Pass argument to parameter from text box in UI (Flash, AS3) - actionscript-3

I'm currently learing to program in AS3 in Flash CS6 (I have no previous programming experience), and now I'm trying to pass an argument to a parameter from a text box in the UI.
Here's what I've come up with:
btnKnapp.addEventListener(MouseEvent.CLICK, skrivUt(int(txtInput.text)));
function skrivUt(x:int)
{
for(var i:int=1; i<=5; i++)
{
var output:String = "";
for(var j:int=0; j<x; j++)
{
output += String(i);
}
trace(output);
txtOutput.appendText(output + "\n");
output = "";
}
}
So I want to execute the skrivUt function, and use the integer written in the txtInput text box as the x parameter,when I press the button btnKnapp.

This is a way that I'm using to pass parameters to EventListener.
btnKnapp.addEventListener(MouseEvent.CLICK, nextfuncWithParams(skrivUt, int(txtInput.text)));
function nextfuncWithParams(nextfunc: Function, params: int): Function{
return function(): void{
nextfunc(params);
}
}
function skrivUt(x:int): void
{
// Your logic
}
If you want to pass multiple params, use Object type like below.
var obj: Object = new Object();
obj.param1 = "Some String param";
obj.param2 = 123;
obj.param3 = false;
btnKnapp.addEventListener(MouseEvent.CLICK, nextfuncWithParams(skrivUt, obj));
function nextfuncWithParams(nextfunc: Function, params: Object): Function{
return function(): void{
nextfunc(params);
}
}
function skrivUt(params: Object): void
{
trace(params.param1);
trace(params.param2);
trace(params.param3);
}

the following code will definitely work
btnKnapp.addEventListener(MouseEvent.CLICK, skrivUt);
function skrivUt(e:MouseEvent)
{
var x:int = int(txtInput.text);
for(var i:int=1; i<=5; i++)
{
var output:String = "";
for(var j:int=0; j<x; j++)
{
output += String(i);
}
trace(output);
txtOutput.appendText(output + "\n");
output = "";
}
}

Related

How do you pause between text in this code?

I'm trying to put a pause between "Long ago," and what comes after that but I'm having trouble trying to do it. How could I make it work? I've attempted to use a timer but I'm not very good at doing that which made it hard to implement it.
Here is my code:
var snd: textStory = new textStory();
var snd2: soundStory = new soundStory();
var myString: String = "Long ago, two races\nruled over Earth:\nHUMANS and MONSTERS.";
var myArray: Array = myString.split("");
snd2.play();
addEventListener(Event.ENTER_FRAME, frameLooper);
function frameLooper(event: Event): void {
if (myArray.length > 0) {
if (n == 1) {
tf.appendText(myArray.shift());
n = 0;
snd.play();
} else {
n++;
}
} else {
removeEventListener(Event.ENTER_FRAME, frameLooper);
}
}
Something like that, I think. It is a data-driven solution where you prepare a proper data input so that your main loop (ENTER_FRAME handler in your case) won't have to think too much and just process one data entry at once.
var E:Array = [""];
// It is considered a good tone to name classes
// starting with uppercase: TextStory, SoundStory.
var snd: textStory = new textStory();
var snd2: soundStory = new soundStory();
var laString:String = "Long ago";
var myString:String = ", two races\nruled over Earth:\nHUMANS and MONSTERS.";
var myArray:Array = new Array;
// Here we form an Array that starts with "Long ago"
// then 20 empty entries to skip, then the rest.
myArray = myArray.concat(tocharArray(laString));
myArray = myArray.concat(emptySpaces(20));
myArray = myArray.concat(tocharArray(myString));
snd2.play();
addEventListener(Event.ENTER_FRAME, frameLooper);
function frameLooper(event: Event): void
{
if (myArray.length < 1)
{
removeEventListener(Event.ENTER_FRAME, frameLooper);
return;
}
var aChar:String = myArray.shift();
// Just skip a frame if there's an empty character.
if (aChar == "")
{
return;
}
tf.appendText(aChar);
// Make no typing sound on space characters... I guess?
if (aChar != " ")
{
snd.play();
}
}
// Returns an Array ["", "", "", ... , ""] of the given length.
function emptySpaces(length:int):Array
{
// This doubles E as many times as needed
// to allow us to make a slice long enough.
while (E.length < length)
{
E = E.concat(E);
}
// Returns a portion of E of the given length.
return E.slice(0, length);
}
// Converts the given String into an Array
// of characters and empty "" entries.
function tocharArray(value:String):Array
{
var result:Array = new Array;
for (var i:int = 0; i < value.length; i++)
{
// You can put more or less "" here to make the
// typing loop skip more than a single
// frame after typing a character.
result.push(value.charAt(i), "", "");
}
return result;
}

Trouble with addChild/removeChild and display list order in ActionScript3

I am working on a project, which includes a Lake symbol that the player can throw stones into, which in turn causes octopi to rise out of the lake in the positions that each stone hits the lake.
There is also a symbol for the splash made by the stone which will appear after the stone hits and before the octopus appears.
It is likely that there will be many octopi on the screen at the same time and they need to be ordered in the display list so that the ones that should appear further back are behind the others.
Each instance of these symbols should only play once and then be removed.
My code for this makes use of the different add/remove child method alongside for loops, conditionals and arrays which I have put together with the help of various tutorials and forums.
The problem I have is that when you click on the lake two or more times in quick succession, the stone and the splash symbols aren't removed properly and often keep looping.
Here is the code I am using. Any ideas?
var stone:Stone;
var stoneSplash:StoneSplash;
var octopus1:Octopus1;
var octopus2:Octopus2;
var whichOctopus:Array = [addOctopus1, addOctopus2];
var octopusScale:Number;
var octopusContainer:MovieClip = new MovieClip;
lake.lakeHitArea.addEventListener(MouseEvent.CLICK, onClickLake);
//Add octopusContainer to the stage's display list just above the Lake
addChildAt(octopusContainer,getChildIndex(lake) + 1);
octopusContainer.x = 0;
octopusContainer.y = 0;
function onClickLake(e:MouseEvent):void
{
trace("CLICK");
throwStone(mouseX, mouseY);
}
function throwStone(stonePositionX:int, stonePositionY:int)
{
stone = new Stone();
stone.x = stonePositionX;
stone.y = stonePositionY;
addChild(stone);
addEventListener(Event.ENTER_FRAME, removeStone);
}
function removeStone(e:Event):void
{
var count:int = numChildren;
var children:Array = [count];
//load all the children of the component into an Array
for (var i:int=0; i<count/* -1*/; i++)
{
children[i] = getChildAt(i/* + 1*/);
}
for (i=0; i<count/* - 1*/; i++)
{
if (children[i] is Stone)
{
if (children[i].currentFrameLabel == "Splash")
{
stoneSplash = new StoneSplash();
octopusContainer.addChild(stoneSplash);
stoneSplash.x = children[i].x;
stoneSplash.y = children[i].y;
}
if (children[i].currentFrameLabel == "end")
{
octopusContainer.removeChild(stoneSplash);
var positionX:int = children[i].x;
var positionY:int = children[i].y;
addOctopus(positionX, positionY);
removeChild(children[i]);
}
}
}
}
function addOctopus(positionX, positionY)
{
var o:int = Math.round(randomNumber(0,1));
whichOctopus[o](positionX, positionY);
reorderDisplayList();
addEventListener(Event.ENTER_FRAME, removeOctopus);
}
function addOctopus1(positionX: int, positionY:int):void
{
// if (whichOctopus1 == true)
// {
// var octopus:* = octopus1_1;
// }
// else
// {
// octopus = octopus1_2;
// }
octopus1 = new Octopus1();
var octopus:DisplayObject = octopus1;
octopusContainer.addChild(octopus);
octopus.x = positionX;
octopus.y = positionY;
octopusScale = randomNumber(0.5,0.85);
octopus.scaleX = octopusScale;
octopus.scaleY = octopusScale;
trace("children = " + octopusContainer.numChildren);
testPosition(octopus);
}
function addOctopus2(positionX: int, positionY:int):void
{
// if (whichOctopus2 == true)
// {
// var octopus:* = octopus2_1;
// }
// else
// {
// octopus = octopus2_2;
// }
octopus2 = new Octopus2();
var octopus:DisplayObject = octopus2;
octopusContainer.addChild(octopus);
octopus.x = positionX;
octopus.y = positionY;
octopusScale = randomNumber(0.25,0.5);
octopus.scaleX = octopusScale;
octopus.scaleY = octopusScale;
trace("children = " + octopusContainer.numChildren);
testPosition(octopus);
}
function testPosition(octopus:Object):void
{
trace(octopus)
for (var i:int = 0; i < 200; i++)
{
if (lake.hitTestPoint(octopus.x + octopus.hitTestBox1.x * octopus.scaleX,octopus.y + octopus.hitTestBox1.y * octopus.scaleY,true))
{
break;
}
else
{
octopus.x++;
}
}
for (i = 0; i < 100; i++)
{
if (lake.hitTestPoint(octopus.x + octopus.hitTestBox2.x * octopus.scaleX,octopus.y + octopus.hitTestBox2.y * octopus.scaleY,true))
{
break;
}
else
{
octopus.y--;
}
}
for (i = 0; i < 200; i++)
{
if (lake.hitTestPoint(octopus.x + octopus.hitTestBox3.x * octopus.scaleX,octopus.y + octopus.hitTestBox3.y * octopus.scaleY,true))
{
break;
}
else
{
trace(i);
octopus.x--;
}
}
for (i = 0; i < 100; i++)
{
if (lake.hitTestPoint(octopus.x + octopus.hitTestBox1.x * octopus.scaleX,octopus.y + octopus.hitTestBox1.y * octopus.scaleY,true))
{
break;
}
else
{
octopus.y--;
trace(i);
}
}
}
function randomNumber(min:Number, max:Number):Number
{
return Math.random() * (max - min) + min;
}
function reorderDisplayList():void
{
//the number of children in our component
var count:int = octopusContainer.numChildren;
var children:Array = [count];
//load all the children of the component into an Array
for (var i:int=0; i<count; i++)
{
children[i] = octopusContainer.getChildAt(i);
}
//sort the Array children based on their 'y' property
children.sortOn("y", Array.NUMERIC);
//re-add the children to the component ;
//in the order of the sorted Array we just created.
//When we add the children using 'addChild' it will
//be added at the top of the component's displaylist
//and will automatically be removed from its original position.
for (i=0; i<count/* - 1*/; i++)
{
if (children[i] is Octopus1 || children[i] is Octopus2)
{
// trace("child = " + children[i] + " at i: " + i);
octopusContainer.removeChild(children[i]);
octopusContainer.addChild(children[i]);
}
}
}
function removeOctopus(e:Event):void
{
var count:int = octopusContainer.numChildren;
var children:Array = [count];
//load all the children of the component into an Array
for (var i:int=0; i<count/* -1*/; i++)
{
children[i] = octopusContainer.getChildAt(i/* + 1*/);
}
for (i=0; i<count/* - 1*/; i++)
{
if (children[i] is Octopus1 || children[i] is Octopus2)
{
trace(i);
trace("Is an octopus");
if (children[i].currentFrame >= 202)
{
octopusContainer.removeChild(children[i]);
}
}
}
}
I would greatly appreciate any advice to help me overcome this hurdle and continue with my project.
Thank you in advance.
Chris Collins.
Your issue (or at least one of them) is that your code will only remove the most recent StoneSplash. So if you click a bunch of times in between the splash and end animation , only the last clicked one will get removed.
This is because you are using a global var (stoneSplash) to reference the splash, and it gets overwritten to the new one. You need to either add a splash reference on the stone itself, or create a dictionary so you know which splash goes with which stone.
Here would be one way:
if (children[i].currentFrameLabel == "Splash")
{
stoneSplash = new StoneSplash();
MovieClop(children[i]).stoneSplash = stoneSplash; //add a reference the splash on the stone itself
Then later, instead of octopusContainer.removeChild(stoneSplash); do:
octopusContainer.removeChild(MovieClop(children[i]).stoneSplash);
This way your removing the correct splash that goes with this stone.
Here would be a much cleaner way to architect this instead of using an enter frame handler:
On your Stone class timeline, put the following code on your Splash and End frames respectively:
Splash frame: this.dispatchEvent(new Event("Splash"));
End frame: this.dispatchEvent(new Event("End"));
Listen for those events when you create a new stone instance:
stone = new Stone();
stone.x = stonePositionX;
stone.y = stonePositionY;
stone.addEventListener("Splash", splashHandler,false,0,true);
stone.addEventListener("End",removeStone,false,0,true);
addChild(stone);
Respond to those events appropriately:
function splashHandler(e:Event):void {
var stone:Stone = e.currentTarget as Stone;
stoneSplash = new StoneSplash();
//you need a reference to the splash from the stone class - it would be best to create a class file and add a public property called splashObj and then just use stone.splashObj = new StoneSplash();
MovieClip(stone).stoneSplash = stoneSplash; //so on the end event we can read this var to remove stoneSplash
octopusContainer.addChild(stoneSplash);
stoneSplash.x = stone.x;
stoneSplash.y = stone.y;
}
function removeStone(e:Event):void {
var stone:Stone = e.currentTarget as Stone;
octopusContainer.removeChild(MovieClip(stone).stoneSplash);
addOctopus(stone.x, stone.y);
removeChild(stone);
}

Get unique random numbers from 1-40

I want to get unique random numbers each time from nos 1-40 without using an array.Is there any optimised way to get this in action script 3.
No, you have to use permutation, as you have to record those numbers you've already generated. And using these numbers require a set of some kind, aka Array. It's possible to solve this issue by using other data types, but they will essentially narrow down to an array of some sort.
A simple permutation code looks like this:
class Permutation {
private var _a:Array; // or Vector.<int> if you like
private var n:int; // next element
public function Permutation() {
reset(1);
}
public function reset(size:int=100):void {
_a.length=0;
for (n=0;n<size;n++) _a.push(n);
for (n=0;n<size;n++) {
var x:int=Math.floor(size*Math.random());
if (x==n) continue;
var swap:int=_a[x];
_a[x]=_a[n];
_a[n]=swap;
}
n=0;
}
public function getNext():int {
if (n==_a.length) return -1; // or any error value
n++;
return _a[n-1];
}
}
No array.
var generatedNumberCount:int;
var generatedNumberRef:Object = {};
for(var i:int = 0; i < 150; i++)
{
var result:Number = generateRandomInt(50);
trace(result);
}
trace(generatedNumberCount)
function generateRandomInt(limit:int):Number
{
if(generatedNumberCount >= limit)
{
return NaN;
}
var output:int = Math.ceil(Math.random() * limit);
while(generatedNumberRef[output] != undefined)
{
output = Math.ceil(Math.random() * limit);
}
generatedNumberRef[output] = true;
generatedNumberCount++;
return output;
}

AS3 Loop Button (Add listener and function)

How would I go about looping this so I don't have to copy and paste the same code up to 10 or higher?
optionsmenu.char01.addEventListener(MouseEvent.CLICK, gochar01);
function gochar1 (event:MouseEvent): void {
char.gotoAndStop(1);
}
optionsmenu.char02.addEventListener(MouseEvent.CLICK, gochar02);
function gochar2 (event:MouseEvent): void {
char.gotoAndStop(2);
}
You can try something like this:
var callbackGenerator:Function = function(i:int):Function {
return function(event:MouseEvent):void {
char.gotoAndStop(i);
};
};
// Change this according to size of your menu
var menuSize:int = 12;
for (var i:int = 1; i < menuSize; i++) {
// Prefix with 0
var index:String = i < 10 ? '0' + i : String(i);
// Generate the click callback
var callback:Function = callbackGenerator(i);
// Add the click event listener
optionsmenu['char' + index].addEventListener(MouseEvent.CLICK, callback);
}

How to call a variable of a function using concatenation (AS3)

I need to acess a variable inside this function using concatenation, following this example:
public function movePlates():void
{
var plate1:Plate;
var plate2:Plate;
var cont:uint = 0;
for (var i:uint = 0; i < LAYER_PLATES.numChildren; i++)
{
var tempPlate:Plate = LAYER_PLATES.getChildAt(i) as Plate;
if (tempPlate.selected)
{
cont ++;
this["plate" + cont] = LAYER_PLATES.getChildAt(i) as Plate;
}
}
}
EDIT:
public function testFunction():void
{
var test1:Sprite = new Sprite();
var test2:Sprite = new Sprite();
var tempNumber:Number;
this.addChild(test1);
test1.x = 100;
this.addChild(test2);
test2.x = 200;
for (var i:uint = 1; i <= 2; i++)
{
tempNumber += this["test" + i].x;
}
trace("tempNumber: " + tempNumber);
}
If i run the code like this, the line this["test" + i] returns a variable of the class. I need the local variable, the variable of the function.
Your loop on first step access plate0 this will cause not found error, if plate0 is not explicitly defined as class member variable or if class is not defined as dynamic. Same thing will happen for plate3, plate4, plate5... in case LAYER_PLATES.numChildren is more than 3.
EDIT:
Thanks to #Smolniy he corrected my answer plate0 is never accessed because cont is incremented before first access. So as he mentioned problem should be on plate3
You don't get the local variable with [] notation. your case has many solutions. You can use dictionary, or getChildAt() function:
function testFunction():void
{
var dict = new Dictionary(true);
var test1:Sprite = new Sprite();
var test2:Sprite = new Sprite();
var tempNumber:Number = 0;
addChild(test1);
dict[test1] = test1.x = 100;
addChild(test2);
dict[test2] = test2.x = 200;
for (var s:* in dict)
{
tempNumber += s.x;
//or tempNumber += dict[s];
}
trace("tempNumber: " + tempNumber);
};