randomize buttons on in as3 from array - actionscript-3

I'm pretty novice to flash 5.5, im trying to build a quiz for my elementary students.
So far I have made the layout, created the image buttons, and I used to as3 to advance the quiz.
So what I'm, looking for is the ability to shuffle the image buttons/answers. Here is a sample of what i have so far.
the red ______
apple (button of apple) boy (button of boy) pineapple (button with pineapple)
In my example, the pictures are buttons, the correct answer is apple. I have tried to create an array, after hours of google searches. This is my code, I'm doing something wrong but I have no idea what. Please help.
Please help.
function Main() {
var button:Array = [];
button.push("choice1");
button.push("choice2");
button.push("choice3");
ShuffleArray(button);
trace(button);
}
function ShuffleArray(button:Array)
{
for (var i:int = button.length-1; i >=0; i--)
{
var randomIndex:int = Math.floor(Math.random()*(i+1));
var itemAtIndex:Object = button[randomIndex];
button[randomIndex] = button[i];
button[i] = itemAtIndex;
thanks in advance.
thanks in advance.

Try something more like this:
protected var button:Array=[choice1, choice2, choice3];//note no quotes, puts in the actual objects
function Main() {
super();
randomArray=shuffleArray(button);
var prevX:int = 0;
var space:int = 10;
//places the buttons from left to right in the order
//they were in the random array
//uses existing y
for (var i:int=0; i<randomArray.length; i++) {
var btn:DisplayObject = randomArray[i] as DisplayObject;
btn.x = prevX;
prevX = btn.x + btn.width + space;
}
}
protected function shuffleArray(inArray:Array):Array {
//create copy of array so as not to alter it
var tempArray = new Array().concat(inArray);
//resultarray (we'll be destroying the temp array)
var resultArray:Array = [];
while(tempArray.length>0) {
var index:int = int(Math.random() * tempArray.length);
//delete object from random location and put it into result array
resultArray.push(tempArray.splice(index, 1)[0]);
}
return resultArray;
}
Note this assumes you're using a document Class and that your buttons are already on the stage at the same y position.

Related

How would i make the buttons pressed in my calculator show up in my dynamic text box

I am making a calculator with a dynamic text box, buttons from 0-9, and +,-,/,*,=, and clear button. but for some reason everytime I press the buttons on my calculator, they don't show up in my dynamic text box like I need them to. My problem specifically is how do I make it that when the number buttons on my calculator are pressed, the numbers show up in my dynamic text box, like a proper calculator. I would really appreciate your help.
Here is my code:
import flash.events.MouseEvent;
var numbers:Array= [btnNum0,btnNum1,btnNum2,btnNum3,btnNum4,btnNum5,btnNum6,btnNum7,btnNum8,btnNum9];
var operations:Array = [btnAdd_,btnSubtract_,btnMultiply_,btnDivide_,btnEqual_,btnClear_];
var o:String;
var number1:Number;
var number2:Number;
function addListeners():void
{
for(var i:uint = 0; i < numbers.length; i++){
numbers[i].addEventListener(MouseEvent.CLICK, pressNumber);
}
for(i = 0; i < operations.length; i++){
operations[i].addEventListener(MouseEvent.CLICK, pressOperations);
}
btnClear.addEventListener(MouseEvent.CLICK, clearAll);
btnDot..addEventListener(MouseEvent.CLICK, addDot);
}
function pressNumber(event:MouseEvent): void
{
// find name of button pressed
var instanceName:String = event.target.name;
// get the number pressed fom the instanceName
var getNum = instanceName.charAt(6)
if(output.text == "0"){
output.text = "";
}
output.appendText(getNum);
}
function pressOperations(event:MouseEvent): void
{
var instanceName:String = event.target.name;
var currentOperator:String;
currentOperator = instanceName.slice(3,instanceName.indexOf("_"));
trace(currentOperator)
}
function clearAll(event:MouseEvent): void
{
output.text = "";
number1 = NaN;
number2 = NaN;
}
function addDot(event:MouseEvent): void
{
if(output.text.indexof(".") == -1){
output.appendText(".");
}
output.text = "0";
addListeners();
}
You shouldn't try to store information in the instance name. Use objects stored in arrays for the buttons. This is how you can handle everything like this.
Using objects stored in arrays to handle your buttons, the basic code to make a new button and set its properties (store information about the button in the instance):
var aButtons:Array = new Array();var i: int = 0;
for (i = 0; i < 10; i++) {
var mcButton: McButton = new McButton();
mcButton.iButtonValue = i;
mcButton.sButtonName = "Button Number " + i;
aButtons.push(mcButton);
}
Then you can reference the buttons by
aButtons[i]
aButtons[i].iButtonValue
You have first to set a value to your text field, because appendText() method can't append text to an empty text field (nothing will appear).
At the begining of your code:
output.text = '0';
To use property "name" you must set this property after creating instance. Like this:
var btnNum0:Button = new Button();
butNum0.name = "btnNum0";
If you don't do this "name" property will be empty that looks like your case.
UPDATE:
Helloflash is right in his comment to question. At first time I did not see that but in code more mistakes than I thought.
First of all you need to put off your init code from function addDot() to the begining of the code. At now this code will be never called because you try to add listeners into listener addDot().
output.text = "0";
addListeners();
Also change indexof to indexOf and remove extra dot from statement btnDot..addEventListener(MouseEvent.CLICK, addDot);. And big advice/request: use some formatting rules when you write a code (specially about brackets). Your code will be more clean and readable.

Arranging items in an inventory

I'm working on an inventory system I made following a short tutorial that leaves you stranded. I've managed to get the items removed and rearrange to the correct order somewhat. For some reason though, if I click on the last item in my inventory, then on the first item, the items do not rearrange correctly.
public class Inventory {
var itemsInInventory:Array;
var inventorySprite:Sprite;
var itemNum:int;
public function Inventory(parentMC:MovieClip) {
itemNum=0;
itemsInInventory = new Array();
inventorySprite = new Sprite();
inventorySprite.x = 50;
inventorySprite.y = 360;
parentMC.addChild(inventorySprite);
}
public function makeInventoryItems(arrayOfItems:Array){
for(var i:int = 0; i < arrayOfItems.length; i++){
arrayOfItems[i].addEventListener(MouseEvent.CLICK, getItem);
arrayOfItems[i].buttonMode = true;
}
}
public function getItem(e:MouseEvent){
var item:MovieClip = MovieClip(e.currentTarget);
itemsInInventory.push(item);
inventorySprite.addChild(item);
item.x = (itemsInInventory.length-1)*40;
item.y = 0;
item.removeEventListener(MouseEvent.CLICK, getItem);
item.addEventListener(MouseEvent.CLICK, useItem);
}
public function useItem(e:MouseEvent){
var item:MovieClip = MovieClip(e.currentTarget);
itemNum = item.x;
inventorySprite.removeChild(item);
itemsInInventory.splice(item, 1);
sortInventory();
}
public function sortInventory(){
for(var i:int = 0; i < itemsInInventory.length; i++){
if(itemsInInventory[i].x > itemNum){
itemsInInventory[i].x -= 40;
}
}
itemNum=0;
}
}
I belive thats all the coding info I need to provide for help solving this mystery.
Also, a link to the game for testing. If you would like a link for a download of the game, please ask.
LINK
Instead of substracting 40px, just set their position again:
for(var i:int = 0; i < itemsInInventory.length; i++){
itemsInInventory[i].x = i*40;
}
Also, I did not even know that it is possible to give an object reference to the splice function, I would rather use:
itemsInInventory.splice(itemsInInventory.indexOf(item), 1);
And remove the event listener from the item when you delete it from the inventory in the useItem function.
item.removeEventListener(MouseEvent.CLICK, useItem);
EDIT:
With Flash Player 10, Adobe introduced the Vector class which is kind of the same as the Array class, but it can only store one data type. In your case it would be MovieClip or Sprite. The Vector class is singificantly faster and more developer friendly because you can see the help from the IDE when you are typing myVector[i].. I recommend using that instead, although there is nothing wrong with Array. It is just outdated a bit, but is helpful when you want to store more data types.
myVector:Vector.<MovieClip> = new Vector.<MovieClip>();

addCircle to existing movieclip, using name of clip from an array

I am currently building a project where I have a map with a number of ship and aircraft. What I am trying to achieve is to check the Line of Sight distance between them.
I have set up a LOS Calculator which checks the height of one platform and the height of a second platform then gives a response. That works fine.
I then wanted to addCircle based on the result from this calculator. So if the result was 10 it would draw a circle 10cm in radius. If the result was 100 then it would draw it at 100, you get the picture. This works.
My problem now is that I need to be able to click on one platform either before or after I have made the calculation and the .addCircle be added to that movieClip. I have set up an array to store the movieclips instance names and traced that. I have added a field on stage so that you can click on a platform and it will recognise the platform clicked. I am just lost as to how to get the circle into the movieClip that has been clicked.
I am very new to AS3 so this is starting todo my head in. Any help would be greatly appreciated.
The code I have is attached below. I hope I have inserted this properly. Thanks again
import flash.events.MouseEvent;
import flash.display.MovieClip;
stage.focus=ht1;
// creation of array containing movieclips and code that adds the clicked movieclip to Array-platformClicked
var platformArray:Array = [arunta_mc, f15_mc];
var platformClicked = [];
var selectedPlatform:MovieClip = new MovieClip();
for(var i:int = 0; i < platformArray.length; i++) {
platformArray[i].buttonMode = true;
platformArray[i].addEventListener(MouseEvent.CLICK, item_onClick);
}
function item_onClick(event:MouseEvent):void {
var selectedPlatformArray:Array = platformArray.filter(checkName);
selectedPlatform = selectedPlatformArray[0];
myText.text = event.currentTarget.name + " was clicked";
var platformClicked = String(event.currentTarget.name);
trace(platformClicked);
}
function checkName(item:MovieClip, index:int, array:Array):Boolean
{
return(item.name == platformClicked);
}
//setup of LOS Calculator code
var counter:Number=1;
operator_txt.text = "+";
ht1.restrict="-0123456789.";
ht2.restrict="-0123456789.";
var myresult:Number;
var test = [];
//start of code when equal button is pressed
equal_btn.addEventListener(MouseEvent.CLICK, equalhandler);
var newCircle:Shape = new Shape();//defines circle to be drawn
function equalhandler(event:MouseEvent):void{
newCircle.graphics.lineStyle(1, 0x000000);
newCircle.graphics.beginFill(0x435632);
newCircle.alpha = .1;
//start of result code
result_txt.text = String(int((1.23*(Math.sqrt(Number(parseFloat(ht1.text)+parseFloat(ht2.text)+""))))));
var test = String(int((1.23*(Math.sqrt(Number(parseFloat(ht1.text)+parseFloat(ht2.text)+""))))));
trace(test);
//end of result code
newCircle.graphics.drawCircle(0,0,test);//add circle based on LOS calculation
newCircle.graphics.endFill();
//var selectedPlatform:MovieClip = selectedPlatformArray[0];
selectedPlatform.addChild(newCircle);//this is where I need to add newCircle to the movieClip that is clicked
trace(selectedPlatform);
//trace(platformClicked);
}
//start of code for the clear button
clear_btn.addEventListener(MouseEvent.CLICK, clearhandler);
function clearhandler(event:MouseEvent):void{
ht1.text=ht2.text=result_txt.text="";
removeChild(newCircle);
var test = [];
}
You can use the filter() method to check each item's name, like so:
var selectedPlatformArray:Array = platformArray.filter(checkName);
and somewhere in your code, define the checkName function
function checkName(item:MovieClip, index:int, array:Array):Boolean
{
return (item.name == platformClicked);
}
selectedPlatformArray will now contain all elements that return true for the checkName function, and as long as you don't have multiple MovieClips with the same name the array should only contain one element, which you can retrieve simply by accessing the first element of the array:
var selectedPlatform:MovieClip = selectedPlatformArray[0];
Alternatively, you can also use the getChildByName() function, like so:
var selectedPlatform:MovieClip = stage.getChildByName(platformClicked);
However this depends on where the objects are added to, and if they're not all in the same container (or not added at all), then this isn't the best option. It's a quick and simple solution for small projects though.
Anyway, whatever method you use you can then easily add the circle to it in your equalHandler function as usual:
selectedPlatform.addChild(newCircle);
I'd recommend checking out the documentation for both filter() and getChildByName(), to get a better understanding of how they work, since my examples only showed how you'd use them in this specific situation.
Complete code that you should have:
import flash.events.MouseEvent;
import flash.display.MovieClip;
stage.focus=ht1;
// creation of array containing movieclips and code that adds the clicked movieclip to Array-platformClicked
var platformArray:Array = [arunta_mc, f15_mc];
var platformClicked:String = "";
var selectedPlatform:MovieClip = new MovieClip();
for(var i:int = 0; i < platformArray.length; i++) {
platformArray[i].buttonMode = true;
platformArray[i].addEventListener(MouseEvent.CLICK, item_onClick);
}
function item_onClick(event:MouseEvent):void {
var selectedPlatformArray:Array = platformArray.filter(checkName);
selectedPlatform = selectedPlatformArray[0];
myText.text = event.currentTarget.name + " was clicked";
platformClicked = String(event.currentTarget.name);
trace(platformClicked);
}
function checkName(item:MovieClip, index:int, array:Array):Boolean
{
return(item.name == platformClicked);
}
//setup of LOS Calculator code
var counter:Number=1;
operator_txt.text = "+";
ht1.restrict="-0123456789.";
ht2.restrict="-0123456789.";
var myresult:Number;
var test:String = "";
//start of code when equal button is pressed
equal_btn.addEventListener(MouseEvent.CLICK, equalhandler);
var newCircle:Shape = new Shape();//defines circle to be drawn
function equalhandler(event:MouseEvent):void{
newCircle.graphics.lineStyle(1, 0x000000);
newCircle.graphics.beginFill(0x435632);
newCircle.alpha = .1;
//start of result code
result_txt.text = String(int((1.23*(Math.sqrt(Number(parseFloat(ht1.text)+parseFloat(ht2.text)+""))))));
test = String(int((1.23*(Math.sqrt(Number(parseFloat(ht1.text)+parseFloat(ht2.text)+""))))));
trace(test);
//end of result code
newCircle.graphics.drawCircle(0,0,test);//add circle based on LOS calculation
newCircle.graphics.endFill();
//var selectedPlatform:MovieClip = selectedPlatformArray[0];
selectedPlatform.addChild(newCircle);//this is where I need to add newCircle to the movieClip that is clicked
trace(selectedPlatform);
//trace(platformClicked);
}
//start of code for the clear button
clear_btn.addEventListener(MouseEvent.CLICK, clearhandler);
function clearhandler(event:MouseEvent):void{
ht1.text=ht2.text=result_txt.text="";
selectedPlatform.removeChild(newCircle);
test = "";
}

ActionScript 3.0 Changing Direction

Alright let me make this clear. I am just doing out of interest. This is not a homework. I am doing it because I am interest in writing the ActionScript. I saw a guy website doing something amazing so I tried to copy and I want to do this:
Oh by the way you need to make a symbol and need to export for ActionScript and class name is "ball". And the button instant name is:bButton. So here's the script I wrote so far.
var boundaryRight:Number = stage.stageWidth;
var boundaryLeft:Number = 0;
var balls:Array;
var reverseRight:Number = 0;
var reverseLeft:Number = stage.stageWidth;
init();
function init(){
balls = new Array();
for(var i:Number = 0; i<10; i++){
var myBall:ball = new ball();
myBall.x=(Math.random()*boundaryRight);
myBall.y=50+i*40;
addChild(myBall);
balls.push(myBall);
}
}
addEventListener(Event.ENTER_FRAME,moveBall);
function moveBall(e:Event){
for(var i:Number = 0;i<10;i++){
var myBall:ball = balls[i];
myBall.x-=20;
if(myBall.x<boundaryLeft){
myBall.x=boundaryRight;
}
}
}
As you can see that code made the multiple ball go to left and looping over and over again. So here's what I want to do. I want to make a button and when I click the button it'll change direction like click and it change direction to right. I click it again and it'll go left again. How do I write the code for that?
Use two global variables direction and speed.
var direction:Number = 1;
var speed:Number = 20;
Instead of giving myBall.x-=20;
Give myBall.x += ( direction * speed );
In the click handling function of the button
Give direction *= -1;
You can also change speed like this.

Multiple movieclips all go to the same spot; What am i doing wrong?

So I'm trying to shoot multiple bullets out of my body and it all works except I have an odd problem of just one bullet showing up and updating to set position for the new ones.
I have a move able player thats supposed to shoot and I test this code by moving the player and shooting. Im taking it step by step in creating this.
The result of tracing the bulletContainer counts correctly in that its telling me that movieclips ARE being added to the stage; I Just know it comes down to some kind of logic that im forgetting.
Here's My Code (The Bullet it self is a class)
UPDATE*
Everything in this code works fine except for I stated earlier some code seems reduntned because I've resorted to a different approaches.
BulletGod Class:
public class bulletGod extends MovieClip{
//Register Variables
//~Global
var globalPath = "http://127.0.0.1/fleshvirusv3/serverside/"
//~MovieCLips
var newBullet:bulletClass = new bulletClass();
//~Boolean
var loadingBulletInProgress:Number = 0;
var shootingWeapon:Number = 0;
//~Timers
var fireBulletsInterval = setInterval(fireBullets, 1);
var bulletFireEvent;
//~Arrays
var bulletArray:Array = new Array();
var bulletType:Array = new Array();
var bulletContainer:Array = new Array();
//~Networking
var netBulletRequest:URLRequest = new URLRequest(globalPath+"bullets.php");
var netBulletVariables:URLVariables = new URLVariables();
var netBulletLoader:URLLoader = new URLLoader();
//~Bullet Image Loader
var mLoader:Loader = new Loader();
var mRequest:URLRequest = new URLRequest();
public function bulletGod() {
//Load every bullet for every gun
//Compile data to be requested
netBulletVariables.act = "loadBullets"
netBulletRequest.method = URLRequestMethod.POST
netBulletRequest.data = netBulletVariables;
netBulletLoader.dataFormat = URLLoaderDataFormat.VARIABLES;
netBulletLoader.addEventListener(Event.COMPLETE, getBulletImages);
netBulletLoader.load(netBulletRequest);
}
private function getBulletImages(bulletImageData:Event){
//Request every bullet URL image
//Set vars
var bulletData = bulletImageData.target.data;
//Load images
for(var i:Number = 0; i < bulletData.numBullets; i++){
bulletArray.push(bulletData["id"+i.toString()]);
bulletType.push(bulletData["bullet"+i.toString()]);
//trace(bulletData["id"+i]+"-"+bulletData["bullet"+i]);
}
//All the arrays have been set start firing the image loader/replacer
var imageLoaderInterval = setInterval(imageReplacer, 10);
}
private function imageReplacer(){
//Check to see which image needs replacing
if(!loadingBulletInProgress){
//Begin loading the next image
//Search for the next "String" in the bulletType:Array, and replace it with an image
for(var i:Number = 0; i < bulletType.length; i++){
if(getQualifiedClassName(bulletType[i]) == "String"){
//Load this image
mRequest = new URLRequest(globalPath+"ammo/"+bulletType[i]);
mLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadImage);
mLoader.load(mRequest);
//Stop imageReplacer() while we load image
loadingBulletInProgress = 1;
//Stop this for() loop while we load image
i = 999;
}
}
}
}
private function loadImage(BlackHole:Event){
//Image has loaded; find which array slot it needs to go into
for(var i:Number = 0; i <= bulletType.length; i++){
if(getQualifiedClassName(bulletType[i]) == "String"){
//We found which array type it belongs to; now replace the text/url location with the actual image data
var tmpNewBullet:MovieClip = new MovieClip;
tmpNewBullet.addChild(mLoader);
//Add image to array
bulletType[i] = tmpNewBullet;
//Restart loadingBullets if there are more left
loadingBulletInProgress = 0;
//Stop for() loop
i = 999;
}
}
}
//###############################################################################################################################################
private function fireBullets(){
//If player is holding down mouse; Fire weapon at rate of fire.
if(shootingWeapon >= 1){
if(bulletFireEvent == null){
//Start shooting bullets
bulletFireEvent = setInterval(allowShooting, 500);
}
}
if(shootingWeapon == 0){
//The user is not shooting so stop all bullets from firing
if(bulletFireEvent != null){
//Strop firing bullets
clearInterval(bulletFireEvent);
bulletFireEvent = null
}
}
}
private function allowShooting(){
//This function actually adds the bullets on screen
//Search for correct bullet/ammo image to attach
var bulletId:Number = 0;
for(var i:Number = 0; i < bulletArray.length; i++){
if(bulletArray[i] == shootingWeapon){
//Bullet found
bulletId = i;
//End For() loop
i = 999;
}
}
//Create new bullet
//Create Tmp Bullet
var tmpBulletId:MovieClip = new MovieClip
tmpBulletId.addChild(newBullet);
tmpBulletId.addChild(bulletType[bulletId]);
//Add To Stage
addChild(tmpBulletId)
bulletContainer.push(tmpBulletId); //Add to array of bullets
//Orientate this bullet from players body
var bulletTmpId:Number = bulletContainer.length
bulletTmpId--;
bulletContainer[bulletTmpId].x = Object(root).localSurvivor.x
bulletContainer[bulletTmpId].y = Object(root).localSurvivor.y
//addChild(bulletContainer[bulletTmpId]);
}
//_______________EXTERNAL EVENTS_______________________
public function fireBullet(weaponId:Number){
shootingWeapon = weaponId;
}
public function stopFireBullets(){
shootingWeapon = 0;
}
}
}
BulletClass:
package com{
import flash.display.*
import flash.utils.*
import flash.net.*
import flash.events.*
public class bulletClass extends MovieClip {
public var damage:Number = 0;
public function bulletClass() {
//SOME MOVEMENT CODE HERE
}
public function addAvatar(Obj:MovieClip){
this.addChild(Obj);
}
}
}
Well ... if I may say so, this code looks quite wrong. Either something is missing from the code or this code will never make the bullets fly.
First off, you can set x and y of the new bullet directly (replace everything after "orientate this bullet from players body" with this):
tmpBulletId.x = Object(root).localSurvivor.x;
tmpBulletId.y = Object(root).localSurvivor.y;
Perhaps this already helps, but your code there should already do the same.
But to let these bullets fly into any direction, you also need to add an event listener, like so:
tmpBulletId.addEventListener(Event.ENTER_FRAME, moveBullet);
function moveBullet(e:Event) {
var movedBullet:MovieClip = MovieClip(e.currentTarget);
if (movedBullet.x < 0 || movedBullet.x > movedBullet.stage.width ||
movedBullet.y < 0 || movedBullet.y > movedBullet.stage.height) {
// remove move listener, because the bullet moved out of stage
movedBullet.removeEventListener(Event.ENTER_FRAME);
}
// remove the comment (the //) from the line that you need
MovieClip(e.currentTarget).x += 1; // move right
// MovieClip(e.currentTarget).y -= 1; // move up
// MovieClip(e.currentTarget).x -= 1; // move left
// MovieClip(e.currentTarget).y += 1; // move down
}
This example lets your bullet fly to the right. If you need it flying into another direction, just comment out the line with the "move right" comment and uncomment one of the other lines.
This is of course a very simple example, but it should get you started.
I hope this helps, and that my answer is not the wrong answer to the question.
As far as I have expirienced it you can have only one copy of MovieClip object added to specific child. Best approach is to use ByteArray for the clip source and instantiate new MovieClip and pass the ByteArray as a source. It have something to do with child/parent relation since a DisplayObject can have only one parent (and a way to detach the object from scene too).
Well i ended up writeing the whole code from scratch for a 3rd time and ran into a similar problem and just for reference to anybody else that comes to a problem thats random as this one i found that problem was likly does to a conversion error somewhere that doesn't necessarily break any compiling rules. Just that i was calling a movieclip and not the class it self.