I am writing a match three engine and I succeed in creating the matching with using huge loops to find the matching items. Any ideas on how to fill the empty spaces with the items ( dropping down into the empty spaces ) and creating new items without excessive looping and if statements?
Here is my relavant code so far.
public var rows:uint = 8;
public var cols:uint = 7;
public var cell:Array = new Array();
public var plot:Array = new Array();
public var height:int;
public var width:int;
public var relativePositions:Array = [{name:'top', position:-1}, {name:'bottom', position:1}, {name:'left', position:rows*-1}, {name:'right', position:rows*1}];
public var dictionary:Dictionary = new Dictionary();
public var matches:Array = new Array();
public function createGrid(target:*, displayObject:*, spacer:int) : void {
var iterator:uint = 0;
for(var c:uint = 0;c<cols;c++){
for(var r:uint = 0;r<rows;r++){
cell[iterator] = createGamePiece();
Sprite(cell[iterator]).name = String(iterator);
Sprite(cell[iterator]).addEventListener(MouseEvent.CLICK, _handleGamePiece_CLICK);
Sprite(cell[iterator]).addEventListener(MouseEvent.MOUSE_OVER, _handleGamePiece_MOUSE_OVER);
Sprite(cell[iterator]).addEventListener(MouseEvent.MOUSE_OUT, _handleGamePiece_MOUSE_OUT);
cell[iterator].y = cell[iterator].height * r + (spacer*r);
cell[iterator].x = cell[iterator].width * c + (spacer*c);
GamePiece(cell[iterator]).positionX = cell[iterator].x;
GamePiece(cell[iterator]).positionY = cell[iterator].y;
GamePiece(cell[iterator]).positionRow = r;
GamePiece(cell[iterator]).positionCol = c;
target.addChild(cell[iterator]);
dictionary[String(iterator)] = cell[iterator]
iterator++
}
}
}
public function findRelativeMatches(targetSprite:Sprite) : void {
targetSprite.alpha = .5;
var rootPosition:Number = Number(targetSprite.name);
for ( var i:int = 0; i < relativePositions.length; i ++ ) {
var key:String = String(rootPosition + relativePositions[i].position);
// to do >> Not hardcoded to 'Pig'
if (findSprite(key) != null && GamePiece(targetSprite).color == GamePiece(findSprite(key)).color && GamePiece(findSprite(key)).found == false) {
var sprite:Sprite = findSprite(key);
sprite.alpha = .5;
GamePiece(sprite).found = true;
matches.push(sprite);
findRelativeMatches(sprite);
};
};
targetSprite.addEventListener(MouseEvent.MOUSE_OUT, function() : void {
if ( matches.length != 0 ) {
for ( var j:int = 0 ; j < matches.length ; j++ ) {
Sprite(matches[j]).alpha = 1;
GamePiece(matches[j]).found = false;
}
matches.splice(0);
}
});
}
public function findSprite(key:String) : Sprite {
var sprite:Sprite;
dictionary[key] != undefined ? sprite = dictionary[key] : null;
return sprite;
}
protected function _handleGamePiece_CLICK(event:MouseEvent):void
{
for ( var j:int = 0 ; j < matches.length ; j++ ) {
var sprite:Sprite = matches[j];
view.removeChild(matches[j]);
}
matches.splice(0);
}
public function createGamePiece() : Sprite {
var gamePiece:GamePiece = new GamePiece();
return gamePiece;
}
You want to collapse your grid downwards, right? The common algorithm is going from the bottom of every row upwards, having one index of the first empty space found, and the other for the first occupied space above empty space, then exchange those values once found, iterating to the top. But you don't store the grid in any accessible form! You should create a grid object, say a vector of vectors of sprites, and assign values in it as you move pieces around. Like this:
var GRID:Vector.<Vector.<Sprite>>; // this should be allocated at createGrid
// populate GRID with your sprites once generated:
// put the following into your inner loop in CreateGrid:
GRID[r][c]=cell[iterator];
// and the following into your removal of matches[] sprites:
GRID[GamePiece(sprite).positionRow][GamePiece(sprite).positionCol]=null; // release link from GRID
// now to move grid objects:
function DropAll():void {
var i:int;
var j:int;
for (i=GRID.length-1;i>=0;i--) {
var lastEmpty:int=-1;
for (j=GRID[i].length-1;j>=0;j--) {
if (GRID[i][j]) {
if (lastEmpty>0) {
GRID[i][lastEmpty--]=GRID[i][j];
// relocate your sprite properly here
GRID[i][j]=null;
} // else we're still at full part of grid, continue
} else if (lastEmpty<0) lastEmpty=j;
}
}
}
To properly instantiate GRID you need to allocate vectors of desired length that are filled with "null" values. Also, "GRID" itself is a Vector, and needs to be instantiated too.
GRID=new Vector.<Vector.<Sprite>>();
for (i=0;i<rows;i++) {
var a:Vector.<Sprite>=new Vector.<Sprite>(cols);
GRID.push(a);
}
After you do this, you fill the GRID by directly assigning links in it, like GRID[r][c]=gameObject;
This is actually what I wanted. A way to collapse WITHOUT iterating over the entire board. This way I JUST loop through the items that have been removed.
protected function _handleGamePiece_CLICK(event:MouseEvent):void
{
for ( var j:int = 0 ; j < matches.length ; j++ ) {
var oldSprite:Sprite = matches[j];
moveAllPiecesDown(oldSprite);
view.removeChild(oldSprite);
oldSprite = null;
}
matches.splice(0);
}
private function moveAllPiecesDown(oldSprite:Sprite):void
{
var piecesAbove:int = GamePiece(oldSprite).positionRow;
var index:int = int(oldSprite.name);
for( var i:int = 0; i < piecesAbove; i ++ ) {
var spriteAbove:Sprite = Sprite(view.getChildByName(String(index-(1+i))));
if(spriteAbove) {
spriteAbove.y = spriteAbove.y + spriteAbove.height + 1;
spriteAbove.name = String(Number(spriteAbove.name)+1);
GamePiece(spriteAbove).textField.text = spriteAbove.name;
delete dictionary[spriteAbove.name];
dictionary[spriteAbove.name] = spriteAbove;
}
}
}
Related
Here is my code. This is my word search game ...In word list array ...these are my questions to find in grid in the game...my questions how can I type other languages in the array or how can I use the other languages in grids
import flash.display.*;
import flash.text.*;
import flash.geom.Point;
import flash.events.*;
import flash.net.FileFilter;
import flash.filters.GlowFilter;
const puzzleSize:uint = 20;
const spacing:Number = 24;
const outlineSize:Number = 20;
const offsetoint = new Point(162.9,179.7);
const offsettoint = new Point(300,265);
const spacingg:Number = 36;
const letterFormat:TextFormat = new TextFormat("Bamini",18,0x000000,true,false,false,null,null,TextFormatAlign.CENTER);
// words and grid
var wordList:Array;
var usedWords:Array;
var grid:Array;
// game state
var dragModetring;
var startPoint,endPointoint;
var numFound:int;
// sprites
var gameSpriteprite;
var outlineSpriteprite;
var oldOutlineSpriteprite;
var letterSpritesprite;
var wordsSpriteprite;
startWordSearch();
function startWordSearch() {
**// word list**
wordList = ("Lion,Tiger,Cheetah,Panther".split(",";
// set up the sprites
gameSprite = new Sprite();
addChild(gameSprite);
oldOutlineSprite = new Sprite();
gameSprite.addChild(oldOutlineSprite);
outlineSprite = new Sprite();
gameSprite.addChild(outlineSprite);
letterSprites = new Sprite();
gameSprite.addChild(letterSprites);
wordsSprite = new Sprite();
gameSprite.addChild(wordsSprite);
// array of letters
var letters:Array = placeLetters();
// array of sprites
grid = new Array();
for(var x:int=0;x<puzzleSize;x++) {
grid[x] = new Array();
for(var y:int=0;y<puzzleSize;y++) {
// create new letter field and sprite
var newLetter:TextField = new TextField();
newLetter.defaultTextFormat = letterFormat;
newLetter.x = x*spacing + offset.x;
newLetter.y = y*spacing + offset.y;
newLetter.width = spacing;
newLetter.height = spacing;
newLetter.text = letters[x][y];
newLetter.selectable = false;
var newLetterSpriteprite = new Sprite();
newLetterSprite.addChild(newLetter);
letterSprites.addChild(newLetterSprite);
grid[x][y] = newLetterSprite;
// add event listeners
newLetterSprite.addEventListener(MouseEvent.MOUSE_DOWN, clickLetter);
newLetterSprite.addEventListener(MouseEvent.MOUSE_OVER, overLetter);
}
}
// stage listener
stage.addEventListener(MouseEvent.MOUSE_UP, mouseRelease);
// create word list fields and sprites
for(var i:int=0;i<usedWords.length;i++) {
//var myglow:GlowFilter=new GlowFilter();
//myglow.color = 0x0000FF;
//myglow.blurX=5;
//myglow.blurY=5;
//myglow.strength=200;
var newWord:TextField = new TextField();
newWord.defaultTextFormat = letterFormat;
newWord.x = 700;
newWord.y = i*spacingg+offsett.y;
newWord.width =140;
newWord.height =spacing;
newWord.text = usedWords[i];
//newWord.filters=[myglow];
newWord.selectable = false;
wordsSprite.addChild(newWord);
}
// set game state
dragMode = "none";
numFound = 0;
}
// place the words in a grid of letters
function placeLetters():Array {
// create empty grid
var letters:Array = new Array();
for(var x:int=0;x<puzzleSize;x++) {
letters[x] = new Array();
for(var y:int=0;y<puzzleSize;y++) {
letters[x][y] = "*";
}
}
// make copy of word list
var wordListCopy:Array = wordList.concat();
usedWords = new Array();
// make 1000 attempts to add words
var repeatTimes:int = 1000;
repeatLoop:while (wordListCopy.length > 0) {
if (repeatTimes-- <= 0) break;
// pick a random word, location and direction
var wordNum:int = Math.floor(Math.random()*wordListCopy.length);
var wordtring = wordListCopy[wordNum].toUpperCase();
x = Math.floor(Math.random()*puzzleSize);
y = Math.floor(Math.random()*puzzleSize);
var dx:int = Math.floor(Math.random()*3)-1;
var dy:int = Math.floor(Math.random()*3)-1;
if ((dx == 0) && (dy == 0)) continue repeatLoop;
// check each spot in grid to see if word fits
letterLoop:for (var j:int=0;j<word.length;j++) {
if ((x+dx*j < 0) || (y+dy*j < 0) || (x+dx*j >= puzzleSize) || (y+dy*j >= puzzleSize)) continue repeatLoop;
var thisLettertring = letters[x+dx*j][y+dy*j];
if ((thisLetter != "*" && (thisLetter != word.charAt(j))) continue repeatLoop;
}
// insert word into grid
insertLoop:for (j=0;j<word.length;j++) {
letters[x+dx*j][y+dy*j] = word.charAt(j);
}
// remove word from list
wordListCopy.splice(wordNum,1);
usedWords.push(word);
}
// fill rest of grid with random letters
for(x=0;x<puzzleSize;x++) {
for(y=0;y<puzzleSize;y++) {
if (letters[x][y] == "*" {
letters[x][y] = String.fromCharCode(65+Math.floor(Math.random()*26));
}
}
}
return letters;
}
// player clicks down on a letter to start
function clickLetter(event:MouseEvent) {
var lettertring = event.currentTarget.getChildAt(0).text;
startPoint = findGridPoint(event.currentTarget);
dragMode = "drag";
}
// player dragging over letters
function overLetter(event:MouseEvent) {
if (dragMode == "drag" {
endPoint = findGridPoint(event.currentTarget);
// if valid range, show outline
outlineSprite.graphics.clear();
if (isValidRange(startPoint,endPoint)) {
drawOutline(outlineSprite,startPoint,endPoint,0x66CCFF);
}
}
}
// mouse released
function mouseRelease(event:MouseEvent) {
if (dragMode == "drag" {
dragMode = "none";
outlineSprite.graphics.clear();
// get word and check it
if (isValidRange(startPoint,endPoint)) {
var word = getSelectedWord();
checkWord(word);
}
}
}
// when a letter is clicked, find and return the x and y location
function findGridPoint(letterSpritebject)oint {
// loop through all sprites and find this one
for(var x:int=0;x<puzzleSize;x++) {
for(var y:int=0;y<puzzleSize;y++) {
if (grid[x][y] == letterSprite) {
return new Point(x,y);
}
}
}
return null;
}
// determine if range is in the same row, column, or a 45 degree diagonal
function isValidRange(p1,p2oint):Boolean {
if (p1.x == p2.x) return true;
if (p1.y == p2.y) return true;
if (Math.abs(p2.x-p1.x) == Math.abs(p2.y-p1.y)) return true;
return false;
}
// draw a thick line from one location to another
function drawOutline(sprite,p1,p2oint,c:Number) {
var offoint = new Point(offset.x+spacing/2, offset.y+spacing/2);
s.graphics.lineStyle(outlineSize,c);
s.graphics.moveTo(p1.x*spacing+off.x ,p1.y*spacing+off.y);
s.graphics.lineTo(p2.x*spacing+off.x ,p2.y*spacing+off.y);
}
// find selected letters based on start and end points
function getSelectedWord()tring {
// determine dx and dy of selection, and word length
var dx = endPoint.x-startPoint.x;
var dy = endPoint.y-startPoint.y;
var wordLength:Number = Math.max(Math.abs(dx),Math.abs(dy))+1;
// get each character of selection
var wordtring = "";
for(var i:int=0;i<wordLength;i++) {
var x = startPoint.x;
if (dx < 0) x -= i;
if (dx > 0) x += i;
var y = startPoint.y;
if (dy < 0) y -= i;
if (dy > 0) y += i;
word += grid[x][y].getChildAt(0).text;
}
return word;
}
// check word against word list
function checkWord(wordtring) {
// loop through words
for(var i:int=0;i<usedWords.length;i++) {
// compare word
if (word == usedWords[i].toUpperCase()) {
foundWord(word);
}
// compare word reversed
var reverseWordtring = word.split("".reverse().join("";
if (reverseWord == usedWords[i].toUpperCase()) {
foundWord(reverseWord);
}
}
}
// word found, remove from list, make outline permanent
function foundWord(wordtring) {
// draw outline in permanent sprite
drawOutline(oldOutlineSprite,startPoint,endPoint,0xE01212);
// find text field and set it to gray
for(var i:int=0;i<wordsSprite.numChildren;i++) {
if (TextField(wordsSprite.getChildAt).text.toUpperCase() == word) {
TextField(wordsSprite.getChildAt).textColor = 0xFF0000;
}
}
// see if all have been found
numFound++;
if (numFound ==usedWords.length) {
endGame();
}
}
function endGame() {
gotoAndStop("gameover";
cleanUp();
Timee.stop();
}
function cleanUp() {
removeChild(gameSprite);
gameSprite = null;
grid = null;
vv=null;
}
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);
}
This is my quadtree class, but i haven't added the collision detection yet, in all the examples online they can get 500 + at 60 fps with collision detection but my one only running at 20 fps without collision detection.
I'm following this tutorial http://gamedevelopment.tutsplus.com/tutorials/quick-tip-use-quadtrees-to-detect-likely-collisions-in-2d-space--gamedev-374 which is java but im using as3
public class Quadtree extends Entity
{
private var Max_objects:int = 1;
private var Max_levels:int = 5;
private var level:int;
private var objects:Vector.<Rectangle>;
public var rectangle:Rectangle;
public var Quadtree_list:Vector.<Quadtree>;
public function Quadtree(tmp_level:int , tmp_rec:Rectangle)
{
level = tmp_level;
objects = new Vector.<Rectangle>();
rectangle = tmp_rec;
Quadtree_list = new Vector.<Quadtree>();
Quadtree_list.length = 3;
}
public function clear():void
{
objects.length = 0;
for (var i:Number = 0; i < Quadtree_list.length ; i++)
{
if (Quadtree_list[i] != null)
{
Quadtree_list[i].clear();
world.remove(Quadtree_list[i]);
Quadtree_list[i] = null;
}
}
}
public function split():void
{
var subWidth:int = rectangle.width / 2;
var subHeight:int = rectangle.height / 2;
var xx:int = rectangle.x;
var yy:int = rectangle.y;
Base._world.add(Quadtree_list[0] = new Quadtree(level + 1, new Rectangle(xx + subWidth, yy, subWidth, subHeight)));
Base._world.add(Quadtree_list[1] = new Quadtree(level+1,new Rectangle(xx ,yy,subWidth,subHeight)));
Base._world.add(Quadtree_list[2] = new Quadtree(level+1,new Rectangle(xx,yy + subHeight,subWidth,subHeight)));
Base._world.add(Quadtree_list[3] = new Quadtree(level+1,new Rectangle(xx + subWidth,yy + subHeight,subWidth,subHeight)));
}
/*
* Determine which node the object belongs to. -1 means
* object cannot completely fit within a child node and is part
* of the parent node
*/
public function get_index(tmp_rect:Rectangle):Number
{
var index:int = -1;
var verticalMidpoint:Number = rectangle.x + (rectangle.width / 2);
var horizontalMidpoint:Number = rectangle.y + (rectangle.height / 2);
// Object can completely fit within the top quadrants
var topQuadrant:Boolean = (tmp_rect.y < horizontalMidpoint && tmp_rect.y + tmp_rect.height < horizontalMidpoint);
// Object can completely fit within the bottom quadrants
var bottomQuadrant:Boolean = (tmp_rect.y > horizontalMidpoint);
// Object can completely fit within the left quadrants
if (tmp_rect.x < verticalMidpoint && tmp_rect.x + tmp_rect.width < verticalMidpoint)
{
if (topQuadrant)
{
index = 1;
}
else if (bottomQuadrant)
{
index = 2;
}
}
else
// Object can completely fit within the right quadrants
if (tmp_rect.x > verticalMidpoint)
{
if (topQuadrant)
{
index = 0;
}
else if (bottomQuadrant)
{
index = 3;
}
}
return index;
}
/*
* Insert the object into the quadtree. If the node
* exceeds the capacity, it will split and add all
* objects to their corresponding nodes.
*/
public function insert(tmp_rect:Rectangle):void
{
if (Quadtree_list[0] != null)
{
var index:int = get_index(tmp_rect);
if (index != -1)
{
Quadtree_list[index].insert(tmp_rect)
return;
}
}
objects.push(tmp_rect);
if (objects.length > Max_objects && level < Max_levels)
{
if (Quadtree_list[0] == null)
{
split();
}
var i:int = 0;
while (i < objects.length)
{
var indexx:int = get_index(objects[i]);
if (indexx != -1)
{
Quadtree_list[indexx].insert(objects[i]);
objects.splice(i, 1);
}
else
{
i++;
}
}
}
}
Can you see why it's not performing very well?
Hard to say for certain without seeing exactly how you're using it. Plus it extends Entity which could be doing ...anything :)
I'm not an expert on Quadtrees either, but if you're calling split() a lot, it looks like it could end up being taxing - lots of instantiation calls to new Quadtree and new Rectangle. If this is indeed a bottleneck, you could look into instantiating one rectangle instance that you just pass around. Same with Quadtree. Or use object pooling so you're at least recycling instead of creating new things like crazy.
I hope that helps :)
I'm trying to get 2 objects at a time form the array for now. but soon I will be using odd number of length and splicing items.
This works out perfectly so far with Even numbers in the Array, but I am not sure how to make it work with odd numbers. The way I think it may work is ask it to check the objects coming up next and if it is less than 2 than change the counters to 1. but I am not even sure how to put that in code specifically. I posted my code so far be
import flash.events.MouseEvent;
import flash.net.Socket;
var socket_Array_current_position = 0;
var socket_counter = 2;
var socket_Array: Array = new Array ();
socket_Array.push(socket_one, socket_two,socket_three, socket_four, socket_five, socket_six);
go_next_left.addEventListener(MouseEvent.CLICK, go_left);
go_next_right.addEventListener(MouseEvent.CLICK, go_right);
function go_left(going_left:MouseEvent)
{
if (socket_Array_current_position > 0)
{
socket_remove();
socket_Array_current_position -= socket_counter;
socket_x_position = 125;
socket_display();
}
}
function go_right(going_right:MouseEvent)
{
if (socket_Array_current_position < socket_Array.length-socket_counter)
{
socket_remove();
socket_Array_current_position += socket_counter;
socket_x_position = 125;
socket_display();
}
}
socket_display();
function socket_display()
{
var s = 0;
for (s; s < socket_counter; s++)
{
addChild(socket_Array[socket_Array_current_position + s]);
socket_Array[socket_Array_current_position + s].x = socket_x_position;
socket_Array[socket_Array_current_position + s].y = socket_y_position;
//socket_Array[s].addEventListener(MouseEvent.CLICK, picked);
socket_x_position = socket_x_position + 275;
}
}
function socket_remove()
{
var s = 0;
for (s; s < socket_counter; s++)
{
removeChild(socket_Array[socket_Array_current_position+s]);
}
}
I suppose that you want display X objects (in this case two) at a time from an array. Whatever length. I'm using Math lib. Consider that I didn't try the code below with sdk or Flash.
const X_START_POS:int = 125;
const COLUMN_WIDTH:int = 275;
const QTY_SCREEN:int = 2;
var socket_Array:Array = new Array();
var socket_Array_pos:int = 0;
var socket_Array_target:int = 0; // target is always right
var socket_Array_on_screen:Array = new Array();
// socket_Array.length must be >= QTY_SCREEN, always.
socket_Array.push(socket_one, socket_two, socket_three, socket_four, socket_five, socket_six);
go_next_left.addEventListener(MouseEvent.CLICK, go_left);
go_next_right.addEventListener(MouseEvent.CLICK, go_right);
socket_display();
function go_left(going_left:MouseEvent) {
socket_Array_target = Math.max(socket_Array_pos - QTY_SCREEN, 0);
socket_display();
}
function go_right(going_right:MouseEvent) {
socket_Array_target = Math.min(socket_Array_pos + QTY_SCREEN, socket_Array.length - QTY_SCREEN);
socket_display();
}
function socket_display() {
socket_remove();
socket_x_position = X_START_POS;
var limit:int = socket_Array_target + QTY_SCREEN;
for (var i = socket_Array_target; i < limit; i++) {
show_socket(socket_Array[i]);
socket_x_position += COLUMN_WIDTH;
}
socket_Array_pos = socket_Array_target;
}
function show_socket(asocket:DisplayObject) {
addChild(asocket);
asocket.x = socket_x_position;
asocket.y = socket_y_position;
socket_Array_on_screen.push(asocket); // remember me
}
function socket_remove() {
var qty:int = socket_Array_on_screen.length;
for (var s = 0; s < qty; s++) {
removeChild(socket_Array_on_screen.pop());
}
}
I need to get the width and height of a flag I am loading into another movie so I can place it in the right location. Why is my getBounds not picking up the dimensions of the flag?
function displayFlags(evt:Event = null)
{
if(!Lang) { return; }
for (var i:uint = 0; i < Lang.length; i++)
{
//Language = new MovieClip();
//Language.name = Lang[i];
LangButton = new button01();
LangButton.name = Lang[i];
LangButton.btext.text = Lang[i];
LangButton.y = LangButton.height * i;
addChild(LangButton);
var flag:Loader = new Loader();
flag.load(new URLRequest(LangPath[i]+"/flag.png"));
/// Loads Flag into Button
LangButton.addChild(flag);
var fh = flag.getBounds(flag);
trace("FLAG HEIGHT = " + fh.height); // ZERO ZERO ZERO ZERO
// I really need this info to place the flag in the right location.
flag.y = (LangButton.height/2) - (flag.height/2);
}
evt.target.visible = false;
}
UPDATE: MAY 19TH, 2013
I was able to figure out that I need to wait for the flag to be loaded. Now I can get the correct Bounds.. however, now I can not get the movieClip "flag" in the load complete to respond. I don' think it sees the value of flag.
Below is my UPDATED code:
function displayFlags(evt:Event = null)
{
if(!Lang) { return; }
for (var i:uint = 0; i < Lang.length; i++)
{
//Language = new MovieClip();
//Language.name = Lang[i];
LangButton = new button01();
LangButton.name = Lang[i];
LangButton.btext.text = Lang[i];
LangButton.y = LangButton.height * i;
addChild(LangButton);
flag = new Loader();
flag.load(new URLRequest(LangPath[i]+"/flag.png"));
flag.name = Lang[i];
flag.contentLoaderInfo.addEventListener(Event.COMPLETE, loadedFlag(flag));
function loadedFlag()
{
return function()
{
var fh = flag.getBounds(flag);
trace("FLAG HEIGHT = " + fh);
trace("flag Name: "+ flag.name);
flag.alpha = .3;
}
}
LangButton.addChild(flag);
}
evt.target.visible = false;
}
try this :
flag.contentLoaderInfo.addEventListener(Event.COMPLETE,completeHandler);
then add function :
function completeHandler(e:Event):void
{
var myFlagInfo:LoaderInfo = e.currentTarget as LoaderInfo;
var myFlag:Loader = myFlagInfo.loader;
var fh = myFlag.getBounds(myFlag);
}