wTree();
                break;
        }
        if (tempObs != null)
        {
            tempObs.y = stage.stageHeight;
            tempObs.x = Math.round(Math.random()*400);
            addChild(tempObs);
            obsticles.push(tempObs);
        }
    }

    function makePPL():void
    {
        var tempPPL:MovieClip;
        if (hurtPPL = true)
        {tempPPL = new personHurt();}
        else {tempPPL = new person();}
        tempPPL.y = stage.stageHeight;
        tempPPL.x = Math.round(Math.random()*400);
        addChild(tempPPL);
        ppl.push(tempPPL);
    }

    function movePPL():void
    {
        //move enemies
        var tempPPL:MovieClip;
        for(var i:int = ppl.length-1; i>=0; i--)
        {
            tempPPL = ppl[i];
            tempPPL.y = tempPPL.y - playerSpeed;
        }

        //test if obsticle is off-stage and set it to remove
        if (tempPPL != null && tempPPL.y < stage.stageHeight)
        {
            removePPL(i);
        }

        //player-obsticle colision
        if (tempPPL != null && tempPPL.hitTestObject(player) && hurtPPL = true)
        {
            score = score + 1000;
            coins = coins + 1000;
            var tempSaved:MovieClip;
            tempSaved = new savedPerson();
            tempSaved.y = stage.stageHeight /2;
            tempSaved.x = stage.stageWidth /2;
            addChild(tempSaved);
            signs.push(tempSaved);
            trace ("person saved");
            removePPL(i);

        } else if (tempPPL != null && tempPPL.hitTestObject(player)) 
        {
            score = score - 1000;

            var tempRanOver:MovieClip;
            tempRanOver = new ranOver();
            tempRanOver.y = stage.stageHeight /2;
            tempRanOver.x = stage.stageWidth /2;
            addChild(tempRanOver);
            signs.push(tempRanOver);
            trace ("ran over a person");
            removePPL(i);
        }
    }

    function moveSigns():void
    {
        //move enemies
        var tempSign:MovieClip;
        for(var i:int = signs.length-1; i>=0; i--)
        {
            tempSign = signs[i];
            tempSign.y = tempSign.y - playerSpeed;
        }

        //test if obsticle is off-stage and set it to remove
        if (tempSign != null && tempSign.y < stage.stageHeight)
        {
            removeSign(i);
        }
    }

    function makeDrop():void
    {
        var tempDrop:MovieClip;
        tempDrop = new Drop();
        tempDrop.y = stage.stageHeight;
        tempDrop.x = Math.round(Math.random()*400);
        addChild(tempDrop);
        drops.push(tempDrop);

    }

    function moveDrop():void
    {
        //move enemies
        var tempDrop:MovieClip;
        for(var i:int = drops.length-1; i>=0; i--)
        {
            tempDrop = drops[i];
            tempDrop.y = tempDrop.y - playerSpeed;
        }

        //test if obsticle is off-stage and set it to remove
        if (tempDrop != null && tempDrop.y < stage.stageHeight)
        {
            removeDrop(i);
        }

        //player-obsticle colision
        if (tempDrop != null && tempDrop.hitTestObject(player))
        {
            powerUp();
        }
    }

    function makeBird():void
    {
        if (distance >= 200)
        {
            var chance:Number = Math.floor(Math.random()*birdSet);
            if (chance <= 1 + level) 
            {
                var tempBird:MovieClip;
                //generate enemies
                tempBird = new BirdO();
                tempBird.speed = 60 + playerSpeed;
                tempBird.x = Math.round(Math.random()*400);

                addChild(tempBird);
                birdArray.push(tempBird);
            }
        }
    }

    function moveBird():void
    {
        var tempBird:MovieClip;
        for(var i:int = birdArray.length-1; i>=0; i--)
        {
            tempBird = birdArray[i];
            tempBird.y -= tempBird.speed;
            }

        if (tempBird != null)
        {
            if (tempBird.y > stage.stageHeight)
            {
                removeBird(i);
            }

            if (tempBird.hitTestObject(player))
            {
                gameState = STATE_END;
            }
        }
    }

    function powerUp():void
    {
        var dropType:Number = Math.floor(Math.random()*16);
        switch (dropType)
        {
            case 0:
                trace("extra coins");
                extraCoins();
                break;

            case 4:
                trace("2x coins");
                doubleCoins();
                break;

            case 2:
                trace("hyper boost");
                hyperBoostD();
                break;

            case 3:
                trace("boost");
                BoostD();
                break;

            case 4:
                trace("multiplier 1x");
                multiplierDone();
                break;

            case 5:
                trace("multiplier 2x");
                multiplierDtwo();
                break;

            case 6:
                trace("watch out!");
                watchOutD();
                break;

            case 7:
                trace("blowout");
                blowOutD();
                break;

            case 8:
                trace("plane");
                planeD();
                break;

            case 9:
                trace("haven");
                havenD();
                break;

            case 10:
                trace("bad bird");
                badBirdD();
                break;

            case 11:
                trace("trickster");
                tricksterD();
                break;

            case 12:
                trace("rampage");
                rampageD();
                break;

            case 13:

                break;

            case 14:

                break;

            case 15:

                break;

            case 16:

                break;

        }

    }

    function makeJump():void
    {
        var tempJump:MovieClip;
        tempJump = new Jump();

        tempJump.speed = playerSpeed;
        tempJump.x = Math.round(Math.random()*400);

        addChild(tempJump);
        jumps.push(tempJump);
    }

    function moveJump():void
    {
        var tempJump:MovieClip;
        for(var i:int = jumps.length-1; i>=0; i--)
        {
            tempJump = jumps[i];
            tempJump.y = tempJump.y - playerSpeed;
        }

        //test if obsticle is off-stage and set it to remove
        if (tempJump != null && tempJump.y < stage.stageHeight)
        {
            removeJump(i);
        }

        //player-obsticle colision
        if (tempJump != null && tempJump.hitTestObject(player))
        {
            jumpState = true;
            jumpStateT = 100;
        }
    }

    function stunts():void
    {
        if (jumpStateT >= 0)
        {
            jumpStateT--;
            jumpState = true;
        }
        if (jumpState = true)
        {
            Multitouch.inputMode = MultitouchInputMode.GESTURE;
            stage.addEventListener (TransformGestureEvent.GESTURE_SWIPE, fl_SwipeHandler);
        }
    }

    function fl_SwipeHandler(event:TransformGestureEvent):void
    {
        switch(event.offsetX)
        {
            // swiped right
            case 1:
            {
                // My code
                trace ("side flip");
                score = score + 1000;
                coins = coins + 500;
                break;
            }
            // swiped left
            case -1:
            {
                // My code
                trace ("barell roll");
                score = score + 1000;
                coins = coins + 500;
                break;
            }
        }

        switch(event.offsetY)
        {
            // swiped down
            case 1:
            {
                trace ("front flip");
                score = score + 1000;
                coins = coins + 500;
                break;
            }
            // swiped up
            case -1:
            {
                trace ("side flip");
                score = score + 1000;
                coins = coins + 500;
                break;
            }
        }
    }

    function moveObsticle():void
    {
        //move enemies
        var tempObs:MovieClip;
        for(var i:int = obsticles.length-1; i>=0; i--)
        {
            tempObs = obsticles[i];
            tempObs.y = tempObs.y - playerSpeed;
        }

        //test if obsticle is off-stage and set it to remove
        if (tempObs != null && tempObs.y < stage.stageHeight)
        {
            removeObsticle(i);
        }

        //player-obsticle colision
        if (tempObs != null && tempObs.hitTestObject(player))
        {
            gameState = STATE_END;
        }
    }

/*REMOVING BS FROM STAGE*/
//remove obsticle
function removeObsticle(idx:int):void 
{
    if(idx >= 0)
    {
        removeChild(obsticles[idx]);
        obsticles.splice(idx, 1);
    }
}

function removeTer(idx:int):void 
{
    if(idx >= 0)
    {
        removeChild(terrain[idx]);
        terrain.splice(idx, 1);
    }
}

function removeSpeedBoost(idx:int):void 
{
    if(idx >= 0)
    {
        removeChild(boost[idx]);
        boost.splice(idx, 1);
    }
}

function removeCoin(idx:int):void 
{
    if(idx >= 0)
    {
        removeChild(Coins[idx]);
        Coins.splice(idx, 1);
    }
}

function removeDrop(idx:int):void 
{
    if(idx >= 0)
    {
        removeChild(drops[idx]);
        drops.splice(idx, 1);
    }
}

function removeBird(idx:int):void 
{
    if(idx >= 0)
    {
        removeChild(birdArray[idx]);
        birdArray.splice(idx, 1);
    }

function removeJump(idx:int):void 
{
    if(idx >= 0)
    {
        removeChild(jumps[idx]);
        jumps.splice(idx, 1);
    }
}

function removePPL(idx:int):void 
{
    if(idx >= 0)
    {
        removeChild(ppl[idx]);
        ppl.splice(idx, 1);
    }
}

function removeSigns(idx:int):void 
{
    if(idx >= 0)
    {
        removeChild(signs[idx]);
        signs.splice(idx, 1);
    }
}
/***.........................STATE_END....................................................................***/

    function endGame():void
    {
        gamePlay.visible = false;
        endScreen.visible = true;
    }

I have checked times and times again for any syntax missing and have failed to find a problem.

I have seen a guy asking a question here about similar error and it turns out its not eaven a syntax error, he still didnt resolve the problem.

I have also indented all the code properly and eaven used «auto format» in flash pro cs6 to see if it screams any syntax errors and it didnt.

Im making a mobile game so all the code is running in the following environment:

AIR 3,2 for android
And of course as 3.0

Thanks in advance.

Previous Animate Update introduced a few annoying glitches.  Recent update has corrected them, but now I am getting an error to an AS script file that previously ran (2 updates ago) without fail from another copied .fla. 

I am not going to insist that I dont actually have an syntax error, but I cannot find it, AND when killing the entire layer using /*, the debug posts the same errors.  (I didn’t think it read/debug/compiled anyting after /*, ?)

Does anyone know of a something that could trigger the error, or is willing to look at the script and see if I have a legit sytax error needing a right brace — I may have been looking too long, and simply am not seeing it.  According to debug there are four(?), but it does not identify line or column:

import flash.events.MouseEvent;
import flash.display.MovieClip;

//troubleshooting

accumTS_BTN.visible = false;
hydPressSwTS_BTN.visible = false;
latchCylTS_BTN.visible = false;
S101TS_BTN.visible = false;
S102TS_BTN.visible = false;
S103TS_BTN.visible = false;
S104TS_BTN.visible = false;
S105TS_BTN.visible = false;
S109TS_BTN.visible = false;
S110TS_BTN.visible = false;
SV6TS_BTN.visible = false;
SV7TS_BTN.visible = false;
SV26TS_BTN.visible = false;
SV14TS_BTN.visible = false;

TS_BTN.addEventListener(MouseEvent.CLICK, TSOn);

function TSOn(event: MouseEvent): void {
tsButton_mc.play();
troubleshoot = true;
accumTS_BTN.visible = true;
latchCylTS_BTN.visible = true;
S101TS_BTN.visible = true;
S102TS_BTN.visible = true;
S103TS_BTN.visible = true;
S104TS_BTN.visible = true;
S105TS_BTN.visible = true;
S109TS_BTN.visible = true;
S110TS_BTN.visible = true;
SV6TS_BTN.visible = true;
SV7TS_BTN.visible = true;
SV26TS_BTN.visible = true;
SV11TS_BTN.visible = true;
SV14TS_BTN.visible = true;
}

//Accumulator failure leaking will not hold reference pressure
//transducer detects leak RESP INOP Light illuminates receiver called Play hose whip mc

accumTS_BTN.addEventListener(MouseEvent.CLICK, accumFail);

function accumFail(event: MouseEvent): void {
hoseWhipFail = true;
accFails = true;
referenceFails = true;
Accum_mc.play();

if ((currentFrame == 318) || (currentFrame == 674)) {
referenceFlow_mc.gotoAndPlay(238);
accumPiston_mc.gotoAndPlay(138);
AccumLeak_mc.play();}
}

//SV6 fails to fully close leaks reference pressure leaks down RESP INOP light comes on reciever call hose whip mc

SV6TS_BTN.addEventListener(MouseEvent.CLICK, SV6Fail);

function SV6Fail(event: MouseEvent): void {
hoseWhipFail = true;
referenceFails = true;
SV6Fails = true;
SV6Fail_mc.play();

if ((currentFrame == 318) || (currentFrame == 674)) {
referenceFlow_mc.gotoAndPlay(238); 
accumPiston_mc.gotoAndPlay(137);
SV6Leaks_mc.play();}
}

//Hyd Pressure Switch failure hyd press low light stays on
//boom/drogue hyd press light does not come on

hydPressSwTS_BTN.addEventListener(MouseEvent.CLICK, hydPressSWFail);

function hydPressSWFail(event: MouseEvent): void {
hydPressSWFail_mc.play();
hydPressSWfails = true;

if (hydOn == true) {
hydPressLowLight_mc.gotoAndPlay(36);}
}

//SV7 Fails no rewind

SV7TS_BTN.addEventListener(MouseEvent.CLICK, SV7Fail);

function SV7Fail(event: MouseEvent): void {
SV7Fail_mc.play();
SV7Fails = true;
}

//SV14 Fails no hyd power to the reel

SV14TS_BTN.addEventListener(MouseEvent.CLICK, SV14Fail);

function SV14Fail(event: MouseEvent): void {
SV14Fail_mc.play();
SV14Fails = true;
accumPiston_mc.gotoAndStop(1);
HydFlow_mc.gotoAndStop(1);
latchOpenClose_mc.gotoAndStop(1);
referenceFlow_mc.gotoAndStop(1);
BoostFlowMain_mc.gotoAndStop(1);
SV6SV11_mc.gotoAndStop(1);
ServoValvePress_mc.gotoAndStop(1);
stop();
}

//SV26 Fails to close leaks hose does not stay full trail creep mc
//SV26 Fails to open Response Test inop

SV26TS_BTN.addEventListener(MouseEvent.CLICK, SV26Fail);

function SV26Fail(event: MouseEvent): void {
SV26Fail_mc.play();
SV26Fails = true;

if ((currentFrame == 318) || (currentFrame == 674) || (currentFrame == 1066)) {
gotoAndPlay(1386);}
}

//S101 failure hose stops short rewind

S101TS_BTN.addEventListener(MouseEvent.CLICK, S101Fail);

function S101Fail(event: MouseEvent): void {
S101Fails = true;
S101Fail_mc.play();
}

//S102 no SV6 no tanker ready call reciever hose whip mc

S102TS_BTN.addEventListener(MouseEvent.CLICK, S102Fail);

function S102Fail(event: MouseEvent): void {
S102Fails = true;
hoseWhipFail = true;
S102Fail_mc.play();
}

//S103 no engaged light no fuel flow in auto-response

//S104 failure no stow indication hose reel not locked comes on with power off
//at frame 1 through frame 225, then allow trail to indicate
//at 1094 play barber pole again use frames to control or AS3

// S105 Failure

//at frame 1 through frame 225 then allow trail to indicate.

//at 1094 play barber pole again use frames to control or AS3

//latch cylinder failure latch does not open trail inhibited if in motion trailing have stop at
//currentFrame if in rewind have latch ratchet mc play

//S109 failure hose does not rewind

//S110 failure response test does not stop RESP INOP light comes on
//when SW105 hit unit goes back to full trail light on

ActionScript Error #1084: Syntax error: expecting rightbrace before end of program.

Error 1084 is the general error number for syntax errors. ActionScript Error #1084 can be any number of errors. I will keep this one up to date with all the variations I find and how to fix them.

AS3 Error 1084: Syntax error: expecting rightbrace before end of program

This is a very easy one. This error just means that you are most likely missing a right brace. Or you have nested code improperly.

Bad Code:
[as]
package com.cjm
{
class CoolClass {
function CoolClass () {
trace(“Something cool”)
}
}
[/as]
Good Code:
[as]
package com.cjm
{
class CoolClass {
function CoolClass () {
trace(“Something cool”)
}
}
}
[/as]
Please make note of the third bracket at the end of the good code.

ActionScript Error #1084: Syntax error: expecting colon before semicolon.

You will most likely get this error if you are using a ternary statement and you forget to use a colon, forgot the last part of your ternary, or you replace the colon with a semicolon. This is illustrated in the following example:

Bad Code:
[as]
me.myType == “keys” ? trace(keys);
[/as]
or
[as]
me.myType == “keys” ? trace(keys) ; trace(defs);
[/as]
Good Code:
[as]
me.myType == “keys” ? trace(keys) : trace(defs);
[/as]
Flash/Flex Error #1084: Syntax error: expecting identifier before leftbrace.

Description:
This Flash/Flex Error is reported when you left out the name of your class. The ‘identifier’ that it is looking for is the name of your class.

Fix:
You will see in the code below that you just need to add in the name of your class and the error will go away.

Bad Code:
[as]
package com.cjm.somepackage {
public class {
}
}
[/as]
Good Code:
[as]
package com.cjm.somepackage {
public class MyClass {
}
}
[/as]
Flex/Flash Error #1084: Syntax error: expecting leftparen before colon.
or
Flex/Flash Error #1084: Syntax error: expecting rightparen before colon.

Description:
These AS3 Errors are reported when you the order of the parenthesis and colon are not in the proper place or the parenthesis is missing.

Fix:
The AS3 code below demonstrates the placement error. Properly order the items and the error will disappear. Also, make sure that a parenthesis is not missing. The ‘Bad Code’ gives an example of leftParen and then right paren in the order.

Bad Code:
[as]
public function ScrambleSpelling:void (s:String)
or
public function ScrambleSpelling(s:String:void
[/as]
Good Code:
[as]
public function ScrambleSpelling (s:String):void
[/as]
Flex/Flash Error #1084: Syntax error: expecting rightparen before semicolon.

Description:
This AS3 Error is reported most often when the parenthesis is missing.

Fix:
Make sure that a parenthesis is not missing. The ‘Bad Code’ gives an example of leftParen and then right paren in the order.

Bad Code:
[as]
tempArray.push((middle.splice(middle.length-1) * Math.random());
or
tempArray.push(middle.splice(middle.length-1) * Math.random();
[/as]
Good Code:
[as]
tempArray.push(middle.splice(middle.length-1) * Math.random());
[/as]
Flex/Flash Error #1084: Syntax error: expecting identifier before 1084.

Description:
This AS3 Error is reported when you have begun a package, class, function/method or variable with a numeric character rather than an Alpha character, _(underscore), or $(dollar sign). In the Flash Authoring environment it won’t allow you to add numerics as the first character in an instance name or in the linkage but with code it just gives this crazy error.

Fix:
Make sure to name your package, class, function/method or variable with a Alpha character, _(underscore), or $(dollar sign).

Bad Code:
[as]
package 1084_error
{
class 1084_error {
function 1084_error () {
var 1084_error:int = 123;
}
}
}
[/as]
Good Code:
[as]
package error_1084
{
class error_1084 {
function error_1084 () {
var error_1084:int = 123;
}
}
}
[/as]
P.S. It is probably not a good idea to give everything the same name as in the examples above.

1084: Syntax error: expecting rightparen before tripledot

Description:
This AS3 Error is reported when you add the ellipsis after the arguments parameter

Fix:
Make sure to add the ellipsis before the arguments parameter.

Incorrect:
[as]
public static function checkInheritance(propertyName:String, objects…) { }
[/as]
Correct:
[as]
public static function checkInheritance(propertyName:String, …objects) { }
[/as]

AS3 Error #1084 will rear it’s many heads according to the particular syntax error at the moment. I will post every variation of this error that I can find.

I am getting  the following errors at the end  the three last curly brackets when executing my swf file :-

expecting identifier before rightparen

(ii) expecting rightbrace before end of program

(iii)  expecting rightbrace before end of program

Here is my as codes :-

package  rakesh_fla

{

import flash.display.*;

import flash.events.*;

import flash.media.*;

import flash.net.*;

import flash.text.*;

import flash.ui.*;

public var default_volume:Number;

public var sound_control:MovieClip;

public var percent:Number;

public var fm_bar_bg:MovieClip;

public var music_volume:SoundTransform;

public var loader_info:TextField;

public var rakesh_background:MovieClip;

public var rakesh_fullscreen:SimpleButton;

public var total_bytes:Number;

public var loaded_bytes:Number;

public var fm_bar:MovieClip;

public var bg_music:Sound;

public var music_channel:SoundChannel;

public dynamic public class MainTimeline extends MovieClip

{

public function MainTimeline()

{

super();

addFrameScript(0, frame1, 1, frame2);

return;

}// end function

public function switch_screen_mode(event:MouseEvent)

{

if (stage.displayState == StageDisplayState.NORMAL)

{

stage.displayState = StageDisplayState.FULL_SCREEN;

}

else

{

stage.displayState = StageDisplayState.NORMAL;

}

return;

}// end function

function frame2()

{

stop();

rakesh_fullscreen.visible = true;

sound_control.visible = true;

stage.addEventListener(Event.RESIZE, resize_listener);

stage.dispatchEvent(new Event(Event.RESIZE));

rakesh_fullscreen.addEventListener(MouseEvent.CLIC  K, switch_screen_mode);

default_volume = 0.5;

bg_music = new rakesh_music();

music_channel = bg_music.play(0, 10000);

music_volume = new SoundTransform();

music_volume.volume = default_volume;

music_channel.soundTransform = music_volume;

sound_control.stop();

sound_control.addEventListener(MouseEvent.CLICK, play_pause);

return;

}// end function

public function play_pause(event:MouseEvent) : void

{

music_volume.volume = default_volume;

if (event.target.currentFrame == 1)

{

music_volume.volume = 0;

}

music_channel.soundTransform = music_volume;

event.target.play();

return;

}// end function

public function goto_music(event:MouseEvent) : void

{

navigateToURL(new URLRequest(«song»), «_blank»);

return;

}// end function

public function load_progress(event:Event) : void

{

loaded_bytes = stage.loaderInfo.bytesLoaded;

total_bytes = stage.loaderInfo.bytesTotal;

if (total_bytes == 0)

{

total_bytes = 1;

}

percent = Math.round(loaded_bytes / total_bytes * 100);

fm_bar.scaleX = percent * 0.01;

loader_info.text = «Loading… » + percent + «%»;

if (percent >= 100)

{

fm_bar.removeEventListener(Event.ENTER_FRAME, load_progress);

play();

}

return;

}// end function

function frame1()

{

stop();

stage.scaleMode = StageScaleMode.NO_SCALE;

stage.align = StageAlign.TOP_LEFT;

fm_bar.addEventListener(Event.ENTER_FRAME, load_progress);

return;

function resize_listener(event:Event) : void

{

rakesh_background.x = stage.stageWidth * 0.5;

rakesh_background.y = stage.stageHeight * 0.5;

rakesh_fullscreen.x = stage.stageWidth — 22;

rakesh_fullscreen.y = stage.stageHeight — 22;

sound_control.x = stage.stageWidth — 65;

sound_control.y = 20;

return;

}// end function

}

}

}

please  help

rakesh

I am getting  the following errors at the end  the three last curly brackets when executing my swf file :-

expecting identifier before rightparen

(ii) expecting rightbrace before end of program

(iii)  expecting rightbrace before end of program

Here is my as codes :-

package  rakesh_fla

{

import flash.display.*;

import flash.events.*;

import flash.media.*;

import flash.net.*;

import flash.text.*;

import flash.ui.*;

public var default_volume:Number;

public var sound_control:MovieClip;

public var percent:Number;

public var fm_bar_bg:MovieClip;

public var music_volume:SoundTransform;

public var loader_info:TextField;

public var rakesh_background:MovieClip;

public var rakesh_fullscreen:SimpleButton;

public var total_bytes:Number;

public var loaded_bytes:Number;

public var fm_bar:MovieClip;

public var bg_music:Sound;

public var music_channel:SoundChannel;

public dynamic public class MainTimeline extends MovieClip

{

public function MainTimeline()

{

super();

addFrameScript(0, frame1, 1, frame2);

return;

}// end function

public function switch_screen_mode(event:MouseEvent)

{

if (stage.displayState == StageDisplayState.NORMAL)

{

stage.displayState = StageDisplayState.FULL_SCREEN;

}

else

{

stage.displayState = StageDisplayState.NORMAL;

}

return;

}// end function

function frame2()

{

stop();

rakesh_fullscreen.visible = true;

sound_control.visible = true;

stage.addEventListener(Event.RESIZE, resize_listener);

stage.dispatchEvent(new Event(Event.RESIZE));

rakesh_fullscreen.addEventListener(MouseEvent.CLIC  K, switch_screen_mode);

default_volume = 0.5;

bg_music = new rakesh_music();

music_channel = bg_music.play(0, 10000);

music_volume = new SoundTransform();

music_volume.volume = default_volume;

music_channel.soundTransform = music_volume;

sound_control.stop();

sound_control.addEventListener(MouseEvent.CLICK, play_pause);

return;

}// end function

public function play_pause(event:MouseEvent) : void

{

music_volume.volume = default_volume;

if (event.target.currentFrame == 1)

{

music_volume.volume = 0;

}

music_channel.soundTransform = music_volume;

event.target.play();

return;

}// end function

public function goto_music(event:MouseEvent) : void

{

navigateToURL(new URLRequest(«song»), «_blank»);

return;

}// end function

public function load_progress(event:Event) : void

{

loaded_bytes = stage.loaderInfo.bytesLoaded;

total_bytes = stage.loaderInfo.bytesTotal;

if (total_bytes == 0)

{

total_bytes = 1;

}

percent = Math.round(loaded_bytes / total_bytes * 100);

fm_bar.scaleX = percent * 0.01;

loader_info.text = «Loading… » + percent + «%»;

if (percent >= 100)

{

fm_bar.removeEventListener(Event.ENTER_FRAME, load_progress);

play();

}

return;

}// end function

function frame1()

{

stop();

stage.scaleMode = StageScaleMode.NO_SCALE;

stage.align = StageAlign.TOP_LEFT;

fm_bar.addEventListener(Event.ENTER_FRAME, load_progress);

return;

function resize_listener(event:Event) : void

{

rakesh_background.x = stage.stageWidth * 0.5;

rakesh_background.y = stage.stageHeight * 0.5;

rakesh_fullscreen.x = stage.stageWidth — 22;

rakesh_fullscreen.y = stage.stageHeight — 22;

sound_control.x = stage.stageWidth — 65;

sound_control.y = 20;

return;

}// end function

}

}

}

please  help

rakesh

So I’m doing this basic coding thing to make an object «shoot» bullets. It’s from a tutorial video. My code matches his exactly unless I’m missing a tiny detail. Basically the code looks like this:
package {
import flash.display.Sprite;
import flash.events.Event; 
public class bullet extends Sprite {
private var sw:Number;
private var sh:Number;
private const _SPEED:int=-10;
private const _OFFSTAGE:int=-10; 
public function bullet():void {
addEventListener(Event.ADDED_TO_STAGE,onadd);
private function onadd(e:Event):void {
sw=stage.stageWidth;
sh=stage.stageHeight;
addEventListener(Event.ENTER_FRAME,loop);
private function loop(e:Event):void {
if (y<_OFFSTAGE) {
removeEventListener(Event.ENTER_FRAME,loop);
parent.removeChild(this);
y-=_SPEED;
}public function removeListeners():void {
removeEventListener(Event.ENTER_FRAME,loop); 
And the compiler error I’m getting says this:
Location:bullet.as line 31 1084: Syntax error: expecting rightbrace before end of program. Source: }
Location:bullet.as line 31 1084: Syntax error: expecting rightbrace before end of program. Source: }
And yes it does say it twice. What’s going on?
The vid I’m learning from is this: http://autocad.spinelink.com/adobe-flash-cs4-game-tutorial-shooting.html

You are missing two closing curly braces at the bottom of the package declaration. You need to close the package itself and the class declaration inside.
package {
     import flash.display.Sprite;
     import flash.events.Event;
     public class bullet extends Sprite {
          private var sw:Number;
          private var sh:Number;
          private const _SPEED:int=-10;
          private const _OFFSTAGE:int=-10;
          public function bullet():void {
               addEventListener(Event.ADDED_TO_STAGE,onadd);
          private function onadd(e:Event):void {
               sw=stage.stageWidth;
               sh=stage.stageHeight;
               addEventListener(Event.ENTER_FRAME,loop);
          private function loop(e:Event):void {
               if (y<_OFFSTAGE) {
                    removeEventListener(Event.ENTER_FRAME,loop);
                    parent.removeChild(this);
               y-=_SPEED;
          public function removeListeners():void {
               removeEventListener(Event.ENTER_FRAME,loop);

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    Play_Btn.addEventListener(MouseEvent.CLICK, fl_ClickToPlayVideo_3);
    function fl_ClickToPlayVideo_3(event:MouseEvent):void
        assets/01_01_010.fla.play();
    Restart_btn.addEventListener(MouseEvent.CLICK, fl_ClickToPauseVideo);
    function fl_ClickToPauseVideo(event:MouseEvent):void
            assets/01_01_010.fla.seek(0);
    Tranz_Btn.addEventListener(MouseEvent.CLICK, fl_ClickToPosition_3);
    var fl_TF_3:TextField;
    var fl_TextToDisplay_3:String = «FEMA’s mission is to support our citizens and first responders to ensure that as a nation we work together to build, sustain, and improve our capability to prepare for, protect against, respond to, recover from, and mitigate all hazards.
    FEMA Hazard Mitigation efforts to reduce the risks associated with potential hazard events are ongoing. This course focuses on FEMA Hazard Mitigation Joint Field Office operations, which are established after a Major Disaster declaration to focus on mitigating the effects of future hazards in the state affected by the disaster..»;
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        fl_TF_3 = new TextField();
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        fl_TF_3.background = true;
        fl_TF_3.border = true;
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    every line with a forward slash has a problem.
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    2.  i can’t think of any reason you would reference an fla in actionscript
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  • 1084: Syntax error: expecting leftbrace before extend

    Hi all.  Not sure what is going on here.  I’m trying to improve my knowledge of AS 3.0.  I keep getting this error and this is a snippet of code that I copied and ran it.  I keep getting the same error ‘1084: Syntax error: expecting leftbrace before extend’.  Can anyone tell me where I’m going wrong?  Here is the code.
    package
              import flash.display.MovieClip;
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                             var bookTitle:String=»Foundations»;
            trace(bookTitle);

    Thanks Ned.  That was it.  Thanks for getting me unstuck. 

  • 1084: Syntax error: expecting colon before assign.

    Hi
    I am getting «1084: Syntax error: expecting colon before assign.» in flash builder 4.6. My application was working fine before a day but When today i try to install app on device then automatic this error comes.
    Please update me when is the problem in my project.
    I am trying to build Flex mobile project by using Flash builder 4.6.
    Thanks
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    Well, start with this:
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    public var gaugeValue:uint = UIUtils.sum(collector_Array, fld:String=»rate»);
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    [Bindable]
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  • 1084:Syntax error: expecting rightparen before area in Math.round

    Anyone have any idea how to fix this:
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    1084:Syntax error: expecting rightparen before area.
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    Please HELP!!!

    OMG — I copied the code from a post and didn’t see that. Good for you!
    Thanks!!!

  • Getting error… 1084: Syntax error: expecting leftperan before colon?

    I am trying to learn flash and make forms with them.
    I keep getting this error… 1084: Syntax error: expecting leftperan before colon
    here is my code
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    why am I getting this error?

    oh… silly me.
    Its fixed…
    function sent(e:Event):void
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  • 1084: Syntax error: expecting identifie before delete

    hi,
    anyone please help me out of this error. i have paste my code below. where i’m getting error.
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        import flash.display.*;
        dynamic public class png extends BitmapData
            public function png(param1:int = 32, param2:int = 32)
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    package delete
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  • Syntax error: expecting rightparen before not.

    Another textbook problem!
    The step word for word in my textbook is:
    The following four lines of code placed above the goto statement for the function called by the home button so the animation does not play when the Home button is clicked.
    if (animationInstance.parent != null)
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    So.. I added this step to my code for the assignment and when I test it, I’m getting error:
    Scene 1, Layer ‘actions’, Frame 1, Line 29 1084: Syntax error: expecting rightparen before not.
    Here’s my entire code for the frame:
    import flash.events.MouseEvent;
    stop();
    var animationInstance:animationMC = new animationMC();
    graphicsBtn.addEventListener(MouseEvent.CLICK, goto2);
    function goto2(Event:MouseEvent)
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    animationsBtn.addEventListener(MouseEvent.CLICK, goto3);
    function goto3(Event:MouseEvent)
        gotoAndStop(3);
    formBtn.addEventListener(MouseEvent.CLICK, goto4);
    function goto4(Event:MouseEvent)
        gotoAndStop(4);
    photoBtn.addEventListener(MouseEvent.CLICK, goto5);
    function goto5(Event:MouseEvent)
        gotoAndStop(5);
    homeBtn.addEventListener(MouseEvent.CLICK, goto1);
    function goto1(Event:MouseEvent)
        if(animationInstance.parent ! = null)
            animationInstance.parent.removeChild(animationInstance);
        gotoAndStop(1);
    Any help is appreciated!!

    ! = should be !=   no space ( ! is what they are calling «not» — shoulda just used ! )
    And I think I already mentioned to not use «Event» like you do

  • 1084: Syntax error: expecting rightparen

    Help!!  I am new to Flash.  I am trying to make a  card flip,  I have a photo on one side and info on the next.  It is controlled by a button.  I an getting this error:
    1084: Syntax error: expecting rightparen before flip on lines 5 and 6.  I have been trying to figure it out, but am stumped.  Can anyone help? any suggestion would be greatly appreciated.
    Here is my code:
    import fl.transitions.Tween;
    import fl.transitions.easing.Strong;
    import fl.transitions.TweenEvent;
    con.sidea.flip. addEventListener (MouseEvent.CLICK, on flip);
    con.sideb.flip. addEventListener (MouseEvent.CLICK, on flip);
    addEventListener(Event.ENTER_FRAME,loop);
    var isStill: Boolean=true;
    var arraytween:Array = new Array ();
    function onflip (e:Event) {
        if (isStill)  {
            arraytween.push (new Tween (con,’rotationY’, Strong.easeOut,con.rotationY,con.rotationY+180,1,true));
            arraytween [0] .addEventListener(TweenEvent.MOTION_FINISH,reset);
            isStill=false;
    function reset (e:Event)  {
        isStill=true;
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    function  loop(e:Event)  {
        if (con.rotationY>=90  && con.rotationY<=270)  {
            con.addChild(con.sideb);
        }else {
            con.addChild(con.sidea);
            con.scaleX=1;
        if (con.rotationY>=360) {
            con.rotationY=0;

    It is hard to tell if it is actual or something the forum did (which it does), but you should not have spaces where there appear to be…
    con.sidea.flip. addEventListener (MouseEvent.CLICK, on flip);
    con.sideb.flip. addEventListener (MouseEvent.CLICK, on flip);
    should be…
    con.sidea.flip.addEventListener(MouseEvent.CLICK, onflip);
    con.sideb.flip.addEventListener(MouseEvent.CLICK, onflip);

  • 1086: Syntax error: expecting semicolon before rightparen. ?

    Hi there i’m currently working on my year 13 ICT coursework using Adobe flash CS5.5 and while correcting an error while implementing a third party found image gallery another one appeared, which I am completely unable to fix.
    At the moment I would like the image gallery to be implemented in Scene 3 of my product, but it seems when opening to view the product it just spams through all the scenes and I am confused on why this is the case?
    If anyone can help with this then it would be much appreciated.
    Here is the code line which has the Syntax error, if any other thing are needed please just ask.
    lastBildeHL.onLoadProgress = gotoAndPlay(«Scene 1»)); numBytesLoaded:Number, numBytesTotal:Number):void
    Thanks

    Hi there just added that line and when doing so I then got these errors:
    Scene 3, Layer ‘actions’, Frame 5, Line 131
    1084: Syntax error: expecting rightparen before colon.
    Scene 3, Layer ‘actions’, Frame 5, Line 131
    1078: Label must be a simple identifier.
    Scene 3, Layer ‘actions’, Frame 5, Line 132
    1084: Syntax error: expecting identifier before var.
    Scene 3, Layer ‘actions’, Frame 5, Line 132
    1078: Label must be a simple identifier.
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    lastBildeHL.onLoadProgress = gotoAndPlay(«Scene 1», numBytesLoaded:Number, numBytesTotal:Number):void
        var numPercentLoaded:Number = numBytesLoaded / numBytesTotal * 100;
    Any help would be good
    Thanks,
    Joe

  • 1086: Syntax Error: expecting semicolon before leftbrace?

    Hi guys!
    I’m new to this program. Help would be really appreciated.
    I keep getting this error: ReferenceError: Error #1065: Variable TCMText is not defined.
    In the Compliers Error tab, it also says: Scene 1, Layer ‘actions’, Frame 1, Line 1    1086: Syntax error: expecting semicolon before leftbrace.
    I’m not sure if this is correct, but I used the code snippets to help me on my Actions Frame, but to no avail.
    on(release){
        _root.gotoAndPlay(«2»);
    /* Click to Go to Next Frame and Stop
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    function fl_ClickToGoToNextFrame_3(event:MouseEvent):void
        nextFrame();
    I don’t have a moving animation, but I want my Flash to work similar to a Power Point, so that the person can read the screen, then just click the button symbol to see the next scene. This is for an assignment, and it’s due pretty soon. Haven’t been able to figure out what’s wrong since I’m a noob, thanks.

    The first bit of code, «onRelease…» is Actionscript 2 and the second bit, «start_btn.addEvent…» is Actionscript 3. You can’t mix and match versions of Actionscript in the same file. With nothing selected in the Stage window, look at the Properties window. In the Script section at the top, it will tell you which version of Actionscript you selected for this movie. Try just using the one version that your movie expects to see.

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