how addChild is being used in below AS3 code? - actionscript-3

For addChild(iconObject) (second line inside function startAmoebaAttack()), can anyone explain me where will iconObject be added in? because it doesn't have any object or array before addChild like iconObject.addChild(newSoldier);
private var iconObject:Sprite;
public function startAmoebaAttack() {
iconObject = new Sprite();
addChild(iconObject);
createSoldierIcon();
}
public function createSoldierIcon(){
soldierIcon = new Array();
for(var i:uint = 0; i<soldierLeft; i++){
var newSoldier:SoldierIcon = new SoldierIcon();
newSoldier.x = 65 + i *24;
newSoldier.y = 590;
iconObject.addChild(newSoldier);
soldierIcon.push(newSoldier);
}
}

It will automatically run it in this's context (same as this.addChild(iconObject)). In your case this is descendant of DisplayObjectContainer .

Related

Movieclip names

I'm having troubles with AS3 and addChild methods.
First, I create an object called "container". Inside container I create an empty object with an empty MovieClip from library called "holder". Then I create the Movieclips inside the container.holder
But I cannot access to the MovieClips! Anyone knows why? Here is the code:
// Creating object
var container:Object {
x: 30,
y: 30
}
// Empty object
var eObject: MovieClip = new MovieClip();
container.holder = eObject;
// Creating Movieclips
var mc : MovieClip;
for (var i : int = 0; i < 5; i++) {
var mc: _myClip = new _myClip(); // _myClip is a MC from my library.
mc.name = "myMc"+ i;
mc.x = 10;
container.holder.addChild(mc);
}
// Calling MovieClips
container.holder["myMc"+3].x = 40; // Nothing happens
You can reduce the complexity and needless usage of the name property by using an Array:
var items:Array = [];
for (var i:int = 0; i < 5; i++) {
var mc:_myClip = new _myClip();
container.holder.addChild(mc);
items.push(mc);
}
items[2].x = 40;

1120: Access of undefined property shuffledArray

Please can you help me out I am new to as3 and I am trying to create a shuffled deck using the Fisher-Yates Algorithm. When I run the code with ctrl-enter it compiles with no errors but when I try to output it with trace(); it comes back with:
Scene 1, Layer 'actions', Frame 1, Line 6 1120: Access of undefined property shuffledArray.
Like I said I am new to this and it will be me doing something very stupid but all the same i'm stuck.
Here is the code
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");
}
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 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;
}
}
}
and here is the .fla actions layer
import src.CardDeck.CardDeck;
var deck:CardDeck = new CardDeck("texasholdem");
trace(shuffledArray);
I know its probably something silly but i'm struggling.
Thanks in advance!
Paul
var deck:CardDeck = new CardDeck("texasholdem");
trace(shuffledArray);
This doesn't work because shuffledArray isn't defined there.
Try :
var deck:CardDeck = new CardDeck("texasholdem");
var array:Array = deck.shuffleFisherYates();
for(var i:int=0; i<array.length; i++)
{
trace(array[i].cardName);
trace(array[i].cardType);
trace(array[i].cardValue);
trace(array[i].isDrawn);
}
"shuffledArray" is a property inside of your CardDeck object. To access public methods and properties within it, you need to use the dot syntax:
trace(deck.shuffleFisherYates());
However, depending on what you are doing, you may not need to really be accessing the array directly, if your CardDeck object is meant to control the entire deck.

AS3: Casting to Vector

I am trying to create a vector from unknown class, but it fails, any ideas about how to do it?
This is what i tried:
var vector:Vector = new Vector(); // throw exception
function base():void{
var vector:Vector.<String> = createVector(String);// throw classCastException
}
function createVector(cls:Class):*{
var array:Array = new Array();
for(var i:int = 0; i < 10; i++){
var element:cls = new cls();
array.push(element);
}
return Vector(array);
}
Vector is expecting a parameter type so you can't do this like you want, but using getQualifiedClassName to get class info you can construct a string that will enable you to call the Vector. constructor using getDefinitionByName :
Ex.
// get class parameter name
var className:String=getQualifiedClassName(String);
// get the Vector class object for the given class
var o:Object=getDefinitionByName("__AS3__.vec::Vector<"+className+">");
// call the constructor
var v:*=o.prototype.constructor(["hello", "world"]);
So your function can be written as:
public function createVector(cls:Class):*{
var cn:String = getQualifiedClassName(cls);
var o:Object = getDefinitionByName("__AS3__.vec::Vector.<"+cn+">");
var array:Array = [];
for(var i:int = 0; i < 10; i++){
var element:* = new cls();
array.push(element);
}
return o.prototype.constructor(array);
}
live example at wonderfl:
http://wonderfl.net/c/pkjs
Based on #Patrick answer I found a working solution.
Check it out:
function createVector(cls:Class):*{
var className:String = getQualifiedClassName(cls);
var vectorClass:Class = getDefinitionByName("__AS3__.vec::Vector.<"+className+">") as Class;
var vector:* = new vectorClass(10);
for(var i:int = 0; i < 10; i++){
var element:MyClass = new cls(); // may be Object or Object extends cls
vector[i] = element;
}
return vector;
}

Actionscript 3 compare two MovieClips

I dynamically add MovieClips to an DisplayObjectContainer. Some of these MovieClips loop through all children of DisplayObjectContainer to check gravitation and collision. Though, when I check if the current child is not equal to the caller MovieClip it seems to check the type only.
So basically, when I check MovieClip equality it seems to check the type only.
Main.as:
var planet:Planet = new Planet(holder);
planet.x = 0;
planet.y = 0;
planet.spawn();
var planet2:Planet = new Planet(holder);
planet2.x = 50;
planet2.y = 50;
planet2.spawn();
Planet.as:
public class Planet {
public var x:Number = 0;
public var y:Number = 0;
private var _holder:DisplayObjectContainer;
private var _mc:MovieClip;
public function Planet(holder:DisplayObjectContainer) {
_holder = holder;
_mc = new PlanetMovieClip();
_mc.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
}
public function spawn():void {
_holder.addChild(_mc);
}
private function enterFrameHandler(evt:Event):void {
for(var i:int = 0; i < _holder.numChildren; i++) {
var child:MovieClip = _holder.getChildAt(i) as MovieClip;
// the other planet never passes this check
if(child !== _mc) {
trace('child is not the same');
}
}
}
}
So am I doing something wrong, should I approach an other method or should I just add an property that generates a random token used for identification?
you should remove as MovieClip; in _holder.getChildAt(i);
I would change !== with !=
The rest of your code seems ok.
First of all you have error in the code you have given to create Planet movieclip.
It should be
var planet:Planet = new Planet(holder);
planet.x = 0;
planet.y = 0;
planet.spawn();
var planet2:Planet = new Planet(holder)
planet2.x = 50;
planet2.y = 50;
planet2.spawn();
Did you check for null in Planet.as ?
if(child!=null) {
if(child !== _mc)
trace('child is not the same');
else
trace("child same");
}
And ofcourse you can always assign some unique name to the movieclips, and use it for comparing.

How to pass a variable into an Event.COMPLETE function?

I am running a loop to pull thumbs into a containing movieclip from an xml list. What I want to do is have the thumb's parent movieclip fade in after they are done loading, but I can't figure out how to reference the parent once it's loaded.
My code(which currently doesn't work the way I want it):
var vsThumb:articleBox;
var currentarticleX:Number = 0;
var articleLinkURL:String;
var articleImageURL:String;
var articleText:String;
var vsThumbLoader:Loader;
var next_x:Number;
next_x = 9;
var thumbAlphaTween:Tween;
var articlevsThumb:Array = new Array();
function loadarticleHeadlines():void
{
for (var i:int = 0; i < egarticleXml.articlelist.articleitem.length(); i++)
{
vsThumb = new articleBox();
vsThumb.alpha = 0;
vsThumbLoader = new Loader();
vsThumbLoader.load(new URLRequest(egarticleXml.articlelist.articleitem[i].articlethumbnail));
articleListContainter.addChild(vsThumb);
vsThumb.articleImage.addChild(vsThumbLoader);
vsThumb.articleTitle.text = egarticleXml.articlelist.articleitem[i].articletitle;
titleAutosize(vsThumb.articleTitle);
vsThumb.x = next_x;
next_x += 260;
articlevsThumb[i] = vsThumb;
vsThumbLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, showBox);
vsThumb.clickBtn.buttonMode = true;
}
function showBox(event:Event):void
{
thumbAlphaTween = new Tween(articlevsThumb[i],"alpha",None.easeNone,0,1,.25,true);
}
}
So how do I refer back to the loader's parent so I can fade in the whole movieclip? Can I pass a variable into the showBox function?
Don't use nested functions. They tend to make things more complicated.
i will always have the end value (articleitem.length()-1) in all of the event handlers you create, because its scope is the outer function, loadarticleHeadlines (it will increase by 1 on every iteration). That's probably why your code doesn't work.
The event will be fired on the loaderInfo of your loader, so you can find the loader's parent by using event.target.loader.parent:
function loadarticleHeadlines() : void
{
for (var i:int = 0; i < egarticleXml.articlelist.articleitem.length(); i++)
{
vsThumb = new articleBox();
vsThumb.alpha = 0;
vsThumbLoader = new Loader();
vsThumbLoader.load(new URLRequest(egarticleXml.articlelist.articleitem[i].articlethumbnail));
articleListContainter.addChild(vsThumb);
vsThumb.articleImage.addChild(vsThumbLoader);
vsThumb.articleTitle.text = egarticleXml.articlelist.articleitem[i].articletitle;
titleAutosize(vsThumb.articleTitle);
vsThumb.x = next_x;
next_x += 260;
articlevsThumb[i] = vsThumb;
vsThumbLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, showBox);
vsThumb.clickBtn.buttonMode = true;
}
}
function showBox(event:Event):void
{
thumbAlphaTween = new Tween(event.target.loader.parent,"alpha",None.easeNone,0,1,.25,true);
}
You don't need to pass a variable to your showBox, use the target property of the Event to retrieve the Loader:
function showBox(event:Event):void
{
var li:LoaderInfo=LoaderInfo(event.target);
// be nice remove your listener when your are done
li.removeEventListener(Event.COMPLETE, showBox);
var ldr:Loader=li.loader; // here is your loader
// do whatever you want with loader
thumbAlphaTween = new Tween(articlevsThumb[i],"alpha",None.easeNone,0,1,.25,true);
}