Im needing some help in AS#3 and arrays
Basically i am having trouble of pushing items into a 2D array with errors.
Below is what i have and trying to use:
var j = 0
var i = 0
var mixerArray:Array = new array();
function Mixer()
{
optionLenght = gridOption.sequence_txt.text;// == 8
track_list = gridOption.track_text.text;// == 4
for (j = 0; j <track_list; j++)
{
make_tracks();
for (i = 0; i <optionLenght; i++)
{
item_inside_track();
}
}
function make_tracks(){
tracks = new Tracks();//a large box
MixerArray[j].push(tracks);
}
/* Make little boxes inside big box
..................................................
*/
function item_inside_track(){
box= new Box();//littlebox
MixerArray[j][i].push(box); // iwant to push this box into track[j]
}
basically im trying to create an array that stores values inside of values for example
MixerArray()
[0]TRACK1 = [0]//littlebox ,[1]//littlebox, [2]//littlebox [3]//littlebox etc to 8
[1]TRACK2 = [0]//littlebox ,[1]//littlebox, [2]//littlebox [3]//littlebox etc to 8
[2]TRACK3 = [0]//littlebox ,[1]//littlebox, [2]//littlebox [3]//littlebox etc to 8
[3]TRACK4 = [0]//littlebox ,[1]//littlebox, [2]//littlebox [3]//littlebox etc to 8
This has to be dynamic, as it will constant change..i have cut the addchilds and other code to minimize it to the source area.
So you're basically creating an array of arrays.
The problem here is that you're trying to push items into an element of the second array.
MixerArray[j][i].push(box); // iwant to push this box into track[j]
If you want to push into the J array, you just have to do this:
MixerArray[j].push(box);
However, you need to create the different Arrays contained in MixerArray first. Just push new Arrays into MixerArray in an initialisation function or at the start of your first function . Another issue with your code is that you used:
var mixerArray:Array = new array(); while in the rest of your code you're using:
MixerArray
Make the changes and tell me if it works !
Related
In short, I have clickable objects with varying colours. I want these colours upon being clicked to appear in my placeholders (there will be 6). I currently have managed to code so that upon clicking any colour it is placed in the first placeholder.
In what way am I able to code to recognise that the first placeholder has been filled and that once filled, the second placeholder should become the target?
Preferably until the 6th has been filled and then stopped, so that the user can see all 6.
I am thinking something like a for loop would be fitting, but I am not sure how to go about it.
So far it's looking something like this:
//Placeholder
var placeHolder1:MovieClip = new MovieClip();
placeHolder1.x = 20;
placeHolder1.y = 245;
stage.addChild(placeHolder1);
//Placeholder2 (UNUSED CURRENTLY)
var placeHolder2:MovieClip = new MovieClip();
placeHolder2.x = 60;
placeHolder2.y = 245;
stage.addChild(placeHolder2);
//Click and select colours
var newBlue:cBlue = new cBlue();
numBlue.addEventListener(MouseEvent.CLICK, fBlue)
function fBlue(e:MouseEvent){
placeHolder1.addChild(newBlue);
}
var newRed:cRed = new cRed();
numRed.addEventListener(MouseEvent.CLICK, fRed)
function fRed(e:MouseEvent){
placeHolder1.addChild(newRed);
}
First, you probably want to learn about Arrays (or Vectors). Arrays/Vectors are lists, so you would put all your placeholders into an array:
var placeHolders:Array = [placeHolder1, placeHolder2];
Though, since there is a formula to your place holder creation, you probably would want to do this in a loop to make it DRYer (Don't Repeat Yourself)
This loop would create 10 place holders and add them to the array:
var placeholders:Array = new Array();
for(var i:int=0; i < 10; i++){
var placeHolder = new Sprite(); //if your not using timelines, just use Sprite instead of MovieClip as it's less overhead
placeHolder.x = 20 * (i + 1); //i starts at 0, and goes to 9
placeHolder1.y = 245;
stage.addChild(placeHolder); //add it to the display list
placeholders.push(placeHolder); //add it to the array
}
Now (continuing to be DRY), attached the same event listener to all your color buttons:
numBlue.addEventListener(MouseEvent.CLICK, selectColor);
numRed.addEventListener(MouseEvent.CLICK, selectColor);
In that event handler I've called 'selectColor' (see code comments)
function selectColor(e:Event):void {
//get the first element in the array
var placeHolder:Sprite = placeholders.shift(); //shift removes the first item from the array, and returns it
placeHolder.addChild(e.currentTarget); //e.currentTarget refers to item that you attached the event listener to, in this case either numBlue or numRed
}
So to summarize, this gets the first placeholder in the array, remove that item from the array, then adds color button that was clicked as a child of that placeholder.
I am in the need of multiple staged WebViews for holding multiple loaded websites at the same time.
I was hoping to manage this by making an array of webviews object, so i could call them later as view[i].
var view:Array=[webview0, webview1, webview2];
for each (var v in view){
var v:StageWebView = new StageWebView();
This gives error: 1086: Syntax error: expecting semicolon before left bracket.
Does someone know how to make an array like that?
You're doing something really weird there in terms of syntax. If you just want an Array of freshly created instances, it goes like that:
// Initialize the array.
var Views:Array = new Array;
// This loop counts 0,1,2.
for (var i:int = 0; i < 3; i++)
{
// Create a new instance.
// Yes, you can omit () with new operator if there are no arguments.
var aView:StageWebView = new StageWebView;
// Assign the new element to your array.
Views[i] = aView;
}
Or, if you need only 3 then you don't need to go algorithmic.
var Views:Array = [new StageWebView, new StageWebView, new StageWebView];
Not on topic but related:
Here is an example of one HTML page hold multiple StageWebViews
https://www.w3schools.com/graphics/tryit.asp?filename=trymap_basic_many
Im really stuck. I have 5 MC´s that are being spliced from one array at a certain time. In that same function I want to push another movieclips into another array. The two arrays holds mc's that represent right or wrong answers. So when one question is being given a correct answer that questions visualisation alters.
This function holds a incrementing variable as I do want the mc's to be pushed by the user and one at the time. The thing is I cant seem to refer them properly.
I´ve tried
pQuestSum = this[pQuest + pQuestNumber];
and
pQuestSum = this[pQuest] + pQuestNumber;
and pretty much everything I´ve imagined would work...but the problem is I havent tried
the right thing.
when I trace pQuestSum (which would be the reference) I get an error saying thats its not a number.
this is one of 5 mc's named from 1-5:
var passedquest1:PassedQuest = new PassedQuest();
this is the vars that i try to to build a reference of
var pQuest = "passedquest";
var pQuestNumber = 1;
var pQuestSum;
var questCorrArray:Array = [];
if(event.target.hitTestObject(questArray[ix])){
removeChild(questArray[ix]);
questArray.splice(ix,1);
pQuestNumber ++;
pQuestSum = this[pQuest] + pQuestNumber;
trace("pQuestSum"); // NaN
questCorrArray.push(pQuestSum);
//trace(questArray.length);
pointsIncreased = false;
questPoints = 0;
}
How do I refer an existing movieclip when the reference consists of both a string and a number? Hope I made myself somewhat clear:)
If you had an instance of an object on your timeline called "passedquest1" (as an example), then you could access it this way:
var myObj = this["passedquest" + 1];
Or,
var pQuest = "passedquest";
var pQuestNumber = 1;
var myObj = this[pQuest+ pQuestNumber.toString()];
When you do this: pQuestSum = this[pQuest] + pQuestNumber;, you are trying add the number to an object (this[pQuest]), unless you have number/int var called "passedquest", this will result in NaN.
I have some drag and drop function where there are 8 items (dragArray) that can be dropped onto 2 big 'landing zones' (matchArray). But since I don't want them lie on top of each other, I've made an array where they are given positions (posArray).
var dragArray:Array = [drag_1, drag_2, drag_3, drag_4, drag_5, drag_6, drag_7, drag_8];
var matchArray:Array = [drop_1, drop_1, drop_1, drop_1, drop_2, drop_2, drop_2, drop_2];
var posArray:Array = [{x:412,y:246},{x:530,y:218},{x:431,y:186},{x:470,y:152},{x:140,y:111},{x:108,y:162},{x:179,y:210},{x:113,y:254}];
When all 8 items are dropped, a check button appears and I want to check if they are dropped onto the correct big landing zone. I tried using the following:
if (posArray[i].x != dragArray[i].x || dragArray[i].y != posArray[i].y )
But then, not only the landing zone must match, but the positions must also match.
When I use
if (matchArray[i].x != dragArray[i].x || dragArray[i].y != matchArray[i].y )
it doesn't work, because the positions of the (dragArray) items don't match with the registration points of the (matchArray) landing zones.
Is there any way of checking if the first 4 (drag_1, drag_2, drag_3, drag_4) items match with ANY of the first 4 posArray positions and the last 4 (drag_5, drag_6, drag_7, drag_8) match with ANY of the last 4 posArray positions?
If the goal is to check each element of one set against all elements of another set then you'll need to have two loops, one "nested" within the other. The general form of this algorithm in AS3 looks like
var allMatched:Boolean = true;
for(var i:Number=0; i<array1.length; i++)
{
var matchFound:Boolean = false;
for(var j:Number=0; j<array2.length; j++)
{
if(array1[i]==array2[j])
{
matchFound=true;
break; //exit the inner loop we found a match
}
}
if(!matchFound)
{
allMatched=false;
break; //we found an element in one set not present in the other, we can stop searching
}
}
if(allMatched)
trace("Everything from array1 was found somewhere in array2"); //For an element a in the set A there exists an element b in set B such that a = b
Let me know if this helps
I was trying to make a similar thing with the game SameGame (ie. the block above the removed blocks fall downward). Before trying this with an Array that contains MovieClips, this code worked (tried it with int values). With MovieClips on the array, it seems not working the same way.
With int values, example:
popUp(0, 4): Before: 1,2,3,4,5,6,7,8,9,10; After: 1,2,3,4,6,7,8,9,10
But with MovieClips:
popUp(0, 4): Before: 1,2,3,4,5,6,7,8,9,10; After; 1,2,3,4
// Assume the numbers are movieclips XD
Basically, it strips everything else, rather than just the said block >_<
Here's the whole method. Basically, two extra arrays juggle the values above the soon-to-be removed value, remove the value, then re-stack it to the original array.
What could be wrong with this? And am I doing the right thing for what I really wanted to emulate?
function popUp(col:uint, row:uint)
{
var tempStack:Array = new Array();
var extraStack:Array = new Array();
tempStack = IndexArray[col];
removeChild(tempStack[0]);
for(var ctr:uint = tempStack.length-(row+1); ctr > 0; ctr--)
{
removeChild(tempStack[ctr]);
extraStack.push(tempStack.pop());
trace(extraStack);
}
tempStack.pop();
for(ctr = extraStack.length; ctr > 0; ctr--)
{
tempStack.push(extraStack.pop());
//addChild(tempStack[ctr]);
}
IndexArray[col] = tempStack;
}
PS: If it's not too much to ask, are there free step-by-step guides on making a SameGame in AS3 (I fear I might not be doing things right)? Thanks in advance =)
I think you just want to remove an element and have everything after that index shift down a place to fill what you removed. There's an inbuilt function for this called splice(start:uint, length:uint);
Parameters:
start - the index to start removing elements from
length - the amount of elements to remove
var ar:Array = ["hello","there","sir"];
ar.splice(1, 1);
ar is now -> ["hello", "sir"];
As per question:
Here's an example with different types of elements:
var ar:Array = [new MovieClip(), "some string", new Sprite(), 8];
ar.splice(2, 1);
trace(ar); // [object MovieClip], some string, 8
And further example to display the indexes being changed:
trace(ar[2]); // was [object Sprite], is now 8