Issue with for loop in an Array - actionscript-3

Initially the array holds the default values as 100. Once if the enemy looses its health then i want to set the default values from 100 to 0. When all the array elements gets a value of 0 then the message will trace as game win.
var enemyHealth:Array = new Array(100,100,100,100,0);
for (var i = 0; i< enemyHealth.length; i++)
{
if (enemyHealth[i] == 0)
{
trace ("game win");
}
}
Actually the issue is if any one of the array element holds a value of 0 then it trace a massage as game win.
So can any one help me in this regard.

You need to check all elements, not just one:
var allZero:Boolean = true;
var enemyHealth:Array = new Array(100,100,100,100,0);
for (var i = 0; i< enemyHealth.length; i++)
{
if (enemyHealth[i] != 0)
{
allZero = false;
break; // We know it's not a win, so we can stop the loop early
}
}
if (allZero) {
trace ("game win");
}

I would do something like this
var enemyHealth:Array = new Array(100,100,100,100,0);
var isDead:Boolean = true;
for (var i = 0; i< enemyHealth.length; i++)
{
if (enemyHealth[i] != 0)
{
isDead = false;
break;
}
}
if(isDead)
{
trace ("Game Win");
}

You can do what the other answerers have said or something like this which might help you more to get the exact amount of enemies dead.
var enemyHealth:Array = new Array(100,100,100,100,0);
var enemiesDead:int=0;
for (var i = 0; i< enemyHealth.length; i++)
{
if (enemyHealth[i] == 0)
{
enemiesDead++;
}
}
if(enemiesDead==enemyHealth.length)
{
trace("Game Over");
}

You can use the every method to check that every element of your array (or vector) meet a criterion.
const enemyHealth:Vector.<uint> = new <uint>[100,100,100,100,0];
const zeroHealth:Function = function(item:uint, index:int, vector:Vector.<uint>):Boolean {
return item === 0;
}
if (enemyHealth.every(zeroHealth)) {
trace("Game win")
}
I have changed the array to a Vector because they are more efficient, and you can specify the type of the elements, but it also works fine with array.

Related

Random movide clip without loop?

I created some MovieClips and put all of them on the stage. I'm trying to move a random MovieClip, using it only once, but at the same time I need to know which one it is because it will conflict with other tween effects. Is there an easy way to do that?
Here is what I've tried:
var biryukseklev1, ikiyukseklev1, ucyukseklev1, dortyukseklev1, besyukseklev1:int;
var assignavalue1, assignavalue2:int;
stage.addEventListener(Event.ENTER_FRAME,survivordondurlev6);
function survivordondurlev6(e:Event) {
if (biryerlessurlev1 == 0) {
biryukseklev1 = 764;//36
} else if (biryerlessurlev1 == 1) {
biryukseklev1 = 680;//120
} else if (biryerlessurlev1 == 2) {
biryukseklev1 = 596;//204
} else if (biryerlessurlev1 == 3) {
biryukseklev1 = 512;//288
} else if (biryerlessurlev1 == 4) {
biryukseklev1 = 428;//372
}
if (assignavalue1 == 0 && rabbitstatus.text.length < 2) { //Make sure to not used before
var my:Tween = new Tween(rabbit, "y", Back.easeInOut, rabbit.y, rabbit.y -biryukseklev1, 3, true);
rabbitstatus.text = "okfull";
} else if((assignavalue1 == 1 && birdstatus.text.length < 2){ //Make sure to not used before
var mys:Tween = new Tween(bird, "y", Back.easeInOut, bird.y, bird.y -biryukseklev1, 3, true);
birdstatus.text = "okfull";
}
}
If you want to keep track of which clips you've animated, then you'll have to have some way of iterating through them. The easiest list would be an Array, though how you mark them as "animated" is up to you. If you never plan on animating them again, then simply removing the ones that you've animated, and leaving the rest for later will work.
Below is example code, which you should be able to run in a new scene. You should be able to apply it to your needs with some small edits.
import fl.transitions.Tween;
import fl.transitions.easing.*;
// We'll keep track of which blocks still need to be animated by including them in this list
// Once we animate a block, we remove it from the list.
var pool:Array = [];
// Populate the stage with blocks.
for (var i:int = 0; i < 30; i++) {
var block:Sprite = createBlock();
addChild(block);
block.y = 50;
if (i > 0) { block.x = block.width * i; }
pool.push(block);
}
// Create an interactive button.
var txt:TextField = new TextField();
txt.text = "Do something";
addChild(txt);
txt.addEventListener("click", animateNext);
function createBlock():Sprite {
// Creates a single, randomly colored block.
var block:Sprite = new Sprite();
block.graphics.beginFill(random(0x000000, 0xFFFFFF));
block.graphics.drawRect(0,0,16,16);
block.graphics.endFill();
return block;
}
function random(low:Number, high:Number):Number {
// Returns a random number between the low and high numbers.
return Math.floor(Math.random() * (1+high-low)) + low;
}
function animateNext(e:Event):void {
// Do this 5 times.
for (var i:int = 0; i < 5; i++) {
// As long as we have blocks in the pool...
if (pool.length > 0) {
// Pick a random block from the pool
var index:int = random(0, pool.length-1);
// Animate it
new Tween(pool[index], "y", Back.easeInOut, pool[index].y, pool[index].y + 50, 3, true);
// Remove it from the pool so it isn't picked again
pool.splice(index, 1);
} else {
// Otherwise, break the loop.
break;
}
}
}

Flex tree expand slowly/lazy loading when there are more than 30000 nodes

I want to open all nodes of Flex mx Tree in such a way that UI is responsive at all times. Normally when there are limited no of nodes then this code works just fine.
public function expandAllNodes():void {
for (var i:int = 0; i < this.dataProvider.length; i++) {
expandChildrenOf(this.dataProvider.getItemAt(i), true);
}
}
maybe i need to callLater instead of directly calling the function
public function expandAllNodes():void {
for (var i:int = 0; i < this.dataProvider.length; i++) {
calllater(expandChildrenOf,[this.dataProvider.getItemAt(i), true]);
}
}
but this is not working either.
Using callLater won't help in this case. From the documentation,
The callLater method queues an operation to be performed for the next screen refresh, rather than in the current update.
Using callLater in your loop will simply push all the expandChildrenOf() calls to the next screen refresh -- which will still put way too much work into a single update cycle.
Instead, you could spread your loop over several frames and limit work done per frame:
private var processingLimit:int = 10; //experiment to get a reasonable value for this
private var totalNodes:int = 0;
private var nodesProcessed:int = 0;
public function expandAllNodes():void {
this.totalNodes = this.dataProvider.length;
this.addEventListener(Event.ENTER_FRAME, expandNextNode);
}
private function expandNextNode(e:Event):void {
var numToProcess = Math.min(processingLimit + nodesProcessed, totalNodes);
for (var i:int = nodesProcessed; i < numToProcess; i++) {
nodesProcessed++;
expandChildrenOf(this.dataProvider.getItemAt(i), true);
}
if (numToProcess == totalNodes) {
this.removeEventListener(Event.ENTER_FRAME, expandNextNode);
}
}
n.b. Make sure that expandChildrenOf doesn't recursively open children of children -- if it does, then you could still end up expanding the entire tree based on a single call to expandChildrenOf(1);!
This is how i solved the issue
private const PROCESSING_LIMIT:int = 25;
public var _expandNodesStack:Vector.<Object>;
private function expandNextNode(e:Event):void {
for (var i:int = 0; i < PROCESSING_LIMIT; i++) {
var item:* = _expandNodesStack.pop();
if (item)
expandItem(item, true);
else
break;
}
if (_expandNodesStack.length == 0) {
this.removeEventListener(Event.ENTER_FRAME, expandNextNode);
}
}
public function expandAllNodes():void {
if(this.dataProvider == null || this.dataProvider.length <= 0) return;
if (_expandNodesStack != null && _expandNodesStack.length > 0) {
//already expanding so abort this operation
return;
}
if (_expandNodesStack == null) _expandNodesStack = new <Object>[];
iterateAndPushToStack(this.dataProvider.getItemAt(0));
_expandNodesStack.reverse();
this.addEventListener(Event.ENTER_FRAME, expandNextNode);
}
private function iterateAndPushToStack(item:Object):void {
if (iterator == null)
return;
// if it is not a branch item there's nothing to do
if (item != null && item.children is ArrayCollection && item.children.length > 0) {
_expandNodesStack.push(item);
var childItems:ArrayCollection;
childItems = item.children;
if (childItems) {
for each (var object:Object in childItems) {
iterateAndPushToStack(object);
}
}
}
}

Trouble with addChild/removeChild and display list order in ActionScript3

I am working on a project, which includes a Lake symbol that the player can throw stones into, which in turn causes octopi to rise out of the lake in the positions that each stone hits the lake.
There is also a symbol for the splash made by the stone which will appear after the stone hits and before the octopus appears.
It is likely that there will be many octopi on the screen at the same time and they need to be ordered in the display list so that the ones that should appear further back are behind the others.
Each instance of these symbols should only play once and then be removed.
My code for this makes use of the different add/remove child method alongside for loops, conditionals and arrays which I have put together with the help of various tutorials and forums.
The problem I have is that when you click on the lake two or more times in quick succession, the stone and the splash symbols aren't removed properly and often keep looping.
Here is the code I am using. Any ideas?
var stone:Stone;
var stoneSplash:StoneSplash;
var octopus1:Octopus1;
var octopus2:Octopus2;
var whichOctopus:Array = [addOctopus1, addOctopus2];
var octopusScale:Number;
var octopusContainer:MovieClip = new MovieClip;
lake.lakeHitArea.addEventListener(MouseEvent.CLICK, onClickLake);
//Add octopusContainer to the stage's display list just above the Lake
addChildAt(octopusContainer,getChildIndex(lake) + 1);
octopusContainer.x = 0;
octopusContainer.y = 0;
function onClickLake(e:MouseEvent):void
{
trace("CLICK");
throwStone(mouseX, mouseY);
}
function throwStone(stonePositionX:int, stonePositionY:int)
{
stone = new Stone();
stone.x = stonePositionX;
stone.y = stonePositionY;
addChild(stone);
addEventListener(Event.ENTER_FRAME, removeStone);
}
function removeStone(e:Event):void
{
var count:int = numChildren;
var children:Array = [count];
//load all the children of the component into an Array
for (var i:int=0; i<count/* -1*/; i++)
{
children[i] = getChildAt(i/* + 1*/);
}
for (i=0; i<count/* - 1*/; i++)
{
if (children[i] is Stone)
{
if (children[i].currentFrameLabel == "Splash")
{
stoneSplash = new StoneSplash();
octopusContainer.addChild(stoneSplash);
stoneSplash.x = children[i].x;
stoneSplash.y = children[i].y;
}
if (children[i].currentFrameLabel == "end")
{
octopusContainer.removeChild(stoneSplash);
var positionX:int = children[i].x;
var positionY:int = children[i].y;
addOctopus(positionX, positionY);
removeChild(children[i]);
}
}
}
}
function addOctopus(positionX, positionY)
{
var o:int = Math.round(randomNumber(0,1));
whichOctopus[o](positionX, positionY);
reorderDisplayList();
addEventListener(Event.ENTER_FRAME, removeOctopus);
}
function addOctopus1(positionX: int, positionY:int):void
{
// if (whichOctopus1 == true)
// {
// var octopus:* = octopus1_1;
// }
// else
// {
// octopus = octopus1_2;
// }
octopus1 = new Octopus1();
var octopus:DisplayObject = octopus1;
octopusContainer.addChild(octopus);
octopus.x = positionX;
octopus.y = positionY;
octopusScale = randomNumber(0.5,0.85);
octopus.scaleX = octopusScale;
octopus.scaleY = octopusScale;
trace("children = " + octopusContainer.numChildren);
testPosition(octopus);
}
function addOctopus2(positionX: int, positionY:int):void
{
// if (whichOctopus2 == true)
// {
// var octopus:* = octopus2_1;
// }
// else
// {
// octopus = octopus2_2;
// }
octopus2 = new Octopus2();
var octopus:DisplayObject = octopus2;
octopusContainer.addChild(octopus);
octopus.x = positionX;
octopus.y = positionY;
octopusScale = randomNumber(0.25,0.5);
octopus.scaleX = octopusScale;
octopus.scaleY = octopusScale;
trace("children = " + octopusContainer.numChildren);
testPosition(octopus);
}
function testPosition(octopus:Object):void
{
trace(octopus)
for (var i:int = 0; i < 200; i++)
{
if (lake.hitTestPoint(octopus.x + octopus.hitTestBox1.x * octopus.scaleX,octopus.y + octopus.hitTestBox1.y * octopus.scaleY,true))
{
break;
}
else
{
octopus.x++;
}
}
for (i = 0; i < 100; i++)
{
if (lake.hitTestPoint(octopus.x + octopus.hitTestBox2.x * octopus.scaleX,octopus.y + octopus.hitTestBox2.y * octopus.scaleY,true))
{
break;
}
else
{
octopus.y--;
}
}
for (i = 0; i < 200; i++)
{
if (lake.hitTestPoint(octopus.x + octopus.hitTestBox3.x * octopus.scaleX,octopus.y + octopus.hitTestBox3.y * octopus.scaleY,true))
{
break;
}
else
{
trace(i);
octopus.x--;
}
}
for (i = 0; i < 100; i++)
{
if (lake.hitTestPoint(octopus.x + octopus.hitTestBox1.x * octopus.scaleX,octopus.y + octopus.hitTestBox1.y * octopus.scaleY,true))
{
break;
}
else
{
octopus.y--;
trace(i);
}
}
}
function randomNumber(min:Number, max:Number):Number
{
return Math.random() * (max - min) + min;
}
function reorderDisplayList():void
{
//the number of children in our component
var count:int = octopusContainer.numChildren;
var children:Array = [count];
//load all the children of the component into an Array
for (var i:int=0; i<count; i++)
{
children[i] = octopusContainer.getChildAt(i);
}
//sort the Array children based on their 'y' property
children.sortOn("y", Array.NUMERIC);
//re-add the children to the component ;
//in the order of the sorted Array we just created.
//When we add the children using 'addChild' it will
//be added at the top of the component's displaylist
//and will automatically be removed from its original position.
for (i=0; i<count/* - 1*/; i++)
{
if (children[i] is Octopus1 || children[i] is Octopus2)
{
// trace("child = " + children[i] + " at i: " + i);
octopusContainer.removeChild(children[i]);
octopusContainer.addChild(children[i]);
}
}
}
function removeOctopus(e:Event):void
{
var count:int = octopusContainer.numChildren;
var children:Array = [count];
//load all the children of the component into an Array
for (var i:int=0; i<count/* -1*/; i++)
{
children[i] = octopusContainer.getChildAt(i/* + 1*/);
}
for (i=0; i<count/* - 1*/; i++)
{
if (children[i] is Octopus1 || children[i] is Octopus2)
{
trace(i);
trace("Is an octopus");
if (children[i].currentFrame >= 202)
{
octopusContainer.removeChild(children[i]);
}
}
}
}
I would greatly appreciate any advice to help me overcome this hurdle and continue with my project.
Thank you in advance.
Chris Collins.
Your issue (or at least one of them) is that your code will only remove the most recent StoneSplash. So if you click a bunch of times in between the splash and end animation , only the last clicked one will get removed.
This is because you are using a global var (stoneSplash) to reference the splash, and it gets overwritten to the new one. You need to either add a splash reference on the stone itself, or create a dictionary so you know which splash goes with which stone.
Here would be one way:
if (children[i].currentFrameLabel == "Splash")
{
stoneSplash = new StoneSplash();
MovieClop(children[i]).stoneSplash = stoneSplash; //add a reference the splash on the stone itself
Then later, instead of octopusContainer.removeChild(stoneSplash); do:
octopusContainer.removeChild(MovieClop(children[i]).stoneSplash);
This way your removing the correct splash that goes with this stone.
Here would be a much cleaner way to architect this instead of using an enter frame handler:
On your Stone class timeline, put the following code on your Splash and End frames respectively:
Splash frame: this.dispatchEvent(new Event("Splash"));
End frame: this.dispatchEvent(new Event("End"));
Listen for those events when you create a new stone instance:
stone = new Stone();
stone.x = stonePositionX;
stone.y = stonePositionY;
stone.addEventListener("Splash", splashHandler,false,0,true);
stone.addEventListener("End",removeStone,false,0,true);
addChild(stone);
Respond to those events appropriately:
function splashHandler(e:Event):void {
var stone:Stone = e.currentTarget as Stone;
stoneSplash = new StoneSplash();
//you need a reference to the splash from the stone class - it would be best to create a class file and add a public property called splashObj and then just use stone.splashObj = new StoneSplash();
MovieClip(stone).stoneSplash = stoneSplash; //so on the end event we can read this var to remove stoneSplash
octopusContainer.addChild(stoneSplash);
stoneSplash.x = stone.x;
stoneSplash.y = stone.y;
}
function removeStone(e:Event):void {
var stone:Stone = e.currentTarget as Stone;
octopusContainer.removeChild(MovieClip(stone).stoneSplash);
addOctopus(stone.x, stone.y);
removeChild(stone);
}

setting the chances of occurrence of elements in an array

For example I have 3 elements in an array:
public function randomTile():Number
{
var tiles:Array = new Array(fire,ice,water);
var index:Number=Math.floor(Math.random()*tiles.length);
return tiles[index];
}
How to set the chances of occurrence of fire(70%), ice(10%), and water(20%)?
This should work for any number of elements and you can specify any chance value.
var tiles:Array = [
{"item":"fire", "chance":70 },
{"item":"ice", "chance":10 },
{"item":"water","chance":20}
];
var picked:Object = pickRandomByChance(tiles);
trace(picked.item);
public function pickRandomByChance(options:Array):Object
{
var copy:Array = [];
var range:Number = 0;
for (var i:int = 0; i < options.length; i++)
{
copy.push( { "item":options[i].item, "chance":options[i].chance } );
range += copy[i].chance;
if (i > 0)
copy[i].chance += copy[i - 1].chance;
}
var pick:Number = Math.floor(Math.random() * range);
for (i = 0; i < copy.length; i++)
{
if (pick <= copy[i].chance)
return copy[i];
}
return null;
}
There quite a few ways you could do this, and it largely depends of the scope of your project. If you just have the three elements, using a switch statement would be easy:
var rand:Number = Math.random();
switch(true){
case rand >= .3:
//use fire
break;
case rand >= .1
//use water
break;
default:
//use ice
}
Someone else may have a better way though

XMLListCollection find index value

I want to find specific value on a XMLListCollection.
I try to use something like this but it doesn't work!
var xmllisteRDV:XMLList= XML(event.result).RDVClinik;
xmlCollSuivi = new XMLListCollection(xmllisteRDV);
var index:Number = -1;
for(var i:Number = 0; i < xmllisteRDV.length(); i++)
{
if(XML(xmllisteRDV[i]).#grDateDeb == todayDate)
{
index = i;
break;
}
}
First going to try pointing out errors in the original code:
var xmllisteRDV:XMLList= XML(event.result).RDVClinik; //Unnecessary cast, event.result is Object compiler will not check or know the run-time type, doesn't care because Object is declared dynamic meaning properties can be added to it dynamically, if RDVClinik didn't exist on the particular Object type it would simply be null casting as XML gives it no information about this "property"
xmlCollSuivi = new XMLListCollection(xmllisteRDV);
var index:Number = -1;
for(var i:Number = 0; i < xmllisteRDV.length(); i++) //length is a property not a method on XMLListCollection this should throw a compile time error
{
if(XML(xmllisteRDV[i]).#grDateDeb == todayDate)// I see no type when debugging for the result of xmllisteRDV[i] not positive here but this cast is at the least unnecessary
{
index = i;
break;
}
}
Here's a version I think will work possibly with changes to how todayDate is built
var date:Date = new Date();
var todayDate:String = date.dateUTC+"/"+date.dayUTC+"/"+date.fullYear;
var index:int=-1;
for(var i:int = 0; i < flex3Projects.length; i++)
{
trace(xmllisteRDV[i].#grDateDeb)
if(xmllisteRDV[i].#grDateDeb.toString() == todayDate)
{
index = i;
break;
}
}
With you help, I found the solution
private function setSelectedItem():void
{
var gData:Object = dgSuiviClini.dataProvider;
var todayDate:String= new DateUtility().DateAsToString(new Date());
for(var i:Number=0; i < gData.length; i++)
{
var thisObj:Object = gData.getItemAt(i);
if(thisObj.grDateDeb == todayDate)
{
dgSuiviClini.selectedIndex = i;
//sometimes scrollToIndex doesnt work if validateNow() not done
dgSuiviClini.validateNow();
//dgSuiviClini.scrollToIndex(i);
}
else{
dgSuiviClini.validateNow();
// dgSuiviClini.scrollToIndex(gData.length);
}
}
dgSuiviClini.validateNow();
dgSuiviClini.editedItemPosition = { rowIndex: gData.length-1, columnIndex: nColSaisie };
}
Thanks