AS3 day of week shuffle - actionscript-3

Having some issues in code. I am trying to shuffle days of week in four dynamic text boxes so if today is thursday other box shows friday and other after that shows saturday, sunday... And the days shuffle but when its comes to sunday my code shows null instead day name, where did i go wrong? here is a code:
var dayOfWeek_array:Array = new Array("Sunday", "Monday", "Tuesday", "Wensday", "Thursday", "Friday", "Saturday");
var today_date:Date = new Date();
var day_str:String = dayOfWeek_array[today_date.getDay()+0];
var day_str1:String = dayOfWeek_array[today_date.getDay()+1];
var day_str2:String = dayOfWeek_array[today_date.getDay()+2];
var tmp1 = today_date.getDay() + 3;
if(tmp1 > 6) tmp -= 7;
var day_str3:String = dayOfWeek_array[tmp];
var tmp = today_date.getDay() + 4;
if(tmp > 6) tmp -= 7;
var day_str4:String = dayOfWeek_array[tmp];
myTextField1.text = (""+day_str1);
myTextField2.text = (""+day_str2);
myTextField3.text = (""+day_str3);
myTextField4.text = (""+day_str4);

I would point you to the modulo operator: % http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/operators.html#modulo
Using that you can do something like dayOfWeek_array[(today_date.getDay()+0) % 7];
This will always return number between 0 and 6, so, you won't get nulls in your text fields
Different story is, that I would put your textfields in array, so you can manage them using cycles. With that, you can easily change behaviour or number of fields in the future.

You should learn how to reuse code. You don't have logic for situations, when index is out of bounds.
Here is small example how to create utility function, that will return element of the array with offset:
var days:Array = ["Sunday", "Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday"];
var today:Date = new Date();
//Test
trace(offset(today.day, days)); //Thursday
trace(offset(today.day, days, 1)); //Friday
trace(offset(today.day, days, -1)); //Wednesday
trace(offset(today.day, days, 8)); //Friday
trace(offset(today.day, days, -8)); //Wednesday
function offset(position:int, items:Array, offset:int = 0):Object {
var size:int = items.length;
//Apply offset
position += offset % size;
if (position < 0) {
position += size;
} else if (position >= size) {
position %= size;
}
return items[position];
}

Related

Create AS3 countdown clock without using users system Clock

I need to create an as3 countdown clock for a TV display with no system clock.
How can I utilize the Date object for this?
Here is my code so far:
var targetDate:Date = new Date(2015, 6, 5, 19, 00, 00);
var dateStr:Date = new Date(2015, 5, 25, 18, 56, 00);
addEventListener(Event.ENTER_FRAME, loop);
function loop(e:Event):void{
var nowDate:Date = new Date(dateStr);
var ms:Number = targetDate.getTime() - nowDate.getTime();
var sec:Number = Math.floor(ms/1000);
var min:Number = Math.floor(sec/60);
var hr:Number = Math.floor(min/60);
var day:Number = Math.floor(hr/24);
sec = sec % 60;
min = min % 60;
hr = hr % 24;
daytxt.text = day.toString();
hrtxt.text = (hr < 10) ? "0"+hr.toString() : hr.toString();
mintxt.text = (min < 10) ? "0"+min.toString() : min.toString();
sectxt.text = (sec < 10) ? "0"+sec.toString() : sec.toString();
//sec--;
trace(dateStr);
}
I'm trying to pass in the date parameters to the Date() constructor, but I cannot get it to count down.
Instead of using enterframe it's better to use Timer. You should set it for a 1000 millisecond ie one second . Here is a good tutorial for creating a timer.

how to select random objects to display on a fixed position in adobe flash

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);
}

Countdown timer not working in AS3

Since Im new in AS3 and I just converted AS2 to AS3. The countdown doesnt work. Right now the 4 digits are looping all in the same time very fast (The three digits animation is fine - ignore it)
See countdown - http://magnixsolutions.com/clients/OT/media-buys_scoreboard-redux_160x600_5-8-2009.html
AS3
// get the current date and time as it exists at
// this instance in time when the frame is entered
var currentDate:Date = new Date();
var thisYear:int = currentDate.getFullYear();
var thisMonth:int = currentDate.getMonth();
var thisDate:int = currentDate.getDate();
var thisHour:int = currentDate.getHours();
var thisMinute:int = currentDate.getMinutes();
var thisSecond:int = currentDate.getSeconds() + 12;
var thisMSecond:int = currentDate.getMilliseconds();
// Date( year, month-1, date [, hour [, minute [, second [, millisecond]]]])
var eventDate = new Date(thisYear, thisMonth, thisDate, thisHour, thisMinute, thisSecond, thisMSecond);
var eventMillisecs = eventDate.getTime();
// get the current date and time as it exists at
// this instance in time when the frame is entered
this.addEventListener(TimerEvent.TIMER, enterFrameHandler);
function enterFrameHandler() {
currentDate = new Date();
var currentMillisecs = currentDate.getTime();
this.msecs = eventMillisecs - currentMillisecs;
if (this.msecs <= 0){
play();
return;
}
// if the date hasn't been reached, continue to
// devise seconds, minutes, hours and days from
// the calculated milliseconds
this.secs = Math.floor(this.msecs/1000); // 1000 milliseconds make a second
this.mins = Math.floor(this.secs/60); // 60 seconds make a minute
this.hours = Math.floor(this.mins/60); // 60 minutes make a hour
this.days = Math.floor(this.hours/24); // 24 hours make a second
this.msecs = int(this.msecs % 1000);
this.secs = int(this.secs % 60);
this.mins = int(this.mins % 60);
this.hours = int(this.hours % 24);
this.days = int(this.days);
while (this.msecs.length < 3) this.msecs = "0" + this.msecs;
if (this.secs.length < 2) this.secs = "0" + this.secs;
if (this.mins.length < 2) this.mins = "0" + this.mins;
if (this.hours.length < 2) this.hours = "0" + this.hours;
while (this.days.length < 3) this.days = "0" + this.days;
for(var movie in this){
if (this[movie]._parent == this) this[movie].evaluateFrameFrom(this);
}
};
MovieClip.prototype.evaluateFrameFrom = function(variableClip){
var nameArray = this._name.split("_");
var numberSet = variableClip[nameArray[0]];
var character:int = parseInt(nameArray[1]);
var frame = 1 + parseInt(numberSet.charAt(character));
if (this._currentframe != frame) this.gotoAndStop(frame);
};
This is probably what you mean:
// There is no number type in AS3. Use parseInt to cast string to int
var character:int = parseInt(nameArray[1]);
var frame = 1 + parseInt(numberSet.charAt(character));
Also, there's no such thing as _root in ActionScript 3.0. Try this:
this.avgscore_mc.gotoAndPlay(2);
And you need to add your enterFrame like this:
this.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
function enterFrameHandler() {
// Stuff in your enter frame
}
Sounds like you're still thinking AS 2.0!

Pass to the next image everyday

I'm developing a small app in AS3.
Everyday, you can see a new image.
I've got all my image on a server.
Here is my code for the moment :
var imageLoader:Loader = new Loader();
var days:Array = ["Sunday", "Monday", "Tuesday", "Wednesday", "Thursday", "Friday"];
var my_date:Date = new Date();
trace(days[my_date.day]);
startBtn.addEventListener(MouseEvent.CLICK, LoadImage, false, 0, true);
function LoadImage(event:MouseEvent):void{
var image:URLRequest = new URLRequest ("http://www.blabla.com/images/12.jpg");
imageLoader.load(image);
addChild (imageLoader);
}
Is it possible to tell the code the go the next image (13.jpg) the next day ? and everyday like that (next day = 14.jpg , next day = 15.jpg....ect).
Do you know a way to do that ?
Thank you very much for your help,
The code below should do it. I grabbed the getDayOfYear function from here: siafoo.net
I will post some optimizations to the function in a little while.
function getDayOfYear(date:Date):Number {
var monthLengths:Array = new Array (31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31);
// A leap year is divisable by 4, but not by 100 unless divisable by 400.
if (((date.getFullYear() % 4 == 0) && (date.getFullYear() % 100 != 0)) || (date.getFullYear() % 400 == 0)) {
monthLengths[1] = 29;
}
var dayInYear = 0;
// get day of year up to month
for (var i:Number = 0; i < date.getMonth(); i++) {
dayInYear += monthLengths[i];
}
// add day inside month
dayInYear += date.getDate();
// Start counting on 0 (optional)
// dayInYear--;
return dayInYear;
}
function LoadImage(event:MouseEvent):void{
var image:URLRequest = new URLRequest ("http://www.blabla.com/images/"+getDayOfYear(new Date())+".jpg");
imageLoader.load(image);
addChild (imageLoader);
}

Get each element from array as string actionscript3

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