How to make Coin tile disappear LibGDX - libgdx

This is the Code I use to get the Cell of a Tile so I can delete it.
public TiledMapTileLayer.Cell getCell(){
TiledMapTileLayer layer = (TiledMapTileLayer)map.getLayers().get(1);
return layer.getCell((int)(body.getPosition().x * Constants.PPM / 32),
(int)(body.getPosition().y * Constants.PPM / 32));
}
The problem is I have a coin in my Bo2dWorld, which is 2x2 Cells big.
If I call this method it only deletes the Top-Right-Hand Corner Cell of the Coin Tile... But I want to delete all 4 Cells of the Coin.
Does anyone know how to do that?

The coin is 2x2 tiles big and you only return on of those tiles in your getCell()
One option is to ad a property to the coin tiles in Tiled. Call it something like "CoinTileCorner". Then call the 4 tiles "TopLeft", "TopRight", "BottomLeft" and "BottomRight".
Now when you get a cell returned from getCell you can check for the property and know which other tiles to remove with it.
private void removeCoin(cell){
String corner = cell.getTile().getProperties().get("CoinTileCorner");
if(corner.equals("TopLeft")){
//remove this cell, the cell to the right, below and the one bellow on the right.
else if(corner.equals("TopRight")){
//remove this cell, the one to the left... and so on and so forth.
}
}

Related

in Flex/AS3 how can I highlight a datagrid row?

I am writing an application, using a datagrid. Various rows are differing colors based on the data. When the user selects a row the color becomes a few shades lighter.
Unfortunately one of the users doesn't think it is enough of a contrast and would like a more noticeable visual indicator. My two thoughts are to either;
A) Draw a rectangle around the entire row selected.
B) Add a column with an image that I hide or make visible based on whether the row is selected.
I went down path A. for a while and got to the point where in the function;
override protected function drawHighlightIndicator
I was able to identify when I was looking at the specific row, but I couldn't determine how to draw the rectangle.
So I backtracked and looked into B. I am able to create an Item renderer with an arrow, but I can't figure out how to turn it on & off when selected. I have a click event in the main module, but no way to reference back to the Item renderer component.
I could set a value in the array collection, and do a refresh, which will probably work, but that tends to move the selected row to the top of the datagrid display area.
So if anyone can help I on A or B would appreciate it. This is a DataGrid, not an AdvancedDataGrid.
Since you're using mx.controls.DataGrid, overriding drawHighlightIndicator could look like following example, which draws 1px red border around selection marker:
protected function drawHighlightIndicator(
indicator:Sprite, x:Number, y:Number,
width:Number, height:Number, color:uint,
itemRenderer:IListItemRenderer):void
{
var width:int = unscaledWidth - viewMetrics.left - viewMetrics.right;
var borderColor:uint = 0xff0000;
var g:Graphics = Sprite(indicator).graphics;
g.clear();
g.beginFill(borderColor);
g.drawRect(0, 0, width, height);
g.beginFill(color);
g.drawRect(1, 1, width - 2, height - 2);
g.endFill();
indicator.x = x;
indicator.y = y;
}

Dynamically draw rectangle between the Dragable objects in AS3

My aim is to highlight the area between the two dragable objects inpoint_mc and scrub_outpoint_mc, so i had created a rectangle between these points, i need to resize this rectangle based on the dragpoints, which indicates the distance between Inpoint and Outpoint, i tried my level best unfortunately i can acheive it
private function startScrubbingIN(_arg1:MouseEvent){
trace("scrubBarIsMovingIN");
this.cueCard.stage.addEventListener(MouseEvent.MOUSE_UP, this.stopScrubbingIN);
this.cueCard.stage.addEventListener(MouseEvent.MOUSE_MOVE, this.scrubBarIsMovingIN);
this.scrubbing = true;
var _local2:Rectangle = new Rectangle(this.controls_mc.progressBar_mc.x, this.controls_mc.inpoint_mc.y,
this.controls_mc.scrub_outpoint_mc.x-this.controls_mc.progressBar_mc.x, 0);
// now we're limiting in point to current position of out point
this.controls_mc.inpoint_mc.startDrag(false, _local2);
this.controls_mc.addChild(_seekIndicator);
_seekIndicator.graphics.beginFill(0x990000);
_seekIndicator.graphics.drawRect(this.controls_mc.inpoint_mc.x, this.controls_mc.progressBar_mc.y,
this.controls_mc.scrub_outpoint_mc.x-this.controls_mc.progressBar_mc.x, 12);
trace("_seekIndicator"+ _seekIndicator);
// _seekIndicator.width = this.controls_mc.scrub_outpoint_mc.x+ this.controls_mc.inpoint_mc.y;
}
it giving me the result as like the attached image
but the red rectangle need to be shrink itself between the 2 Points
The rectangle should be redrawn only after you stop dragging, or when you move mouse while dragging. Don't forget to call _seekIndicator.graphics.clear() to delete old rectangle. And finally, use this.controls_mc.scrub_outpoint_mc.x and this.controls_mc.inpoint_mc.x for borders, because you're saying the rectangle should be between the in and out point MCs, while you use this.controls_mc.progressBar_mc.x in width.
private function scrubBarIsMovingIN(e:MouseEvent):void {
// the startDrag dragged one of the sliders already
// existing code skipped, if any
_seekIndicator.graphics.clear();
_seekIndicator.graphics.beginFill(0x990000);
_seekIndicator.graphics.drawRect(this.controls_mc.inpoint_mc.x, this.controls_mc.progressBar_mc.y,
this.controls_mc.scrub_outpoint_mc.x-this.controls_mc.inpoint_mc.x, 12);
}
Should do.

AS3 Clicking in "zones" of a picture

I have searched and simply cannot find what I need (if it exists).
A window will have a large picture.
The picture will be divided into zones (such as border lines that separate states on a map).
When a person clicks within a zone, then I will raise the appropriate event.
I've used AS3 with MXML to create a database program. All is working great except for this last step. I cannot figure out how the user is within a particular area of the picture when he clicks or when he touches.
I've read and tried to come up with an approach, and there must be (hopefully so) an easier way than the muddled nonsense I'm coming up with.
Thanks
VL
Are you drawing it in flash professional CS6? If so then why can't you just have the picture as a symbol and then just self divide the lines and make those divided areas into symbols that are children of the picture symbol. You could keep the individual state symbols right where they so that they stay true to the overall picture.
A first thought would be to make an instance of this picture symbol through the code, and then loop though all the children of that picture and add a click event to each one.
var picture:Picture=new Picture();
for(var i:int=0; i<picture.numChildren-1; i++){
picture.getChildAt(i).addEventListener(MouseEvent.CLICK, mouseEventHandler);
}
Please comment if I am missing something, or this does not work.
EDIT
Well, if you know the dimensions of the image, you could divide its width and height by 3(your number of rows and columns) and this is your zone dimensions. You then could take the mouse's click point relative to the top left of your picture and then divide its width by the zone with, and its height by the zone height, and then get its integer floor value, you could get which region it is. Code it below:
//This is all for a constat region list (like a window, or floor tiles, not things irregular)
import flash.display.Sprite;
var regionsX:int = 3; //Your number of windows across the row
var regionsY:int = 3; // across the column
var regions:Array = new Array(); // an array to hold the values that you will get from where the user clicks
// All of this used a 2D array method
for(var x:int = 0; x < regionX; x++) {
regions[regionsX] = new Array();
for(var y:int = 0; y < regionY; y++) {
regions[regionsX][regionsY] = "region(".concat(x).concat(",").concat(y);
// Here you make this equal to anything you want to get a value of,
//once the correct region is found (I just have a string version here for an example)
}
}
... // other stuff..
var picture:Picture = new Picture(); // your window picture
var regionWidth:Number = picture.width / regionsX; // Gets each region's width
var regionHeight:Number = picture.height / regionsY; // Get each regoin's height
...
picture.addEventListener(MouseEvent.CLICK, mouseEventListener); // add a click listener to the picture
function mouseEventListener(event:MouseEvent):void{
var mouseX:Number = picture.globalToLocal(event.stageX); // gets where the user clicked, and then converts it
//to the picture's cordinate space. ( 50,100 acording to the stage, could be (25,200) to the picture)
var mouseY:Number = picture.globalToLocal(event.stageY); // same for the Y
var regionIntX:Number = Math.floor(mouseX / regionWidth); // Dives the point by each region's width, and then
// converts it to a while integer. (For instance, if a region's width is 100 and you click at 288, then if you do the
// math, you clicked in the 3rd region, but it returns 2... why? (becaue the array counter starts at 0, so 0 is the 1st
// region, 1 is the second and so on...
var regionIntY:Number = Math.floor(mouseY / regionHeight); // Same for Y
var yourValue:String = regions[regionIntX][regionIntY]; // This returns that you initialy put into your 2d array
// by using the regionIntX and regionIntY for the array values. You have to decide what is stored in this array...
}
The simplest solution would be to add an event listener for MouseEvent.CLICK to the picture and in the handler check properties mouseX and mouseY of the picture. Define the bounds of each area in an XML or similar and check against current mouseX/Y to see which area has been clicked.

How can I randomize a picture under a cover in actionscript 3.0?

I'm making a flash game for practice and I have my stage set up so there are 9 boxes. When the game is started, one of the boxes is randomized as the one with the start underneath, if you pick the box with the star underneath, you win.
The randomizing code is
var star = 1 + Math.Round(Math.Random()*8.0)//generate a number between 1 and 9
What i dont know is how to attach this code so that it assigns the star to one of my 9 boxes made as buttons. How can I hide the star underneath the box as a cover.
Thanks for your time
I'm picturing one of those games where you but a ball under one of three cups and swap the cups, then guess which one has the ball.
The simplest way to hide one object under another is to just add it to the stage before the object covering it. So add your star to the stage, then add all your boxes. BUT since you don't have to have an unseen object actually be on the stage, I recommend not adding the star to the stage until it is revealed, and remove it when it gets hidden again.
You can create layers to make sure objects are always above/below what they need to be above/below. Create sprite objects, and call them layers. Add them in order from bottom to top. Add other sprites to these layer sprites to control their display order.
var layer1:Sprite = new Sprite(); // Bottom / background
var layer2:Sprite = new Sprite(); // Top / foreground
stage.addChild(layer1);
stage.addChild(layer2);
layer2.addChild(someObject1);
layer1.addChild(someObject2); // someObject2 will be below someObject1
That deals with covering the star with the boxes.
You can put your boxes in an array. You'll want a number between 0 and 8, then just use that as the index in the array to get the box you want.
var whichBox:int = (int)(Math.random() * 9);
var boxesArray:Array = new Array();
for (var i:int = 0; i < 9; i++) {
boxesArray.push(new Box()); // Or whatever your boxes are
}
var boxWithStar:Box = boxesArray[whichBox];
You can then move the star to the same location as its box...
star.x = boxWithStar.x;
star.y = boxWithStar.y;
This is a pretty handy function you can use:
function randRange(start:Number, end:Number) : Number
{
return Math.floor(start +(Math.random() * (end - start)));
}
example (any number between 0 - 9) :
var random:int = randRange(0,9);
remember to make it an int or you may end up with a float.

Actionscript 3.0 problem - Why is it giving an error even when I've re-checked the code?

I'm using Adobe Flash CS4 professional for this Actionscript 3.0 project
(http://tutorials.flashmymind.com/2009/02/rotating-menu-via-actionscript-3/)
I even tried following the suggestions in the comments as well but this error always shows up:
TypeError: Error #1010: A term is undefined and has no properties.
at rotating_menu_fla::MainTimeline/frame1()
(for complete details, kindly click the link - http://i429.photobucket.com/albums/qq19/tsujzpie/screenshot_03.jpg)
I've been following every step of the tutorial but I'm stumped over the coding...
Here's the code by the way...
//Save the center coordinates of the stage
var centerX:Number=stage.stageWidth/2;
var centerY:Number=stage.stageHeight/2;
//The number of items we will have (feel free to change!)
var NUMBER_OF_ITEMS:uint=5;
//Radius of the menu circle (horizontal and vertical)
var radiusX:Number=200;
var radiusY:Number=100;
//Angle difference between the items (in radians)
var angleDifference:Number = Math.PI * (360 / NUMBER_OF_ITEMS) / 180;
//How fast a single circle moves (we calculate the speed
//according to the mouse position later on...)
var angleSpeed:Number=0;
//Scaling speed of a single circle
var scaleSpeed:Number=0.0002;
//This vector holds all the items
//(this could also be an array...)
var itemVector:Array = new Array ('1', '2', '3', '4','5');
//This loop creates the items and positions them
//on the stage
for (var i:uint = 0; i < NUMBER_OF_ITEMS; i++) {
//Create a new menu item
var item:Item = new Item();
//Get the angle for the item (we space the items evenly)
var startingAngle:Number=angleDifference*i;
//Set the x and y coordinates
item.x=centerX+radiusX*Math.cos(startingAngle);
item.y=centerY+radiusY*Math.sin(startingAngle);
//Save the starting angle of the item.
//(We have declared the Item class to be dynamic. Therefore,
//we can create new properties dynamically.)
item.angle=startingAngle;
//Add an item number to the item's text field
item.itemText.text=i.toString();
//Allow no mouse children
item.mouseChildren=false;
//Add the item to the vector
itemVector.push(item);
//Add the item to the stage
addChild(item);
}
//We use ENTER_FRAME to animate the items
addEventListener(Event.ENTER_FRAME, enterFrameHandler);
//This function is called in each frame
function enterFrameHandler(e:Event):void {
//Calculate the angle speed according to mouse position
angleSpeed = -(mouseX - centerX) / 5000;
//Loop through the vector
for (var i:uint = 0; i < NUMBER_OF_ITEMS; i++) {
//Save the item to a local variable
var item:Item=itemVector[i];
//Update the angle
item.angle+=angleSpeed;
//Set the new coordinates
item.x=centerX+radiusX*Math.cos(item.angle);
item.y=centerY+radiusY*Math.sin(item.angle);
//Calculate the vertical distance from centerY to the item
var dy:Number=centerY-item.y;
//Scale the item according to vertical distance
item.scaleY = (dy / radiusY)+2;
//Set the x scale to be the same as y scale
item.scaleX=item.scaleY;
//Adjust the alpha according to y scale
item.alpha=item.scaleY+1.1;
}
}
I find it odd - it may be that the code is right but I don't know if these steps has messed up the project...
3 - Convert the circle into a movie clip...
4 - In the “Item” movie clip, create a dynamic text field in the center of the circle (in a new layer).
5 - Set the text to align center. Type some number in the text field. Give the text field an instance name of “itemText”. Embed numerals...
6 - Remove the Item movie clip from the stage. We will create all the items dynamically via ActionScript 3.
I could've given more screenshots but since I'm a new user, I'm only allowed a max of two - and contrary to this tag, I'm not doing an Android app.
(I'll give you added info once any of you would reply to this question...)
I have to admit that the steps 3 to 6 is confusing and didn't made sense to me - especially with step six, when you have to remove the movie clip from the stage. For me, if I were to do that, what would the script work on then?
Any idea what I did wrong?
EDIT:
Thanks, I realized my mistake - thanks for the tip :-)
But now, I tried to modify the code of this tutorial a bit to have words appear inside the circles (like "Home", "About", etc....) like what I've typed in the line in the screenschot - http://i429.photobucket.com/albums/qq19/tsujzpie/modifiedlineincode_00.jpg
But inspite of what I believe are the appropriate changes I've done, an error showed up still - (kindly see here - http://i429.photobucket.com/albums/qq19/tsujzpie/newerrorincode_00.jpg)
Why is that happening? Before I forget, in what section of the code must I insert a line that will make a clicked button display the info corresponding to it? (that is, if I click on the "Contact" or any of the buttons a window will appear beneath the menu on the stage...)
That errors means ActionScript has no clue what an Item is. Make sure you've ticked Export for ActionScript on your Item MovieClip in library and that the class is named Item also.
Update:
The tutorial you're following mentions itemVector is a Vector of Item instances, not an array of Strings like you're code suggests. This why you're getting the error displayed in your screenshot. It means ActionScript can not convert an Item to a String.
An easy fix is to create another array for the menu item labels:
var itemVector:Array = [];// = new Array ('1', '2', '3', '4','5');
var itemLabels:Array = ["Home","About","Contact","Gallery"];
NUMBER_OF_ITEMS = itemLabels.length;
and in the for loop swap this item.itemText.text=i.toString(); for this tem.itemText.text=itemLabels[i];
It seems that you don't fully grasp the difference between variable types. I would suggest getting familiar with the basics of as3 before moving forward. Also paying more attention to your code and fully understanding code you use written by others will keep you out of trouble. However you will still encounter errors. You might find explanations for those errors on the Flash Error Database.
Regarding the Carosel tutorial, also have a look at this video. It might help explain things better.
The compiler can not find the Item class.
Go into your library and open up the properties for the "Item" MovieClip.
Verify that is is set for export to actionscript.