ActionScript Substituting Lengthy Display List Paths In Code? - actionscript-3

i would like to make my code easier to read by replacing long paths with variables, or something similar.
in my code, i can target an instance many times, but the instance can have a lengthy path deep within the display list. for example: myButton instance could be located at myButtonsPanel.section2.redArea.myButton, or something like that.
is it possible to substitue this long path as a variable or constant? something like:
var myPath = myButtonsPanel.section2.redArea;
therefore, calling the instance would be:
myPath.myButton;

Not the path , but the actual Button
var myButton:MovieClip = myButtonsPanel.section2.redArea.myButton;
although you could also do this:
var myContainer:MovieClip = myButtonsPanel.section2.redArea;
//then access your button like this
myContainer.myButton
It really depends on what you need to do, but the idea is that instead of storing a path, you're actually referencing a MovieClip directly, then using that variable to access this MovieClip

Related

How do I keep a variable consistant even after seperate play sessions?

I have a variable area which stores a number.
When the app is restarted, it is reset back to it's original value. How can I keep area persistent after being closed?
I'm using Flash CS6 for Android
You'll have to save the variable. There's multiple ways to do this but using a SharedObject is the easiest IMO.
First thing is you don't actually create a new instance of the SharedObject class, you instead call the static function getLocal and this sets your variable. So somewhere near the start of your program you'll want something like this:
var gameSave:SharedObject = SharedObject.getLocal("gameSave");
This either creates a new locally persistent shared object if one does not exist or it grabs the one with the same initialized name ("gameSave") on your computer. This way you can access the saved variables across multiple playthroughs.
Now to save a variable you simply use the dataObject on the shared object and write values to it, then you call the function flush when you're done writing values to immediately save the shared object to your computer.
So saving your area value would look something like this:
gameSave.data.area = Main.area;
gameSave.flush();
After that you'll want to set the area value to whatever the saved value is when your game launches:
if (gameSave.data.area !== undefined) Main.area = gameSave.data.area;
We check if the value is undefined because it might not exist yet if you're playing the game for the first time and the area hasn't been saved yet.
Last thing in case you want to expand the scope of this and save more values: you can only write specific values to the shared object. The way I understand it is you can only write certain class types and primitives. If you try to write anything that's not a primitive or the exception classes, it'll automatically convert that item to an Object and it more or less becomes useless. The classes that it can accept that you'll probably use the most are: int, uint, Number, String, Boolean, Object, and Array. It has a few others like ByteArray and XML, but you'll either not use those at all or not use them very frequently. If you want to save any other class type you'll have to add that functionality yourself.

AS3: how to pass by "object"

I was actually looking for a way to pass by reference in AS3 but then it seemed that adobe and lots of people's understanding of pass by reference is different from what I have been taught at the university. I was taught java was pass by value and C++ allowed pass by reference.
I'm not trying to argue what pass by value and reference are. I just want to explain why I'm using pass by object in the question...
Back to the question, I would like to do something like:
public function swapCard(cardA:Cards, cardB:Cards) {
var temp:Cards = cardA;
cardA = cardB;
cardB = temp;
}
...
swapCard(c1, c2);
EDIT: adding two examples on how I'm using the swapCard function
1) in the process of swaping a card between player1 and player2's hand
swapCard(player1.hand[s], player2.hand[t]);
2) in the process of swaping a card between player1's hand and deck
swapCard(player1.hand[s], player1.deck[rand]);
In C++, we only need to add a symbol before the parameters to make it work (and we call THIS pass by reference). But in AS3, cardA and cardB are just pointers to the formal parameters. Here in the function, changing the pointers does not do anything to the formal parameters :(
I have been searching for hours but I couldn't find a way to without knowing all the properties of the Cards.
If I have to change the properties of the cards one by one then maybe I should change swapCard to a static function in class Cards? (because I don't want to expose everything to another class) I'm not sure if this is a good practice either. This is like adding a swap_cars function into class Cars. If I let this happen, what will be next? Wash car, lend car, rent car... I really want to keep the Cards class clean and holds only the details of the card. Is there a possible way to do this properly in AS3?
The kind of swap function that you're trying to implement is not possible in AS3. The input parameters are references to the input objects but the references themselves are passed by value. This means that inside the function you can change the cardA and cardB but those changes will not be visible outside the function.
Edit: I added this portion after you edited your question with sample usage.
It seems like you're trying to swap two objects in 2 different arrays at given array positions in each - you can create a function for this in AS3 but not the way you attempted.
One possible implementation is to pass the arrays themselves and the positions that you're trying to exchange; something like this:
// Assumes arrays and indices are correct.
public function SwapCards(playerHand:Array, playerCardIndex:int,
playerDeck:Array, playerDeckIndex:int):void
{
var tempCard:Card = playerHand[playerHandIndex];
playerHand[playerHandIndex] = playerDeck[playerDeckIndex];
playerDeck[playerDeckIndex] = tempCard;
}
Note that you still exchange references and the arrays themselves are still passed by reference (and the array references are passed by value - you could, if you wanted, change the arrays to new arrays inside this function but you wouldn't see new arrays outside). However, because the array parameters refer to the same arrays inside and outside the function, you can make changes to the contents of the array (or other array properties) and those changes will be visible outside.
This solution is faster than cloning the card because that involves allocating memory for a new Card instance (which is expensive) and that temporary instance will also have to be freed by the garbage collector (which is also expensive).
You mentioned in a comment that you pass cards down to lower levels of code - if you don't have a back reference to the arrays (and the positions of the cards), you will not be able to easily swap cards - in AS3, all input parameters are copies (either the copy of the value for primitive types or the copy of the reference for complex objects - changes to the input parameters in a function will not be visible outside).
EDIT: renaming the function from clone to copyFrom as pointed out by aaron. Seems like clone is supposed to be used as objA = objB.clone()
At this point, I'm adding a copyFrom() function in the Cards class such that
var temp:Cards = new Cards(...);
var a:Cards = new Cards(...);
...
temp.copyFrom(a);
...
temp will be copying everything from a.
public function swapCard(cardA:Cards, cardB:Cards) {
var temp:Cards = new Cards();
temp.copyFrom(cardA);
cardA.copyFrom(cardB);
cardB.copyFrom(temp);
}
I will wait for a week or so to see if there are any other options
You have some good answers already, but based on the comments back-and-forth with me, here's my suggestion (I use "left" and "right" naming because it helps me visualize, but it doesn't matter):
function swapCard(leftCards:Array, leftCard:Card, rightCards:Array, rightCard:Card):void {
var leftIndex:int = leftCards.indexOf(leftCard);
var rightIndex:int = rightCards.indexOf(rightCard);
leftCards[leftIndex] = rightCard;
rightCards[rightIndex] = leftCard;
}
Now you can swap the cards in the two examples you posted like this:
swapCard(player1.hand, player1.hand[s], player2.hand, player2.hand[t]);
swapCard(player1.hand, player1.hand[s], player1.deck, player1.deck[rand]);
However, note that while this swaps the cards in the arrays, it does not swap direct references to the cards in those arrays. In other words:
var a:Card = player1.hand[0];
var b:Card = player2.hand[0];
swapCard(player1.hand, a, player2.hand, b);
// does not change the references a and b, they still refer to the same card
a == player2.hand[0];
a != player1.hand[0];
b == player1.hand[0];
b != player2.hand[0];
Typically, this sort of thing is handled by dispatching a "changed" event so that any code that cares about the state of a player's hand array will know to re-evaluate the state of the hand.
There's a deep misunderstanding going on here. The question is about object reference but the PO is not trying to swap any Object reference at all.
The problem comes from the fact that the PO does not understand the difference between variable and objects. He's trying to swap variable/object reference which is not dynamically possible of course. He wants with a function to make the variable holding a reference to Object A, swap its object reference with another variable. Since Objects can be passed around but not variables (since they are just holders (not pointers)) the task is not possible without a direct use of the given variable.
To resume:
variables are not Objects!
variables hold a reference to an object.
variables cannot be passed in function or referenced in functions because THEY ARE NOT OBJECTS.

method .attachMovie() is no longer supported .Flash to AS3 conversion

I am completing an online tutorial and manipulating it suit my website. I've come across this code...
`// Create a menu item movie clip in the menu_mc instance on the main timeline
// for each item element offsetting each additional further down the screen
var item_mc = menu_mc.attachMovie("movieitem","item"+item_count, item_count);
item_mc._x = item_count * item_spacing;
item_count++;`
The following line gives me a problem (the method is no longer supported)
var item_mc = menu_mc.attachMovie("movieitem","item"+item_count, item_count);
How can i achieve this?
I've tried the following with no joy. message too many arguments?
var mItem:movieitem = new movieitem;
var item_mc = menu_mc.addChild(mItem,mItem+item_count, item_count);
addChild() only accepts 1 argument, which is the display object itself. Also, it looks like you're missing brackets when you create your object and by convention, class names are capitalised.
var mItem:movieitem = new movieitem();
Edit based on my comment
Looking at the documentation for attachMovie() for AS2 (wow, been awhile since I've looked at this), it takes in 3 arguments:
id:String, name:String, depth:Number
Now the id is used to grab a movieclip from the library. This is no longer needed as you've already created a movieclip object from your library in the line before:
var mItem:Movieitem = new Movieitem();
The second argument name is used to create a unique instance name for the created moviclip from the library. You don't really need this. In the line where you create the movieclip (see above), you already have a unique reference you can use to access the movieclip. Interestingly, attachMovie() also returns a reference -I've never ever found a use for the instance names given with the 'name' argument. I just use the reference returned to access it, which you are already doing.
The third argument depth determines which depth the movieclip is placed at. In your case, I am guessing that ' item_count' is just a number that increases, which effectively puts that movie clip at the highest depth when that line is executed. By default, addChild() will automatically do this for you and put the display object (your movieclip) at the highest depth within the parent at the time it is added. So, unless you wanted it at a specific depth/overlapping order, you don't really need to pass this in either. If you did want to add something at a specific depth, look at addChildAt()
Hence as mentioned before, you can just pass in the reference to your movieclip/display object in to addChild().

AS3 create a variable in root from within a function

I have a fairly big swf right now with a bit of coding already. Most vars are created in the root, but now I have a problem.
I want to reload the flash swf (reset), and for that, I need to create a function that destroys all the vars and another one that creates them. At the moment, I have a javascript function that reloads the page, but that really isnt a good solution.
The problem is that when I create a var inside a function, it doesn't get created in "MovieClip(root)", and instead is only related to the function, thus rendering my swf unable to work.
Is there a way to create vars in MovieClip(root) from within a function? Or is there an alternative to what I'm trying to do?
EDIT: Added some example code.
function SetVar():void{
var test:String= new String("foobar");
}
SetVar();
trace(test);
...and the output is:
Scene 1, Layer 'Layer 1', Frame 1, Line 7 1120: Access of undefined property test.
Which is normal, because the "var test" is not global, so it was lost when the function ended. I want to make it so the function "SetVar()" adds the vars to the root, or global.
You need to read up on how scope works.
Basically:
An object declared within another object (be it a Class, Function, Object, or Loop), is only available within that specific object or loop iteration.
Object scope is inherited by children, not by parents. So a function within a class has access to an object declared within that class, but a class does not have access to an object declared within a function
A parent (or any other object) can access objects declared within child classes, but only if it is a public object
So looking at those basic rules (they are very, very basic. If you are just starting out, I urge you to do some proper research into object scope in OOP. It is the basis of everything you will do in dozens of languages), you are declaring an object in a function and trying to access it from outside that function. This breaks Rule #1 from above.
Instead, try this:
var test:String;
function setVar():void{
this.test = 'foorBar';
}
trace(test); //output: null (undeclared)
setVar();
trace(this.test); // output: fooBar
Looking at this, I did two things:
I moved the declaration of test into global space, meaning any object in that object will have access to it
I renamed SetVar to setVar. This has nothing to do with your question, but in AS3, the standard naming conventions dictate you use lowerCaseCamelCase for all objects (including functions), UpperCaseCamelCase for all Class names, and lowercasename for all package names. Again, unrelated but it is good to learn.
Now, ideally, you would probably want to do that setVar function slightly differently. To allow for better abstraction (basically making your code as generic an reusable as possible), you would want to return the value from the function rather than manually set the variable in the function.
var test:String;
var anotherTest:String;
function setVar():String {
return 'foorBar';
}
this.text = setVar();
this.anotherTest = setVar();
trace(this.test); // output: fooBar
trace(this.anotherTest); // output: fooBar
So that allows you to use that function with any String variable imaginable. Obviously, that is not very useful here since it doesn't do any logic. But I am sure you can see how that could be expanded with more code to make it more dynamic and much more useful
EDIT: As an afterthought, I used the this keyword. In AS3 (and a few other languages), this refers to the scope of the current class (or current frame, in case of timeline frame coding). So this.test refers to a variable test declared in the scope of the frame or class.
I am not entirely sure what you are looking for because there is no code associated with your question. However I will impart a bit of information I feel relates to the subject.
if you declare your variables in the class then you can reference them from a function as such:
package{
import flash.display.MovieClip;
public class DocumentClass extends MovieClip{
public var example:String = 'dog';
public function DocumentClass(){
trace(example); // dog
testFctn();
trace(example); // frog
}
public function testFctn(){
example = 'frog'
}
}
}
if you want to reference the variable of a parent class this.parent['variableName'] can be useful too. or a sibling of your working class sharing a parent class, this.parent['childClass']['variableName'] ...
Since you are declaring the variable within the function, its scope is restricted to that function only.
Try declaring the variable outside the function and initializing it in the function instead.
You should then be able to access it from root.
But if you wish to declare a variable on root from within a function (highly unusual requirement) then you can try doing:
document["variableName'] = value;
or
root["variableName'] = value;
inside the function.

What does a period with a name before a function mean when calling it in Arduino code (C/C++)?

What does a period with a name before a function mean when calling it in Arduino code (C/C++)?
For example, I am using an OLED display library and one function is called like this:
display.setTextSize(1);
I know what this function does, but what does the syntax mean where there is some variable "display" or something before it?
In other words, why is a function called this way versus a normal call with just the function name and input?
"display" is an instance of an object, or a reference to some global/system variable. The "setTextSize" method is a member of that object. The end result means that you are setting the text size of, or on, "display".
This lets you do things more concisely by being able to say display.setTextSize(1), foo.setTextSize(1) and bar.setTextSize(1) without having to specify unique functions for each different item on which you are setting the text size.
Within setTextSize you will probably see "this". "this" in only this one instance means "display". If you used bar.setTextSize(1), "this" would mean "bar" and so on.
I could be incredibly wrong, but I think its got to do with structures. In the arduino environment there's a few different functions that revolve around using serial communication. They have it set up as a library that gets called on whenever you use Serial.something();
The something could be any of the functions that is part of serial, like Serial.read();
EDIT forgot to put a source in. http://arduino.cc/en/Reference/Serial
Apologies if I'm way off, still new at this, and also can't figure out how to just make a comment.