I am making a game for my class where different chemical elements are generated as sprites at the top of the screen and then fall down. Different types are made and I want students to mouse over specific types depending on where they are in the game.
My question is how to write the function to remove them when they are correctly selected? I've tried a lot of different ways but am having a lot of trouble. An example of the code that I wrote to make each element is below and then I have a separate function to move down all of the sprites created.
var spriteArray:Array = new Array();
var halogenArray:Array = new Array("F", "Cl", "Br", "I");
var rndnum:Number = Math.random();
//Halogens
if (rndnum < 0.05)
{
var halo:Sprite = new Sprite();
halo.graphics.beginFill(0x00FF00, 1);
halo.graphics.drawCircle(7.5, 7.5, 15);
halo.graphics.endFill();
halo.addEventListener(MouseEvent.MOUSE_OVER, removeElement);
halo.x = Math.random()*500 + 50;
halo.y = -18;
var textField = new TextField();
textField.text = halogenArray[int(Math.random()*4)];
textField.width = 30;
textField.height = 30;
textField.x = (15 - textField.textWidth)/2; // center it horizontally
textField.y = (15 - textField.textHeight)/2; // center it vertically
halo.addChild(textField);
spriteArray.push(halo);
addChild(halo);
}
At what point are you struggling?
I am assuming it is in determining the types of the halogens.
In your remove function I assume you have the desired type already figured out, you would then compare it to
element.getChildAt(0).text
and you would get the element by either looping across every element in the spriteArray, or using the mouseEvent's target
My suggestion is to use a halogen Class to contain the grapics & textfield, and a vector to hold the objects. It would then be easier to get the type rather than searching the anonymous children of the sprite.
I believe you are looking for something like this:
//give your textfields a name, it isn't totally necessary as we can do getChildAt(0)
//but it's more readable, and if you decide to add more children before you
//add the text field, then this will still work
var textField = new TextField();
textField.text = halogenArray[int(Math.random()*4)];
textField.width = 30;
...
textField.name = "haloTx"; //for tracking later
//assuming you have some variable set to the correct answer
var correctAnswer:String = "F";
function removeElement( e:MouseEvent ):void {
var element:TextField = ( e.target as Sprite ).getChildByName( "haloTx" );
//if we have the correct element, remove from parent and list
if ( element && element.text == correctAnswer ) {
var index:int = spriteArray.indexOf( e.target as Sprite );
removeChild( spriteArray.splice( index, 1 )[0] );
}
}
Although #VBCPP is right, doing that in a separate class is definitely the best way organizationally. Which might look something like:
class ElementSprite extends Sprite {
public var textField:TextField;
//pass shapeArgs as string, so say a circle at x=7.5, y=7.5, and radius=15 -- shapeArgs = "7.5, 7.5, 15"
public function ElementSprite( element:String, drawShape:String="Circle", shapeArgs:String="7.5, 7.5, 15", fillColor:uint=0x00FF00 ) {
//set textfield properties etc. or textFormat
textField = new TextField();
textField.text = element;
addChild( textField );
//if you passed some arguments to draw our shape
if ( shapeArgs != "" ) {
graphics.beginFill( fillColor );
graphics[ "draw" + drawShape ].apply( this, shapeArgs.split( "," ) );
}
}
public function get currentElement():String { return textField.text }
}
Then you would use it like so in your if statement if (rndnum < 0.05):
var elementSprite:ElementSprite = new ElementSprite( "A" );
//elementSprite.x = set your x;
//elementSprite.y = set your y;
addChild(elementSprite);
That would be replacing all your current code in that if statement. This is all a working example, if you have an questions feel free to comment.
Related
Okay, wasn't sure about the title.
But here's what I am trying to achieve:
Basically i am trying to do something like a quiz, where you can drag and drop the answers into a field. And if they are correkt it should snap the answer field position.
It should be something like
if(myobject.hitTestObject(targetField) && isCorrectAnswer()) {
myobject.x = targetField.x;
myobject.y = targetField.y;
}
But it's not really working.
So here is what I have:
/**
* Generating dragable answer fields based on an array.
**/
function generateAnswer():void {
// creating text format
var myFormat:TextFormat = new TextFormat();
myFormat.color = 0x0066FF;
myFormat.size = 24;
myFormat.align = TextFormatAlign.CENTER
// reference array to store all textfields
var referenceArray:Array = new Array();
// iterate through all answers in vocabListItems and generate textfields
var i:int;
for (i = 0; i < vocabListItems.length; i++) {
var answerField:TextField = new TextField();
// Setting text to current answer
answerField.text = vocabListItems[i];
answerField.width = 140;
answerField.height = 40;
answerField.x = 60+ i*150;
answerField.y = 410;
answerField.background = true;
answerField.backgroundColor = 0xffffff;
answerField.setTextFormat(myFormat);
answerField.selectable = false;
answerField.type = TextFieldType.DYNAMIC
// store the textfield in a container so drag and drop
// will work
var textContainer:Sprite = new Sprite();
textContainer.addChild(answerField);
addChild(textContainer);
referenceArray.push(textContainer);
}
for each (var item in referenceArray) {
item.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
item.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
}
}
And then I start my drag
var start_x:Number;
var start_y:Number;
function startDragging(e: MouseEvent):void {
var object = e.currentTarget;
start_x = e.currentTarget.x;
start_y = e.currentTarget.y;
object.startDrag();
}
And my stop dragging
function stopDragging(e:MouseEvent):void {
e.currentTarget.stopDrag();
if (e.currentTarget.hitTestObject(targetField)) {
e.currentTarget.x = targetField.x;
e.currentTarget.y = targetField.y;
} else {
e.currentTarget.x = start_x;
e.currentTarget.y = start_y;
}
}
So the problem however is, that e.currentTarget.x is starting from 0. And not from the absolute position on the screen. Its always a relative value, so if i drag it to the targetField its x and y is something like -100, -40
If I set it to the targetField x and y it disappears somewhere in the nirvana of the screen.
targetField is in this case just a rectangle drawn on the stage with a x and y of 160
How can I position it to the absolute x and y?
Here's a screenshot
So the top field is the targetField which is only a rectangle with x 161 and y 191.
The field on the bottom are the dragable fields which are the e.currentTarget. But currentTarget.x is always 0.
EDIT
Your e.currentTarget is going to be the textContainer, which you haven't set an x/y on so it will naturally be 0.
It would seem to make more sense to move the container, and not the actual text field when you create it, like so:
for (i = 0; i < vocabListItems.length; i++) {
var answerField:TextField = new TextField();
// Setting text to current answer
answerField.text = vocabListItems[i];
answerField.width = 140;
answerField.height = 40;
//answerField.x = 60+ i*150; //don't move the text field, move the container later
//answerField.y = 410;
answerField.background = true;
answerField.backgroundColor = 0xffffff;
answerField.setTextFormat(myFormat);
answerField.selectable = false;
answerField.type = TextFieldType.DYNAMIC
// store the textfield in a container so drag and drop
// will work
var textContainer:Sprite = new Sprite();
textContainer.x = 60+ i*150;
textContainer.y = 410;
textContainer.addChild(answerField);
addChild(textContainer);
referenceArray.push(textContainer);
//Also, as an aside, there is no reason to loop through the array after this, just add the listeners here
textContainer.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
textContainer.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
}
End Edit
To translate the coordinates from one object to another, you can use the localToGlobal and globalToLocal methods of a display object.
Something like this:
var globalPoint:Point = targetField.localToGlobal(new Point());
var destinationLocalPoint:Point = e.currentTarget.parent.globalToLocal(globalPoint);
e.currentTarget.x = destinationLocalPoint.x;
e.currentTarget.y = destinationLocalPoint.y;
What I'm doing here, is first, getting the global coordinates of the targetField. So it's taking a point (at 0,0) relative to targetField and translating that relative to the stage.
Then I'm making a new Point object that takes that global coordnate set, and translate that to the parent of e.currentTarget.
I am wondering if i have an Array that push content that is Bitmap, how do i get index of a specific image when clicked. I tried to use indexOf but no luck, my codes are below.
Thanks for your time!
Code:
//First Part is where i add the URLRequest and add the image into contentHolder then onto Stage
function loadImage():void {
for(var i:int = 5; i < somedata.length; i++){
if(somedata[i]){
var loader:Loader = new Loader();
loader.load(new URLRequest("http://www.rentaid.info/rent/"+somedata[i]));
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onImageLoaded);
}
}
}
function onImageLoaded(e:Event):void {
loadedArray.push(e.target.content as Bitmap);
for(var i:int = 0; i < loadedArray.length; i++){
var currentY1:int = 200;
e.currentTarget.loader.content.height =200;
e.currentTarget.loader.content.y += currentY1;
currentY1 += e.currentTarget.loader.content.height +300;
_contentHolder.mouseChildren = false; // ignore children mouseEvents
_contentHolder.mouseEnabled = true; // enable mouse on the object - normally set to true by default
_contentHolder.useHandCursor = true; // add hand cursor on mouse over
_contentHolder.buttonMode = true;
_contentHolder.addChild(loadedArray[i]);
addChild(_contentHolder);
_contentHolder.addEventListener(MouseEvent.CLICK, gotoscene);
}
}
// then the part where i try to get the index
function gotoscene(e:MouseEvent):void {
var index:Number;
index = loadedArray.indexOf(e.target);
trace(index);
}
Edit:
var viewport:Viewport = new Viewport();
viewport.y = 0;
viewport.addChild(_contentHolder);
Your first question has very simple answer:
var image:Bitmap = new Bitmap();
var images:Array = new Array(image);
for (var i:uint = 0; i < images.length; i++) {
// images[i].bitmapData is the original image in your array
// image.bitmapData is searched one
if (images[i].bitmapData == image.bitmapData) {
// found
}
}
But your problem is bigger than this. I see you keep wandering around..
You should add listener to each child, not the content holder as one. I usually don't use Loaders, but get their Bitmaps and wrap them in Sprites or something, that I add into the scene. You should store either this Sprite or your Loader into that array, not the Bitmap. Then add listener to each of them (Sprite or Loader, not Bitmap) and get the target. Depending on what you've stored in the array, you can easily get it as:
function gotoscene(e:MouseEvent):void {
var index:uint = loadedArray(indexOf(e.target));
}
But it's important to store one specific type that will actually be clickable. Don't think about the Bitmap - it's only a graphic representation, and doesn't do much in the code.
**EDIT:
Okay I'm adding the code you need but it's important to understand what you are doing and not just rely on someone else's answer :)
function onImageLoaded(e:Event):void {
var bitmap:Bitmap = e.target.content as Bitmap; // get the Bitmap
var image:Sprite = new Sprite();
image.addChild(bitmap); // wrap it inside new Sprite
// add listener to Sprite!
image.addEventListener(MouseEvent.CLICK, gotoscene);
// gets url of current image (http://website.com/images/image1.jpg)
var url:String = e.target.loaderURL;
// get only the number from that url by replacing or by some other way
// this removes the first part and results in "1.jpg"
var name:String = url.replace("http://website.com/images/image", "");
// this removes the extension and results in number only - 1, 2, 3
// it's important to change this depending on your naming convention
name = name.replace(".jpg", "");
image.name = "button" + name; // results in "button1", "button2", "button3"
// store object, name, or whatever (not really needed in your case, but commonly used)
loadedArray.push(image.name);
image.x = counter * 100; // position so you can see them, at 100, 200, 300, etc.
_contentHolder.addChild(image); // add newly created Sprite to content
}
function gotoscene(e:MouseEvent):void {
var name:String = e.target.name;
// strips down "button" from "button1", and only the number remains,
// which is 1, 2, 3, etc. the number of the scene :)
var scene:uint = name.replace("button", "");
// you're the man now :)
}
recently started to learn ActionScript 3 and already have questions.
question remains the same: I'm uploading a picture using the object Loader.load (URLRequest). Loaded and displayed a picture normally. But it is impossible to read the values of attributes of the image height and width, instead issued zero. That is, do this:
var loader:Loader=new Loader();
var urlR:URLRequest=new URLRequest("Image.jpg");
public function main()
{
loader.load(urlR);
var h:Number = loader.height;// here instead of the width of the image of h is set to 0
// And if you do like this:
DrawText(loader.height.toString(10), 50, 50); // Function which draws the text as defined below
// 256 is displayed, as necessary
}
private function DrawText(text:String, x:int, y:int):void
{
var txt:TextField = new TextField();
txt.autoSize = TextFieldAutoSize.LEFT;
txt.background = true;
txt.border = true;
txt.backgroundColor = 0xff000000;
var tFor:TextFormat = new TextFormat();
tFor.font = "Charlemagne Std";
tFor.color = 0xff00ff00;
tFor.size = 20;
txt.x = x;
txt.y = y;
txt.text = text;
txt.setTextFormat(tFor);
addChild(txt);
}
Maybe attribute values must be obtained through the special features, but in the book K.Muka "ActionScript 3 for fash" says that it is necessary to do so. Please help me to solve this. Thanks in advance.
Well it's simple.
Flash is focused on the Internet, hence such problems.
If you wrote loader.load (urlR); it does not mean loaded. Accordingly, prior to the event confirming the end of loading, in loadare Null
if, instead of certain functions would be more code that would perhaps tripped your approach.
Yeah plus still highly dependent on the size of the file that you read.
Well, in general it all lyrics. Listen event on loader.contentLoaderInfo.addEventListener (Event.INIT, _onEvent), onEvent and read properties.
You need to wait for your image to load to be able to get values out of it.
Attach an eventListener to your URLLoader.
var urlR:URLRequest = new URLRequest("Image.jpg");
loader.load(urlR);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loader_complete);
function loader_complete(e:Event): void {
// Here you can get the height and width values etc.
var target_mc:Loader = evt.currentTarget.loader as Loader;
// target_mc.height , target_mc.width
}
Loader
I'm trying to make something like bookmarks, I have 1 note on the stage and when the user clicks it, it starts to drag and the users drops it where they want. the problem is I want these notes to be dragged multiple times.. here is my code:
import flash.events.MouseEvent;
//notess is the instance name of the movie clip on the stage
notess.inputText.visible = false;
//delet is a delete button inside the movie clip,
notess.delet.visible = false;
//the class of the object i want to drag
var note:notes = new notes ;
notess.addEventListener(MouseEvent.CLICK , newNote);
function newNote(e:MouseEvent):void
{
for (var i:Number = 1; i<10; i++)
{
addChild(note);
//inpuText is a text field in notess movie clip
note.inputText.visible = false;
note.x = mouseX;
note.y = mouseY;
note.addEventListener( MouseEvent.MOUSE_DOWN , drag);
note.addEventListener( MouseEvent.MOUSE_UP , drop);
note.delet.addEventListener( MouseEvent.CLICK , delet);
}
}
function drag(e:MouseEvent):void
{
note.startDrag();
}
function drop(e:MouseEvent):void
{
e.currentTarget.stopDrag();
note.inputText.visible = true;
note.delet.visible = true;
}
function delet(e:MouseEvent):void
{
removeChild(note);
}
any help will be appreciated.
You need to create a new instance of your note class when you drop, copy the location and other variables from the note you were dragging, add your new note to the stage, and return the dragging note to its original position.
Something like:
function drop($e:MouseEvent):void
{
$e.currentTarget.stopDrag();
dropNote($e.currentTarget as Note);
}
var newNote:Note;
function dropNote($note:Note):void
{
newNote = new Note();
// Copy vars:
newNote.x = $note.x;
newNote.y = $note.y;
// etc.
// restore original note.
// You will need to store its original position before you begin dragging:
$note.x = $note.originalX;
$note.y = $note.orgiinalY;
// etc.
// Finally, add your new note to the stage:
addChild(newNote);
}
... this is pseudo-code really, since I don't know if you need to add the new note to a list, or link it to its original note. If you Google ActionScript Drag Drop Duplicate, you will find quite a few more examples.
I think you are not target the drag object in drag function and problem in object instantiation
for (var i:Number = 1; i<numberOfNodes; i++) {
note = new note();
addChild(note);
...
....
}
function drag(e:MouseEvent):void{
(e.target).startDrag();
}
If you are dragging around multiple types of objects (eg. Notes and Images), you could do something like this, rather than hard coding the type of object to be instantiated.
function drop(e:MouseEvent):void{
// Get a reference to the class of the dragged object
var className:String = flash.utils.getQualifiedClassName(e.currentTarget);
var TheClass:Class = flash.utils.getDefinitionByName(className) as Class;
var scope:DisplayObjectContainer = this; // The Drop Target
// Convert the position of the dragged clip to local coordinates
var position:Point = scope.globalToLocal( DisplayObject(e.currentTarget).localToGlobal() );
// Create a new instance of the dragged object
var instance:DisplayObject = new TheClass();
instance.x = position.x;
instance.y = position.y;
scope.addChild(instance);
}
I am working on a Results page for my game as well as upgrade page and looking for an easy way to do many textfields. I have a format for my text that takes care of font, colour, and size, but looking for an easy way to do the width and height of textfields to increase all at the same time.
I have been informed about a "with" keyword that may work but do not understand how to implement this within my program and essentially want to shorten my results class if possible.
Thank you,
The best way would be to create a custom function for generating textfield.
The example can be found in the livedocs itself.
So something like the following should suffice :
private function createCustomTextField(x:Number, y:Number, width:Number, height:Number):TextField {
var result:TextField = new TextField();
result.x = x;
result.y = y;
result.width = width;
result.height = height;
return result;
}
You may also set a default value to each attribute in the function.
private function createCustomTextField ( x:Number= <Default Value>, ...
Use it to add a textfield inside the container form.
var container:Sprite = new Sprite(); // New form container
container.addChild(createCustomTextField (20,20,50,50)); // Text Filed 1
container.addChild(createCustomTextField (20,50,50,50)); // Text Filed 2
addChild(container); // Add to current class
You may want to modify the function to accept a name so that each variable can be accessed later.
As far as I am aware, you can't use a "with" keyword to target multiple objects. Here's the documentation for it: http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/statements.html#with
What I've done in the past is just make an array of all the targets, and then write a loop to apply properties to each:
var textFormat:TextFormat = generateMyCustomTextFormat();
var textField1:TextField = new TextField();
var textField2:TextField = new TextField();
//...
var textField3:TextField = new TextField();
var targets:Array = [textField1, textField2, textField3];
for(var i:int=0; i<targets.length; i++)
{
targets[i].defaultTextFormat = textFormat;
targets[i].width = 250;
//...
}