can you explain me as3 randomly swap shapes' positions - actionscript-3

I copy some code and want to use it but I don't understand. this code is about How to randomly swap shapes' positions in specific locations. anyone can explain in simple how this code works?
function randomSort(a:*, b:*):Number
{
if (Math.random() < 0.5) return -1;
else return 1;
}
// Push 12 positions as new Point() in an array.
var positions:Array = [ new Point(12, 42), new Point(43, 56), new Point(43,87) ]; // ...add 12 positions
var mcs:Array = [mc1, mc2, mc3]; // ...add 12 mcs
positions.sort(randomSort);
// link randomized position to MovieClips:
for (var i:int = 0, l:int = positions.length; i < l, i++ ) {
var mc:MovieClip = mcs[i];
var point:Point = positions[i];
mc.x = point.x;
mc.y = point.y;
}

There are two lists: MovieClips and Points. The provided script randomizes one of the lists, so each MovieClip get a random Point out of the given ones.
The idea of random-sorting could be confusing a bit. The Array.sort() method is intended to organize Array's elements on given criteria, but if you give a random-based criteria instead, the elements are mixed with no predefined order.
The other (and probably more understandable) way to do the thing is to match a fixed MovieClip to a random Point, then remove matched pair from the respective lists, then proceed until there are items left.
var P:Array = [new Point(12, 42), new Point(43, 56), new Point(43,87)];
var M:Array = [mc1, mc2, mc3];
// Do while there are items to process.
while (M.length)
{
// Get the last MovieClip and remove it from the list.
var aMC:MovieClip = M.pop();
// Produce a random Point.
var anIndex:int = Math.random() * P.length;
var aPo:Point = P[anIndex];
// Remove the selected Point from its list.
P.splice(anIndex, 1);
// Move the selected MovieClip to the selected Point coordinates.
aMC.x = aPo.x;
aMC.y = aPo.y;
}

Related

how to call just 2 value in array randomly specific location flash

I've 3 mc. I want to call 2 of them on stage randomly in specific locations. I don't know how to call them. I just tried with array. I think array is the best way but still confused.
this's code I tried :
import flash.geom.Point;
var Batumc:batu_mc = new batu_mc(); // creates a instance of the movieclip, i.e, an object
var Batumc1:L = new L();
var Pisangmc:pisang_mc = new pisang_mc();
var Batumc2:MovieClip = new MovieClip();
var Status:int = 0;
button.addEventListener(MouseEvent.CLICK, tombol);
function tombol(e:MouseEvent):void{
//addChild(Batumc);
//addChild(Batumc1);
//addChild(Pisangmc);
var P:Array = [new Point(80.2, 100), new Point(260, 100), new Point(430, 100)];
var M:Array = [Batumc, Batumc1, Pisangmc];
//random benda
var benda:int = Math.random()*M.length;
// Remove the selected benda from its list.
M.splice(benda, 1);
while (M.length){
// Get the last MovieClip and remove it from the list.
Batumc2 = M.pop();
trace(Batumc2);
// Produce a random Point.
var anIndex:int = Math.random() * P.length;
var aPo:Point = P[anIndex];
// Remove the selected Point from its list.
P.splice(anIndex, 1);
// Move the selected MovieClip to the selected Point coordinates.
Batumc2.x = aPo.x;
Batumc2.y = aPo.y;
addChild(Batumc);
addChild(Batumc1);
addChild(Pisangmc);
}
Status = 1;
}
button.addEventListener(Event.ENTER_FRAME, frame);
function frame(e:Event):void{
if(Status == 1 ){
removeChild(Batumc2);
Status = 0;
}
}
when i run this code, sometimes 3 mc appear again
I think the problem is with this line:
M[i] = P.splice(randomPos, 1);
You assign M[i] (array of mc) with value from P (array of points), so M[i] = array with point and not an mc.
If you want to avoid such issues you can use Vectors instead of arrays. Its more efficient and also must contain the type you declared.
Vector class Docs.
To use the vector, instead of:
var P:Array = [...];
var M:Array = [...];
Do:
var P:Vector.<Point> = new <Number>[...];
var M:Vector.<MovieClip> = new <MovieClip>[...];
And the rest is just like arrays (pop, push, slice, ...)
To remove item from M, just splice M, i don't understand why you need to iterate over M.
M.splice(randomPos, 1);
Try getDefinitionByName
var myClass:Class = getDefinitionByName("Class_Name") as Class;
var classInstance:MovieClip = new myClass as MovieClip;
addChild(classInstance);
You just have to determine the specific location in the array for the mc'c, beside that you can get the classes from the library like this;
var locations:Array = [{xpos:100, ypos:12} , {xpos:30, ypos:50} , {xpos:400, ypos:28}, ......];
for(var i:uint=0; i<YOUR_MCS_LENGTH; i++) {
var myClass:Class = getDefinitionByName("Batumc"+i) as Class;
var mc:MovieClip = new myClass as MovieClip;
mc.x = locations[i].xpos;
mc.y = locations[i].ypos;
}
I have followed your advice #Özgün Sandal, but I get this error
ReferenceError: Error #1065: Variable Batumc10 is not defined.
at global/flash.utils::getDefinitionByName()
at nyoba9_fla::MainTimeline/frame1()
this my code :
import flash.utils.getDefinitionByName;
import flash.geom.Point;
var Batumc:batu_mc = new batu_mc(); // creates a instance of the movieclip, i.e, an object
var Batumc1:L = new L();
var Pisangmc:pisang_mc = new pisang_mc();
var P:Array = [new Point(80.2, 100), new Point(260, 100), new Point(430, 100)];
var M:Array = [Batumc, Batumc1, Pisangmc];
for(var i:uint=0; i<M.length; i++) {
var myClass:Class = getDefinitionByName("Batumc1"+i) as Class;
var mc:MovieClip = new myClass as MovieClip;
// Produce a random Point.
var anIndex:int = Math.random() * P.length;
var aPo:Point = P[anIndex];
// Remove the selected Point from its list.
P.splice(anIndex, 1);
mc.x = aPo.x;
mc.y = aPo.y;
}
where's my fault?

how to save array in array randomly

I tried to show a random number in three movieclip boxes below(blue, yellow, red) when push button(grey box). to make random numbers I use math.ceil and I keep it in a var. I make 3 var (so I've 3 formula random number). after that, I want to call that 3 var into 3 new var randomly (hasil,hasil2,hasil3). last, i put the 3 new var into random dynamic text. the dynamic text is in three movieclip boxes.
these the formula random number
mtk = Math.ceil(Math.random()*10);
mtk1 = Math.ceil(Math.random()*20);
mtk2 = mtk+mtk1;
these the dynamic text
mc.jwb1.text = hasil.toString();
mc.jwb2.text = hasil2.toString();
mc.jwb3.text = hasil3.toString();
I tried to call the 3 var in 3 random numbers use 2 arrays, but I still confused about how to call them or you have better idea, Please tell me?
var mc:jwb = new jwb();
var mtk:Number;
var mtk1:Number;
var mtk2:Number;
var hasil:int;
var hasil2:int;
var hasil3:int;
btn.addEventListener(MouseEvent.CLICK, button);
function button(e:MouseEvent):void{
addChild(mc);
}
Batas_mc.addEventListener(Event.ENTER_FRAME, batas);
function batas(e:Event):void{
mc.x = 270;
mc.y = 130;
mtk = Math.ceil(Math.random()*10);
mtk1 = Math.ceil(Math.random()*20);
mtk2 = mtk+mtk1;
//Array object acak
var P:Array = [mtk, mtk1, mtk2];
var M:Array = [hasil, hasil2, hasil3];
while (M.length){
// Get the last MovieClip and remove it from the list.
var Batumc2:MovieClip = M.pop();
// Produce a random Point.
var anIndex:int = Math.random() * P.length;
var aPo = P[anIndex];
// Remove the selected Point from its list.
P.splice(anIndex, 1);
// Move the selected MovieClip to the selected Point coordinates.
Batumc2 = aPo;
}
mc.jwb1.text = hasil.toString();
mc.jwb2.text = hasil2.toString();
mc.jwb3.text = hasil3.toString();
}

Flash: get absolute position of e.currentTarget

Okay, wasn't sure about the title.
But here's what I am trying to achieve:
Basically i am trying to do something like a quiz, where you can drag and drop the answers into a field. And if they are correkt it should snap the answer field position.
It should be something like
if(myobject.hitTestObject(targetField) && isCorrectAnswer()) {
myobject.x = targetField.x;
myobject.y = targetField.y;
}
But it's not really working.
So here is what I have:
/**
* Generating dragable answer fields based on an array.
**/
function generateAnswer():void {
// creating text format
var myFormat:TextFormat = new TextFormat();
myFormat.color = 0x0066FF;
myFormat.size = 24;
myFormat.align = TextFormatAlign.CENTER
// reference array to store all textfields
var referenceArray:Array = new Array();
// iterate through all answers in vocabListItems and generate textfields
var i:int;
for (i = 0; i < vocabListItems.length; i++) {
var answerField:TextField = new TextField();
// Setting text to current answer
answerField.text = vocabListItems[i];
answerField.width = 140;
answerField.height = 40;
answerField.x = 60+ i*150;
answerField.y = 410;
answerField.background = true;
answerField.backgroundColor = 0xffffff;
answerField.setTextFormat(myFormat);
answerField.selectable = false;
answerField.type = TextFieldType.DYNAMIC
// store the textfield in a container so drag and drop
// will work
var textContainer:Sprite = new Sprite();
textContainer.addChild(answerField);
addChild(textContainer);
referenceArray.push(textContainer);
}
for each (var item in referenceArray) {
item.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
item.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
}
}
And then I start my drag
var start_x:Number;
var start_y:Number;
function startDragging(e: MouseEvent):void {
var object = e.currentTarget;
start_x = e.currentTarget.x;
start_y = e.currentTarget.y;
object.startDrag();
}
And my stop dragging
function stopDragging(e:MouseEvent):void {
e.currentTarget.stopDrag();
if (e.currentTarget.hitTestObject(targetField)) {
e.currentTarget.x = targetField.x;
e.currentTarget.y = targetField.y;
} else {
e.currentTarget.x = start_x;
e.currentTarget.y = start_y;
}
}
So the problem however is, that e.currentTarget.x is starting from 0. And not from the absolute position on the screen. Its always a relative value, so if i drag it to the targetField its x and y is something like -100, -40
If I set it to the targetField x and y it disappears somewhere in the nirvana of the screen.
targetField is in this case just a rectangle drawn on the stage with a x and y of 160
How can I position it to the absolute x and y?
Here's a screenshot
So the top field is the targetField which is only a rectangle with x 161 and y 191.
The field on the bottom are the dragable fields which are the e.currentTarget. But currentTarget.x is always 0.
EDIT
Your e.currentTarget is going to be the textContainer, which you haven't set an x/y on so it will naturally be 0.
It would seem to make more sense to move the container, and not the actual text field when you create it, like so:
for (i = 0; i < vocabListItems.length; i++) {
var answerField:TextField = new TextField();
// Setting text to current answer
answerField.text = vocabListItems[i];
answerField.width = 140;
answerField.height = 40;
//answerField.x = 60+ i*150; //don't move the text field, move the container later
//answerField.y = 410;
answerField.background = true;
answerField.backgroundColor = 0xffffff;
answerField.setTextFormat(myFormat);
answerField.selectable = false;
answerField.type = TextFieldType.DYNAMIC
// store the textfield in a container so drag and drop
// will work
var textContainer:Sprite = new Sprite();
textContainer.x = 60+ i*150;
textContainer.y = 410;
textContainer.addChild(answerField);
addChild(textContainer);
referenceArray.push(textContainer);
//Also, as an aside, there is no reason to loop through the array after this, just add the listeners here
textContainer.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
textContainer.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
}
End Edit
To translate the coordinates from one object to another, you can use the localToGlobal and globalToLocal methods of a display object.
Something like this:
var globalPoint:Point = targetField.localToGlobal(new Point());
var destinationLocalPoint:Point = e.currentTarget.parent.globalToLocal(globalPoint);
e.currentTarget.x = destinationLocalPoint.x;
e.currentTarget.y = destinationLocalPoint.y;
What I'm doing here, is first, getting the global coordinates of the targetField. So it's taking a point (at 0,0) relative to targetField and translating that relative to the stage.
Then I'm making a new Point object that takes that global coordnate set, and translate that to the parent of e.currentTarget.

How to get index of a Bitmap Image from bitmapdata(from an Array)?

I am wondering if i have an Array that push content that is Bitmap, how do i get index of a specific image when clicked. I tried to use indexOf but no luck, my codes are below.
Thanks for your time!
Code:
//First Part is where i add the URLRequest and add the image into contentHolder then onto Stage
function loadImage():void {
for(var i:int = 5; i < somedata.length; i++){
if(somedata[i]){
var loader:Loader = new Loader();
loader.load(new URLRequest("http://www.rentaid.info/rent/"+somedata[i]));
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onImageLoaded);
}
}
}
function onImageLoaded(e:Event):void {
loadedArray.push(e.target.content as Bitmap);
for(var i:int = 0; i < loadedArray.length; i++){
var currentY1:int = 200;
e.currentTarget.loader.content.height =200;
e.currentTarget.loader.content.y += currentY1;
currentY1 += e.currentTarget.loader.content.height +300;
_contentHolder.mouseChildren = false; // ignore children mouseEvents
_contentHolder.mouseEnabled = true; // enable mouse on the object - normally set to true by default
_contentHolder.useHandCursor = true; // add hand cursor on mouse over
_contentHolder.buttonMode = true;
_contentHolder.addChild(loadedArray[i]);
addChild(_contentHolder);
_contentHolder.addEventListener(MouseEvent.CLICK, gotoscene);
}
}
// then the part where i try to get the index
function gotoscene(e:MouseEvent):void {
var index:Number;
index = loadedArray.indexOf(e.target);
trace(index);
}
Edit:
var viewport:Viewport = new Viewport();
viewport.y = 0;
viewport.addChild(_contentHolder);
Your first question has very simple answer:
var image:Bitmap = new Bitmap();
var images:Array = new Array(image);
for (var i:uint = 0; i < images.length; i++) {
// images[i].bitmapData is the original image in your array
// image.bitmapData is searched one
if (images[i].bitmapData == image.bitmapData) {
// found
}
}
But your problem is bigger than this. I see you keep wandering around..
You should add listener to each child, not the content holder as one. I usually don't use Loaders, but get their Bitmaps and wrap them in Sprites or something, that I add into the scene. You should store either this Sprite or your Loader into that array, not the Bitmap. Then add listener to each of them (Sprite or Loader, not Bitmap) and get the target. Depending on what you've stored in the array, you can easily get it as:
function gotoscene(e:MouseEvent):void {
var index:uint = loadedArray(indexOf(e.target));
}
But it's important to store one specific type that will actually be clickable. Don't think about the Bitmap - it's only a graphic representation, and doesn't do much in the code.
**EDIT:
Okay I'm adding the code you need but it's important to understand what you are doing and not just rely on someone else's answer :)
function onImageLoaded(e:Event):void {
var bitmap:Bitmap = e.target.content as Bitmap; // get the Bitmap
var image:Sprite = new Sprite();
image.addChild(bitmap); // wrap it inside new Sprite
// add listener to Sprite!
image.addEventListener(MouseEvent.CLICK, gotoscene);
// gets url of current image (http://website.com/images/image1.jpg)
var url:String = e.target.loaderURL;
// get only the number from that url by replacing or by some other way
// this removes the first part and results in "1.jpg"
var name:String = url.replace("http://website.com/images/image", "");
// this removes the extension and results in number only - 1, 2, 3
// it's important to change this depending on your naming convention
name = name.replace(".jpg", "");
image.name = "button" + name; // results in "button1", "button2", "button3"
// store object, name, or whatever (not really needed in your case, but commonly used)
loadedArray.push(image.name);
image.x = counter * 100; // position so you can see them, at 100, 200, 300, etc.
_contentHolder.addChild(image); // add newly created Sprite to content
}
function gotoscene(e:MouseEvent):void {
var name:String = e.target.name;
// strips down "button" from "button1", and only the number remains,
// which is 1, 2, 3, etc. the number of the scene :)
var scene:uint = name.replace("button", "");
// you're the man now :)
}

Remove randomly generated sprites with Mouse.Event

I am making a game for my class where different chemical elements are generated as sprites at the top of the screen and then fall down. Different types are made and I want students to mouse over specific types depending on where they are in the game.
My question is how to write the function to remove them when they are correctly selected? I've tried a lot of different ways but am having a lot of trouble. An example of the code that I wrote to make each element is below and then I have a separate function to move down all of the sprites created.
var spriteArray:Array = new Array();
var halogenArray:Array = new Array("F", "Cl", "Br", "I");
var rndnum:Number = Math.random();
//Halogens
if (rndnum < 0.05)
{
var halo:Sprite = new Sprite();
halo.graphics.beginFill(0x00FF00, 1);
halo.graphics.drawCircle(7.5, 7.5, 15);
halo.graphics.endFill();
halo.addEventListener(MouseEvent.MOUSE_OVER, removeElement);
halo.x = Math.random()*500 + 50;
halo.y = -18;
var textField = new TextField();
textField.text = halogenArray[int(Math.random()*4)];
textField.width = 30;
textField.height = 30;
textField.x = (15 - textField.textWidth)/2; // center it horizontally
textField.y = (15 - textField.textHeight)/2; // center it vertically
halo.addChild(textField);
spriteArray.push(halo);
addChild(halo);
}
At what point are you struggling?
I am assuming it is in determining the types of the halogens.
In your remove function I assume you have the desired type already figured out, you would then compare it to
element.getChildAt(0).text
and you would get the element by either looping across every element in the spriteArray, or using the mouseEvent's target
My suggestion is to use a halogen Class to contain the grapics & textfield, and a vector to hold the objects. It would then be easier to get the type rather than searching the anonymous children of the sprite.
I believe you are looking for something like this:
//give your textfields a name, it isn't totally necessary as we can do getChildAt(0)
//but it's more readable, and if you decide to add more children before you
//add the text field, then this will still work
var textField = new TextField();
textField.text = halogenArray[int(Math.random()*4)];
textField.width = 30;
...
textField.name = "haloTx"; //for tracking later
//assuming you have some variable set to the correct answer
var correctAnswer:String = "F";
function removeElement( e:MouseEvent ):void {
var element:TextField = ( e.target as Sprite ).getChildByName( "haloTx" );
//if we have the correct element, remove from parent and list
if ( element && element.text == correctAnswer ) {
var index:int = spriteArray.indexOf( e.target as Sprite );
removeChild( spriteArray.splice( index, 1 )[0] );
}
}
Although #VBCPP is right, doing that in a separate class is definitely the best way organizationally. Which might look something like:
class ElementSprite extends Sprite {
public var textField:TextField;
//pass shapeArgs as string, so say a circle at x=7.5, y=7.5, and radius=15 -- shapeArgs = "7.5, 7.5, 15"
public function ElementSprite( element:String, drawShape:String="Circle", shapeArgs:String="7.5, 7.5, 15", fillColor:uint=0x00FF00 ) {
//set textfield properties etc. or textFormat
textField = new TextField();
textField.text = element;
addChild( textField );
//if you passed some arguments to draw our shape
if ( shapeArgs != "" ) {
graphics.beginFill( fillColor );
graphics[ "draw" + drawShape ].apply( this, shapeArgs.split( "," ) );
}
}
public function get currentElement():String { return textField.text }
}
Then you would use it like so in your if statement if (rndnum < 0.05):
var elementSprite:ElementSprite = new ElementSprite( "A" );
//elementSprite.x = set your x;
//elementSprite.y = set your y;
addChild(elementSprite);
That would be replacing all your current code in that if statement. This is all a working example, if you have an questions feel free to comment.