public class Hangman extends Sprite {
private var textDisplay:TextField;
private var phrase:String = "Recycled"
private var phrase:String = "Stamped"
private var phrase:String = "grandpa"
"What I want to do here is to randomise the "phrase:String", so that the phrase outcome will be either recycled, stamped or grandpa.
private var shown:String;
private var numWrong:int;
public function Hangman() {
// create a copy of text with _ for each letter
shown = phrase.replace(/[A-Za-z]/g,"_");
numWrong = 0;
...codes*
}
public function pressKey(event:KeyboardEvent) {
// get letter pressed
var charPressed:String = (String.fromCharCode(event.charCode));
// loop through nd find matching letters
var foundLetter:Boolean = false;
for(var i:int=0;i<phrase.length;i++) {
if (phrase.charAt(i).toLowerCase() == charPressed) {
// match found, change shown phrase
shown = shown.substr(0,i)+phrase.substr(i,1)+shown.substr(i+1);
foundLetter = true;
}
}
// update on-screen text
textDisplay.text = shown;
// update hangman
if (!foundLetter) {
numWrong++;
character.gotoAndStop(numWrong+1);
}
}
}
}
I hope someone can help me on this one. Thank you.
You cannot have the same variable being instantiated with the same name... if you want, use an array to keep the possible words...
var phrase:Array = [ "Recycled", "Stamped", "grandpa", ...];
Then, use a Random function to select a number from 0, up to array size, then use that word...
var word = phrase[Math.floor(Math.random()*phrase.length)];
Related
I'm trying to have this hero shoot the bullet. Ex: The bullet has fire and ice type. if the hero placed is fire type then it will shoot fire bullet, if it's ice type then it will shoot ice bullet. And each bullet have each own effects and damages.
So, I've tried to get the index of hero chosen and later on the index will be used to define which bullet used by tracing (heroesArray.indexOf(heroClicked)); but the value of heroclicked is (object Hero1). so I can't use it since the array of heroesArray is [hero1,hero2]. I did splitting and joining too but it kinda messed up...
My question is how to get the String value that only contains the variable of clicked object (hero1 or hero2)? Is there any 'vocabulary' to get the variable name like getqualifiedclassname used for getting class name of an object?
Or is there any other idea to create bullet type the same as hero type without using indexOf ?
Thanks !
Here is the code :
package {
import flash.display.MovieClip
import flash.events.MouseEvent
import flash.events.Event
import flash.display.Sprite
import flash.utils.*
public class Hero {
private var heroesArray:Array;
private var heroContainer:Sprite = new Sprite;
private var hero1:MovieClip = new Hero1();
private var hero2:MovieClip = new Hero2();
private var bulletArray:Array;
private var bullet1:MovieClip = new Bullet1();
private var bullet2:MovieClip = new Bullet2();
private var moveHero:Boolean = false;
private var movingHero:MovieClip;
private var _money:Money = new Money();
private var _main:Main;
private var _enemy:Enemy = new Enemy(_main);
public function Hero(main:Main)
{ _main = main;
heroesArray = [hero1,hero2];
bulletArray = [bullet1,bullet2];
}
private function playerMoving(e:Event):void
{
if (moveHero == true)
{
movingHero.x = _main.mouseX;
movingHero.y = _main.mouseY;
}
}
private function chooseHero(e:MouseEvent):void
{
var heroClicked:MovieClip = e.currentTarget as MovieClip;
var cost:int = _main._money.money ;
if(cost >= 10 && moveHero == false)
{
_main._money.money -= 10;
_main._money.addText(_main);
moveHero = true;
var heroClass:Class = getDefinitionByName(getQualifiedClassName(heroClicked)) as Class;
movingHero = new heroClass();
heroContainer.addChild(movingHero);
movingHero.addEventListener(MouseEvent.CLICK, placeHero);
}
}
private function placeHero(e:MouseEvent):void
{
var heroClicked:MovieClip = e.currentTarget as MovieClip;
var heroRow:int = Math.floor(_main.mouseY/75);
var heroCol:int = Math.floor((_main.mouseX-10)/65);
if(heroRow>0 && heroCol>0 && heroRow<6 && heroCol<10&&
_main.field[heroRow][heroCol]==0)
{
movingHero.fireRate =75;
movingHero.recharge = 0;
movingHero.firing = false;
movingHero.heroRow = heroRow;
movingHero.x = 42+heroCol*65;
movingHero.y = 10+heroRow*75;
_main.field[heroRow][heroCol]=1;
moveHero = false;
movingHero.removeEventListener(MouseEvent.CLICK, placeHero);
}
}
public function displayHero(stage:Object):void
{
stage.addChild(heroContainer);
for (var i:int = 0; i<2;i++)
{
stage.addChild(heroesArray[i]);
heroesArray[i].x = 37;
heroesArray[i].y = 80+i*70;
heroesArray[i].width=60;
heroesArray[i].height=55;
heroesArray[i].buttonMode = true;
heroesArray[i].addEventListener(MouseEvent.CLICK, chooseHero);
heroesArray[i].addEventListener(Event.ENTER_FRAME, playerMoving);
}
}
}
}
You've pretty much got the answer right in front of you. The two heros are of classes Hero1 and Hero2, and you find the class via
var heroClass:Class = getDefinitionByName(getQualifiedClassName(heroClicked)) as Class;
All you need to do is compare heroClass to those two classes like so:
if(heroClass == Hero1)
{
...
}
else
{
...
}
Linking hero to bullet type
If you don't know, or don't want to learn classes (see my comment for an excellent tutorial) then you'll need a lookup table/Dictionary so that you can link bullet type to hero.
//Put this in your constructor after the bullet types and heroes have been declared
var bulletDict = new Dictionary();
bulletDict[hero1] = bulletTypeIce; //Note the lack of quotations around hero1 and 2
bulletDict[hero2] = bulletTypeFire;
So, to get the bullet type out:
var bulletType = bulletDict[heroClicked];
I have code that is supposed to find the shortest path from point A to point B. To do this i am using a A-star variation. I am using a 2d array to represent a 2d grid but my path does not take diagonal shortcuts, only left, right, up, and down. So far everything works fine except it does not always find the shortest path possible. I want to know what is going wrong, why it is going wrong, and how I can fix it. Thank you in advance.
Here is a picture to illustrate what exactly is happening:
and here is my code (path finding class first, then its helper class):
BTW: Math vector is nothing more than just a geometric point class, and both playerTileLocation and enemyTileLocation are just points that correspond to the start and end nodes on the grid. Also i use the class AStarNode as the nodes for all the tiles on the map, instead of a regular object.
package {
import src.Characters.Character;
import src.InGame.Map;
import src.Maths.MathVector;
public final class BaseAI {
// REPRESENTS UP, DOWN, RIGHT, AND LEFT OF ANY ONE NODE
private static const bordersOfNode:Array = new Array(
new MathVector( -1, 0), new MathVector(1, 0), new MathVector(0, -1), new MathVector(0, 1));
private var _player:Character;
private var map:Map;
private var playerTileLocation:MathVector;
private var openList:Array;
private var closedList:Array;
// 2D ARRAY OF MAP TILES (I DON'T USE HERE, BUT I PLAN TO IN FUTURE)
private var mapArray:Array;
private var originNode:AStarNode;
private var complete:Boolean;
public function BaseAI(_player:Character,map:Map):void {
this._player = _player;
this.map = map;
openList = new Array();
closedList = new Array();
mapArray = map.tiles;
}
public function get player():Character {
return this._player;
}
public function calculatePlayerTileLocation():void {
playerTileLocation = map.worldToTilePoint(player.groundPosition);
}
//WILL EVENTUAL RETURN A DIRECTION FOR THE ENEMY TO TAKE THAT ITERATION (EVERY 1-2 SECONDS)
public function getDirection(enemy:Character):String {
var enemyTileLocation:MathVector = map.worldToTilePoint(enemy.groundPosition);
originNode = new AStarNode(enemyTileLocation, playerTileLocation);
originNode.setAsOrigin();
openList = [originNode];
closedList = [];
complete = false;
var currentNode:AStarNode;
var examiningNode:AStarNode;
while (!complete) {
openList.sortOn("F", Array.NUMERIC);
currentNode = openList[0];
closedList.push(currentNode);
openList.splice(0, 1);
for (var i in bordersOfNode) {
examiningNode = new AStarNode(new MathVector(currentNode.X + bordersOfNode[i].x, currentNode.Y + bordersOfNode[i].y),playerTileLocation);
if (map.isOpenTile(map.getTile(examiningNode.X, examiningNode.Y)) && !examiningNode.isThisInArray(closedList)) {
if (!examiningNode.isThisInArray(openList)) {
openList.push(examiningNode);
examiningNode.parentNode = currentNode;
}else {
}
if (examiningNode.X == playerTileLocation.x && examiningNode.Y == playerTileLocation.y) {
complete = true;
var done:Boolean = false;
var thisNode:AStarNode;
thisNode = examiningNode;
while (!done) {
if (thisNode.checkIfOrigin()) {
done = true;
}else {
thisNode = thisNode.parentNode;
}
}
}
}
}
}
}
}
}
package {
import src.Maths.MathVector;
internal final class AStarNode {
private var _X:int;
private var _Y:int;
private var _G:int;
private var _H:int;
private var _F:int;
private var _parentNode:AStarNode;
private var _isOrigin:Boolean;
public static const VERTICAL:uint = 10;
public function AStarNode(thisNodeLocation:MathVector, targetNodeLocation:MathVector) {
X = thisNodeLocation.x;
Y = thisNodeLocation.y;
H = Math.abs(X - targetNodeLocation.x) + Math.abs(Y - targetNodeLocation.y);
G = 0;
F = H + G;
}
public function set X(newX:int):void {
this._X = newX;
}
public function get X():int {
return this._X;
}
public function set Y(newY:int):void {
this._Y = newY;
}
public function get Y():int {
return this._Y;
}
public function set G(newG:int):void {
this._G = newG;
}
public function get G():int {
return this._G;
}
public function set H(newH:int):void {
this._H = newH;
}
public function get H():int {
return this._H;
}
public function set F(newF:int):void {
this._F = newF;
}
public function get F():int {
return this._F;
}
public function set parentNode(newParentNode:AStarNode):void {
this._parentNode = newParentNode;
}
public function get parentNode():AStarNode {
return this._parentNode;
}
public function setAsOrigin():void {
_isOrigin = true;
}
public function checkIfOrigin():Boolean {
return _isOrigin;
}
public function isThisInArray(arrayToCheck:Array):Boolean {
for (var i in arrayToCheck) {
if (arrayToCheck[i].X == this.X && arrayToCheck[i].Y == this.Y) {
return true
}
}
return false
}
}
enter code here
}
A quick glance through your code raises the idea of wrong heuristics. Your G value is always 0 in a node, at lease I do not see where it could change. However, in A-star algorithm for your task (finding the shortest path with obstacles) it should represent the number of steps already made to reach the cell. That would allow the algorithm to replace the long path with a shorter one.
The one time I coded an A star 'algorithm' I used a 2-dimensional Array for the grid (as you have). At the start of the search each grid location's 'searched' property was set to false. Each grid location would also have an Array of connecting directions; options that the player could choose to move in - some might be open, some might be blocked and inaccessible.
I would start the search by checking the starting grid position for how many direction options it had. For each option I would push a 'path' Array into a _paths Array. Each 'path' Array would end up containing a sequence of 'moves' (0 for up, 1 for right, 2 for down and 3 for left). So for each initial path, I would push in the corresponding starting move. I would also set the grid position's 'searched' property to true.
I would then iterate through each path, running through that sequence of moves to get to the most recently added location. I would check if that location was the target location. If not I would mark that location as searched then check which directions were available, ignoring locations that had already been searched. If non were available, the path would be closed and 'spliced' from the Array of paths.
Otherwise ByteArray 'deep copies' of the current path Array were made for each available move option, in excess of the first move option. A move in one direction was added to the current path and the new paths, in their respective directions.
If the number of paths ever reaches 0, there is not a path between the 2 locations.
I think that was about it. I hope that's helpful.
Note that the search does not need to be 'directed' toward the target; what I've suggested searches all possible paths and just 'happens' to find the most direct route by killing paths that try to check locations that have already been searched (meaning some other path has got there first and is therefore shorter).
i have a TheList.as class..in which i have created a list for an android app.
Here is TheList.as(Cut down to the specific stuff for this question)
public var _ListItem:ListItem;
public var _Data:Array;
public var _Values:Array;
public var $CurrentValue:String;
public var _TextLabel:TextField;
public function TheList(Data:Array,Values:Array)
{
_Data = Data;
_Values = Values;
initialize();
}
private function initialize():void
{
_TextLabel = new TextField();
addChild(_TextLabel);
_TextLabel.text = "Data";
_Container = new ListContainer ;
addChild(_Container);
_Container.x = 0;
_Container.y = 0;
currentY = _Container.y;
lastY = _Container.y;
for (var i:int = 0; i < _Data.length; i++)
{
_ListItem = new ListItem ;
_Container.addChild(_ListItem);
_ListItem.y = _ListItem.height * i;
_ListItem.addEventListener(MouseEvent.MOUSE_DOWN,onItemDown,false,0,true);
_ListItem.addEventListener(MouseEvent.MOUSE_UP,onItemUp,false,0,true);
_ListItem.mouseChildren = false;
_ListItem.value = _Values[i];
_ListItem.name = _Data[i];
_ListItem.ItemLabel.text = _ListItem.name ;
}
}
Here is the class "TheList" is being used in (Again Cut Down to specific stuff)
$myList = new TheList($Data,$Values);
addChild($myList);
$myList.x = -240;
$myList.y = -203;
$myList.visible = false;
$ListFrom = new TheList($DataFromTo, $ValuesFromTo);
addChild($ListFrom);
$ListFrom.x = -240;
$ListFrom.y = -203;
$ListFrom.visible = false;
$ListFrom._TextLabel.text = $DataFromTo[0];
$ListTo = new TheList($DataFromTo, $ValuesFromTo);
addChild($ListTo);
$ListTo.x = -240;
$ListTo.y = -203;
$ListTo.visible = false;
$ListTo._TextLabel.text = $DataFromTo[0];
Now what i am trying to achieve is that i want to change "$Data" and "$Values" Arrays..as you can see i have a main list and two sublists... when "Time" is selected in the main list, i want the sub-lists to be populated with "Time" related unit names...i tried
if($myList._TextLabel.text == "Time")
{
$ListFrom._Data = ["this", "this", "this" etc]
}
But its not working. I am not getting any error either. I'd really appreciate any help!
What you try to achieve is not pissible in this way. You initialize you lists with data fields. When you reset the data, you need to invalidate your list again. You can achieve this with an item setter
private var __Data:Array;
public function get _Data():Array
{
return __Data;
}
public function set _Data(value:Array):void
{
this.__Data = value;
initialize();
}
make sure that you first cleanup you list before you rebuild it again.
your code:
$ListFrom._Data = ["this", "this", "this" etc]
will automaticly call the setter. A getter and setter method looks like a function but is invoked like a property. means:
object.property = "something" //will call the setter
var something:String = object.property //will call the getter
I am new to actionscript 3.0 and I am trying to make a deck of cards shuffle, I have succeeded with this but my problem is that my cards are being repeated, so I have duplicates of the same card in a 52 card deck after shuffling. I am trying to create a texas holdem game.
I found this discussion Randomize or shuffle an array but it does not tell me how to incorporate the Fisher–Yates algorithm into my code. I have tried several different methods suggested here and else where over the web and nothing is working (Think the problem is defiantly my lack of experience).
Can someone please give me an example of how to incorporate this into my code or a link to somewhere that will explain how to do this correctly.
Thanks in advance.
Paul
package src.CardDeck
{
public class CardDeck
{
public var allCards:Array = [];
public var cardNames:Array;
public var cardValues:Array;
public var gameType:String;
public var drawnCards:uint = 0;
public function CardDeck(game:String)
{
gameType = game;
cardNames = ["Ace","Two","Three",
"Four","Five","Six",
"Seven","Eight","Nine",
"Ten","Jack","Queen","King"];
if(gameType == "texasholdem")
{
cardValues = [1,2,3,4,5,6,7,8,9,10,10,10,10];
}
makeSuit("Spade");
makeSuit("Heart");
makeSuit("Diamond");
makeSuit("Club");
}
private function makeSuit(suitString:String):void
{
var card:Object;
for(var i:uint = 0; i < cardNames.length; i++)
{
card = {};
card.cardType = suitString;
card.cardName = cardNames[i];
card.cardValue = cardValues[i];
card.isDrawn = false;
allCards.push(card);
}
}
public function shuffle():Array
{
var shuffledArray:Array = [allCards.length];
var randomCard:Object;
do
{
randomCard = getRandomCard();
if(shuffledArray.indexOf(randomCard) == -1)
{
shuffledArray.push(randomCard);
}
}
while(shuffledArray.length < allCards.length)
return shuffledArray;
}
private function getRandomCard():Object
{
var randomIndex:int = Math.floor(Math.random()* allCards.length);
return allCards[randomIndex];
}
}
}
Bug Note:
var shuffledArray:Array = [allCards.length];
Makes an array with a single element which shuffledArray[0] = allCards.length.
In fact you do not need to pre allocate it just say:
var shuffledArray: Array = [];
Here is the classical Fisher–Yates version:
public function shuffleFisherYates():Array {
var shuffledArray:Array = [];
var randomCardIndex: int;
do {
randomCardIndex = Math.floor(Math.random()* allCards.length);
shuffledArray.push(allCards[randomCardIndex]); // add to mix
allCards.splice(randomCardIndex,1); // remove from deck
}while(allCards.length); // Meaning while allCards.length != 0
return shuffledArray;
}
Here is Durstenfeld's (in place) version:
public function shuffleDurstenfeld():Array {
var swap:Object;
var countdown:int = allCards.length-1;
var randomCardIndex: int;
for(i = countdown; i > 0; i--){
randomCardIndex = Math.floor(Math.random()* countdown);
swap = allCards[countdown];
allCards[countdown] = allCards[randomCardIndex];
allCards[randomCardIndex]= swap;
}
return allCards; // shuffled in place
}
Assuming your shuffling code is okay, I think a reason why you are seeing repeated cards is that within your getRandomCard() method, you are not accounting for cards that have been drawn. You randomly generate an index and return the card there in the array....but that card is still in the array and it's possible that same index can be randomly generated again, resulting in the same card being returned.
I would like to implement a very simple way to store a variable containing the last specific "CustomObject" I clicked. I'd like clicks on other objects to be ignored. Take the following sample code for example, given CustomObject extends MovieClip:
//Code within the Document Class:
var square1:CustomObject = new CustomObject();
var square2:CustomObject = new CustomObject();
var square3:CustomObject = new CustomObject();
var triangle1:DifferentObject= new DifferentObject();
square1.x=100; square2.x=200; square3.x=300;
addChild(square1);
addChild(square2);
addChild(square3);
addChild(triangle1);
//Code within the CustomObject Class:
this.addEventListener(MouseEvent.CLICK,radioButtonGlow);
public function radioButtonGlow(e:MouseEvent):void
{
var myGlow:GlowFilter = new GlowFilter();
myGlow.color = 0xFF0000;
myGlow.blurX = 25;
myGlow.blurY = 25;
this.filters = [myGlow];
}
This works great for whenever I click on squares- they light up exactly as expected. However, I'd like to implement a functionality that:
1) Stores the last square I clicked into a variable in the document class
2) Removes the glow from all other squares when I click on another one
Any feedback is greatly appreciated!
I suggest creating a class that acts as a collection of CustomObject instances and manages them in that manner (i.e. ensuring only one of that collection can be selected, etc).
Sample:
public class CustomCollection
{
// Properties.
private var _selected:CustomObject;
private var _items:Array = [];
// Filters.
private const GLOW:GlowFilter = new GlowFilter(0xFF0000, 25, 25);
// Constructor.
// #param amt The amount of CustomObjects that should belong to this collection.
// #param container The container to add the CustomObjects to.
public function CustomCollection(amt:int, container:Sprite)
{
for(var i:int = 0; i < amt; i++)
{
var rb:CustomObject = new CustomObject();
rb.x = i * 100;
_items.push(rb);
container.addChild(rb);
}
}
// Selects a CustomObject at the specified index.
// #param index The index of the CustomObject to select.
public function select(index:int):void
{
for(var i:int = 0; i < _items.length; i++)
{
if(i == index)
{
_selected = _items[i];
_selected.filters = [GLOW];
continue;
}
_items[i].filters = [];
}
}
// The currently selected CustomObject.
public function get selected():CustomObject
{
return _selected;
}
// A copy of the array of CustomObjects associated with this collection.
public function get items():Array
{
return _items.slice();
}
}
Then you can revise your code in the document class to something like:
var collection:CustomCollection = new CustomCollection(3, this);
collection.select(1);
You will need to add your own logic for the click event that deals with selecting the buttons. I suggest adding an index property to each CustomObject as well as a reference to the collection it was added to. That way, you can simply add the click event into the CustomObject class and have the handler function something like:
private function _click(e:MouseEvent):void
{
_collection.select(index);
}