I created a level editor for web game, I can build, save, load and play levels.
Now I want to edit some levels but I have a weird situation.
I export a level as a single array, it looks like this 3,4,5,5,7,89,4,2,1...and those numbers represent frames. (tile-based).
Now if I want to edit this level and save it again, I need a level to be described as multidimensional array.
Actually, when I save the level I have a string that describes my map, then I convert string to array.
So can you tell me (if possible), how to convert this array1 (or string) to array2?
Lets say I have only 25 tiles (map from level editor is array1)
array1 =
1,1,1,1,1,
2,2,2,2,2,
3,3,3,3,3,
4,4,4,4,4,
5,5,5,5,5
I need this:
array2 =
[
[1,1,1,1,1],
[2,2,2,2,2],
[3,3,3,3,3],
[4,4,4,4,4],
[5,5,5,5,5]
];
UPDATE:
So I need 2d array to build level container.
I do not have experience with tile based games, but here you can see what I do.
Let's say I have 2d array and this is how I create a new level container:
for (i = 0; i < array2.length; i++)
{
for (var j = 0; j < array2[i].length; j++)
{
tile = new Tile();
tile.name = "" + i + j;
tile.x = j * tile.width;
tile.y = i * tile.height;
levelContainer.addChild(tile);
tile.gotoAndStop(array2[i][j]+1);
tile.addEventListener(MouseEvent.MOUSE_DOWN,
buildingLeve);
}
}
addChild(levelContainer);
I have tried to get 2d array from single array as Rudolfwm and Marcela suggested, but when I want to edit a level container using new array2, my tiles go on wrong frames.
For example, if correct frame is 1, tile goes to frame 11,
This code above (building level) works if I create my own 2d array, but not if I convert string to 2d array as suggested.
Try array1[x+y*row] which gives the same result as copying all your data to array2[x][y].
Or if you insist on 2d arrays:
var array2 = new Array(row);
for (var y = 0; y < row; y++) {
array2 [y] = new Array(column);
for(var x=0; x < column; x++) {
array2 [y][x]=array1[x+y*row];
}
}
You start with a String and convert that into an Array using String.split().
Once you have a temporary array, you use a nested loop to populate the final array (arr21).
var row:int = 5;
var column:int = 5;
var arr1:String = "1,1,1,1,1,2,2,2,2,2,3,3,3,3,3,4,4,4,4,4,5,5,5,5,5";
var tempArr:Array = arr1.split(',');
var arr2:Array = [];
for(var i:int = 0; i < row; i++)
{
arr2[i] = []; // create a new row array
for(var j:int = 0; j < column; j++)
{
// grab the first item from the temp array and push it onto the row array
arr2[i].push(tempArr.shift());
}
}
NOTE: This is not optimized, and could become quite laggy with larger level maps. This is just to give you an idea of where you can start.
Related
I was trying to optimize runtime some code that ran really slowly, when searching it up google came up with this: https://developers.google.com/apps-script/guides/support/best-practices#:~:text=Use%20batch%20operations,-Scripts%20commonly%20need&text=Alternating%20read%20and%20write%20commands,data%20out%20with%20one%20command.
it shows an example of inefficient code:
var cell = sheet.getRange('a1');
for (var y = 0; y < 100; y++) {
xcoord = xmin;
for (var x = 0; x < 100; x++) {
var c = getColorFromCoordinates(xcoord, ycoord);
cell.offset(y, x).setBackgroundColor(c);
xcoord += xincrement;
}
ycoord -= yincrement;
SpreadsheetApp.flush();
}
and efficient code:
var cell = sheet.getRange('a1');
var colors = new Array(100);
for (var y = 0; y < 100; y++) {
xcoord = xmin;
colors[y] = new Array(100);
for (var x = 0; x < 100; x++) {
colors[y][x] = getColorFromCoordinates(xcoord, ycoord);
xcoord += xincrement;
}
ycoord -= yincrement;
}
sheet.getRange(1, 1, 100, 100).setBackgroundColors(colors);
I tried to understand how this code works and tried running it but first of all "cell" doesn't seem to get used and I do not understand the code at all. What is a version of the code that actually works and how does this make it more efficient? And what part of this code batches the calls and how can I use this in my own coding?
Basically, what it does it reduce the number of calls by its methods.
The inefficient code above calls offset and setBackgroundColor every loop thus making it resource intensive and time consuming.
For the efficient code, it uses the loop to build the 2d array which then will be used on a single call on the method setBackgroundColors to execute it by bulk.
What takes much of the run time is the method calls, so reducing it would be very beneficial. This would make use of loops to build 2d arrays for the array versions of the methods single execution.
e.g.:
setValue -> setValues
setBackgroundColor -> setBackgroundColors
Pseudocode:
from:
loop {
setValue(x[i][j])
}
to:
loop {
x[i][j] = data
}
setValues(x)
var arr: Array = [1, 2, 3, 4, 5, 6, 7, 8, 9];
I can add these numbers to an array separately like this but how do I add 1 to 50 at once instead of typing it all the way through?
for (var i:Number=1; i<=50;i++){
var arr:Array(i) = [i];
}
function randomize(a: * , b: * ): int {
return (Math.random() > .5) ? 1 : -1;
}
trace(arr.sort(randomize));
I am trying to implement something like this.
Thank you.
Pretty simple. You can address the Array's elements via square bracket notation. Works both ways:
// Assign 1 to 10-th element of Array A.
A[10] = 1;
// Output the 10-th element of A.
trace(A[10]);
Furthermore, you don't even need to allocate elements in advance, Flash Player will automatically adjust the length of the Array:
// Declare the Array variable.
var A:Array;
// Initialize the Array. You cannot work with Array before you initialize it.
A = new Array;
// Assign some random elements.
A[0] = 1;
A[3] = 2;
// This will create the following A = [1, null, null, 2]
So, your script is about right:
// Initialize the Array.
var arr:Array = new Array;
// Iterate from 1 to 50.
for (var i:int = 1; i <= 50; i++)
{
// Assign i as a value to the i-th element.
arr[i] = i;
}
Just keep in mind that Arrays are 0-based, so if you forget about index 0 it will remain unset (it will be null).
I am working on a flash project and I want to select random objects from a number of objects.
For example if I have 15 objects and I want to randomly select just 4 objects and display them on the stage at fixed position.
I have searched different forums and the problems discussed on different forums are about changing the random position of objects
Note that I don't want to randomize objects position on stage I want to select random objects from multiple objects
I have no idea how to do this.
Please help me if anyone can.
The best thing is to put those objects into array, and then get random element from it.
Here is a quick example:
var objects:Array = new Array[obj1, obj2, obj3, obj4, obj5];
var random:Object = objects.splice(int(Math.random() * objects.length), 1)[0];
Have in mind that these are predefined objects - you must populate the array by yourself. Another thing is that this splices the array, which means it removes items from it.
Good luck!
Similar to Andrey Popov's answer but step by step instead of one line:
//an array of symbols
var objects:Array = new Array(red,blue,green);
//Number you need
var needed:Number = 2;
for (var i:Number = 0;i< needed;i++){
var randomPos = int(Math.random()*objects.length);
//Insert fixed position here
objects[i].x = 0;
//remove object from array
objects.splice(i,1);
}
You need some algorithm to get unique N objects from the object pool. For example try this one:
function getItemsFrom(list:Array, count:uint):Array {
var result:Array = [];
var needed:uint = count;
var available:uint = list.length;
while (result.length < count) {
if (Math.random() < needed / available) {
result.push(list[available - 1]);
needed--;
}
available--;
}
return result;
}
//Simple test, and some results are: [16,9,7,5], [14,13,10,1], etc
var test:Array = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16];
for(var i:uint = 0; i < 20; ++i){
trace(getItemsFrom(test, 4));
}
After you will get array of objects, place them where you want.
//Place items vertically at (5,5);
var startX:int = 5;
var startY:int = 5;
//Vertical padding between items
var paddingY:int = 10;
//Current Y position
var posY:int = startY;
//Ger 2 random unique items from the given collection "someListWithItems"
var itemsToPlace:Array = getItemsFrom(someListWithItems, 2);
var item:DisplayObject, i:uint, len:uint = itemsToPlace.length;
for (i; i < len; ++i) {
item = itemsToPlace[i];
item.x = startX;
item.y = posY;
//Offset current position on height of object, plus padding
posY += item.height + paddingY;
//Add item to the display list
addChild(item);
}
I have an array like var test:Array = new Array("a", "b", "c"); How can I write a method to get one element and make it be string each time when I call this method. i.e when I call the method, it should return only 'a' and next time return only 'b' and so on.
You can use function shift of Array,here is a link about the function array shift
var test:Array = new Array("a", "b", "c");
var firstLetter:String = test.shift();//"a"
var secondLetter:String = test.shift();//"b"
var thirdLetter:String = test.shift();//"c"
#Pan's answer is correct, but I feel the need to flag the fact that shift() ignites an extremely slow process of re-indexing your entire array. It's not something you need to concern yourself with with small arrays like in your example, but for larger arrays there's a significant performance boost if you reverse() the array first and then use pop(). I'll create a performance comparison below.
Set up our test arrays:
var shiftCopy:Array = [];
var popCopy:Array = [];
for(var i:int = 0; i < 100000; i++)
{
var rand:Number = Math.random() * i;
shiftCopy.push('a' + rand);
popCopy.push('a' + rand);
}
Run the tests:
// Using shift.
var t:int = getTimer();
while(shiftCopy.length > 0) shiftCopy.shift();
trace(getTimer() - t);
// Using reverse and pop.
t = getTimer();
popCopy.reverse();
while(popCopy.length > 0) popCopy.pop();
trace(getTimer() - t);
My results:
shift: 1651ms
pop: 19ms
Okay, very simple: there is an array containing 3 objects. Each object has a unique property called "ID" with values of either 1, 2, or 3.
One of the objects gets deleted.
The objective now is to update the ID property of each object corresponding to the new array.length value.
So for example, the object with ID of 2 got deleted. The remaining objects in the array would each have ID values of 1 and 3 respectively.
So the objective is to loop through the array and update the ID properties to 1, and 2 (instead of 1 and 3).
So I guess the question is how to write a loop to update a common property of each element in an array. Thanks.
You can use a for-loop to go through the array, as in walkietokyo's answer, or you can use a method closure:
myArray.forEach ( function ( item:*, i:int, arr:Array) : void { item.ID = i; } );
or a while-loop:
var i:int = -1;
while (++i < myArray.length) myArray[i].ID = i;
for (var i:uint = 1; i <= myArray.length; i++) {
myArray[i].ID = i;
}
General info on loops:
http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WS5b3ccc516d4fbf351e63e3d118a9b90204-7fcf.html
var i:uint; // for speed keep out of the loop
var arrayLength = myArray.length // for speed keep out of the loop
for (i = 0; i < arrayLength; i++) {
myArray[i].ID = i;
}