Flash AS3, How to pause a loop for seconds - loops

I have this AS3 script (it works fine), I just want to make the loop to pause for seconds each time then it can continue looping. Like if I like it to stop for Milliseconds.Thanks
var myText:String;
var counter:int = 0;
var format : TextFormat = new TextFormat();
format.size = 16;
format.font = "Verdana";
format.bold = true;
format.color = 0x000000;
var textField : TextField = new TextField();
textField.width = 200;
textField.height = 50;
textField.selectable = false;
textField.wordWrap = true;
textField.defaultTextFormat = format;
textField.x = textField.y =0;
addChild(textField);
var textLoader:URLLoader = new URLLoader(new URLRequest("text.txt"));
textLoader.addEventListener(Event.COMPLETE, function(e:Event){initText(e.target.data);});
function initText(string:String):void{
myText = string;
addEventListener(Event.ENTER_FRAME, writeText);
}
function writeText(e:Event):void{
if (counter <= myText.length){
textField.text = myText.substr(0,counter);
counter++;
/*What I can put here to make it pause for a while*/
}
else{
removeEventListener(Event.ENTER_FRAME,writeText);
}
}

Your code is fine, you need to tweak it a little bit.
function initText(string:String):void
{
myText = string;
addEventListener(Event.ENTER_FRAME, writeText);
}
// Variable to keep the next print time in milliseconds.
var nextPrint:int;
function writeText(e:Event):void
{
// Function getTimer() returns time in milliseconds since app start.
// Skip this frame if time is not right.
if (getTimer() < nextPrint) return;
// Variable nextPrint is initially 0 so the first char will print immediately.
if (counter <= myText.length)
{
textField.text = myText.substr(0, counter);
counter++;
/*What I can put here to make it pause for a while*/
// Print next character in ~100 ms.
nextPrint = getTimer() + 100;
}
else
{
removeEventListener(Event.ENTER_FRAME, writeText);
}
}

Related

Generate Random Number Using math.random, But Without Repeats

For a yearly Christmas event for an organization I'm a part of, we usually hold a raffle where people have the opportunity to win free prizes by just attending and getting a number ticket at the door. We use a program written in Flash (Using ActionScript 2.0) that selects a random number utilizing math.random, with some parameters attached to it, as shown below:
//maxNr = 999999999999999;
initRandom = function(){
var nr = Math.ceil(Math.ceil(Math.random()*(maxNr));
var nrString = "";
for( var j=0; j<(maxNr.toString().length-nr.toString().length); j++){
nrString += "0";
}
nrString += nr.toString();
var holder = this.createEmptyMovieClip("holder",1);
for( i=0; i<maxNr.toString().length; i++ ){
var mc = holder.attachMovie("number","n"+i,i+10);
mc._x = i*350;
mc.anim_mc.gotoAndPlay( Math.floor(Math.random()*9) + 1 );
this["iv"+i] = setInterval( this, "revealNumber", 2000 + (500*i), nrString.substr(i,1), i );
}
// scale (if needed) and center
if( holder._width > Stage.width ){
holder._width = Stage.width;
holder._yscale = holder._xscale;
}
holder._x = Stage.width/2 - holder._width/2;
holder._y = 100;
// buttons
back_btn.onRelease = function(){
for(item in holder){
holder[item].removeMovieClip();
}
gotoAndStop("intro");
}
}
revealNumber = function( digit, i ){
clearInterval( this["iv"+i] );
holder["n"+i].gotoAndStop("done");
holder["n"+i]["number_txt"].text = digit;
}
initRandom();
stop();
It's meant to return a random number between 1 and 1000, as defined by:
go_btn.onRelease = function(){
maxNr = Math.max( 1000 , 1 );
gotoAndStop("random");
}
stop();
It was written by a member of our organization who unfortunately passed away during the year, and I have little to no programming knowledge but I am a quick learner and have actually modified some of the code to get to the point it is currently. However, I'm trying to add in a parameter that would disallow the function from repeating a number, ie, excluding an already generated number from being reselected.
I've spent days scouring any resource possible and have only met dead ends.
With the approach currently taken, is it possible to add in this parameter to this existing code, and how can I go about doing that?
Any help, suggestion or reply would be very greatly appreciated!
package
{
public class RandomGenerator
{
private var _st:Number;
private var _en:Number;
private var _len:Number;
private var _pos:Number;
private var _numPos:Number;
private var _myNums:Array;
private var _randNums:Array;
public function RandomGenerator(en:Number, st:Number = 0)
{
_st = st;
_en = en;
// just in case if params order mixup:
if(en < st){
_st = en;
_en = st;
}
_len = _en - _st + 1;
shuffle();
}
public function getNum():Number
{
// if passed last item:
if(_numPos == _len)shuffle();
var myResult:Number = _randNums[_numPos];
_numPos++;
return myResult;
}
private function shuffle():void
{
_numPos = 0;
_randNums = [];
_myNums = [];
// Creating Numbers Array:
var i:Number;
for(i = 0; i<_len; i++){ _myNums[i] = _st + i; }
// Creating shuffled Numbers Array:
i = 0;
while(_myNums.length > 0){
_pos = Math.round(Math.random()*(_myNums.length-1));
_randNums[i] = _myNums[_pos];
i++;
_myNums.splice(_pos,1);
}
}
public function get len():Number
{
return _len;
}
}
}
make an object from this class for example cardGenerator:RandomGenerator = new RandomGenerator(51, 0) and finally you can get random number without repeat with this codes:
for (var i:int = 0; i < cardGenerator.len; i++) {
trace(cardGenerator.getNum());
}
My AS2 is a bit rusty, but I think the following script explains the general idea. You need some registry to record generated numbers so you can skip them next time you generate one. I used the _global object so that this logic transcends even multiple instances of the following script.
// Create an Array to record generated numbers.
// The _global object is always present and can be accessed from anywhere.
if (_global.uniqueNr == undefined)
{
_global.uniqueNr = [];
}
function initRandom()
{
var nr;
do
{
nr = Math.ceil(Math.ceil(Math.random()*(maxNr));
}
while (_global.uniqueNr[nr] == true);
// Record the newly generated number so it would never drop again.
_global.uniqueNr[nr] = true;
// At this point you can be sure that "nr" contains a unique value.

Drag and Drop Arrays AS3

I'm trying to create a drag and drop game in Actionscript 3 using mostly arrays. I'm doing it on a simpler game first before going to the main game because I need to know how the codes work first.
The simpler game is just there are two squares and two circles. The two squares are on a different array while the two circles are in the same one. What should happen is that when either circles hit (hitTestPoint) the right square, their x and y becomes the center of the square. (like it clicks to the center). And when either circles hit the left square, it should return the circles to their last position (doesn't have to be their original position).
Here's the code:
package
{
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.display.DisplayObject;
import flash.geom.Point;
import flash.events.Event;
public class MC_MAIN extends MovieClip
{
var mc1:mc_circle;
var mc2:mc_circle;
var mc3:mc_square;
var mc4:mc_square;
var Shapes:Array;
var Target:Array;
var WTarget:Array;
var newPlace:Point;
public function MC_MAIN()
{
// constructor code
init();
}
function init():void
{
Shapes = new Array ;
Target = new Array ;
WTarget = new Array ;
mc3 = new mc_square();
mc3.height = 75;
mc3.width = 75;
mc3.x = 400;
mc3.y = 200;
Target.push(mc3);
addChild(mc3);
mc4 = new mc_square();
mc4.height = 75;
mc4.width = 75;
mc4.x = 150;
mc4.y = 200;
WTarget.push(mc4);
addChild(mc4);
mc1 = new mc_circle();
mc1.height = 25;
mc1.width = 25;
mc1.x = 100;
mc1.y = 100;
Shapes.push(mc1);
addChild(mc1);
mc2 = new mc_circle();
mc2.height = 25;
mc2.width = 25;
mc2.x = 200;
mc2.y = 200;
Shapes.push(mc2);
addChild(mc2);
for (var i:int = 0; i<Shapes.length; i++)
{
Shapes[i].addEventListener(MouseEvent.MOUSE_DOWN, DRG);
Shapes[i].addEventListener(MouseEvent.MOUSE_UP, SDRG);
}
}
function DRG(e:MouseEvent):void
{
e.currentTarget.startDrag();
}
function SDRG(e:MouseEvent):void
{
e.currentTarget.stopDrag();
for (var m:int = 0; m<Shapes.length; m++)
{
newPlace = new Point(Shapes[m].x,Shapes[m].y);
}
trace(newPlace);
for (var a:int = 0; a<Target.length; a++)
{
for (var b:int = 0; b<Shapes.length; b++)
{
if (Target[a].hitTestPoint(Shapes[b].x,Shapes[b].y))
{
Shapes[b].x = Target[a].x;
Shapes[b].y = Target[a].y;
}
}
}
for (var c:int = 0; c<WTarget.length; c++)
{
for (var d:int = 0; d<Shapes.length; d++)
{
if (WTarget[c].hitTestPoint(Shapes[d].x,Shapes[d].y))
{
Shapes[d].x = newPlace.x;
Shapes[d].y = newPlace.y;
}
}
}
}
}
}
What happens is that the code for the left square doesn't work but their are no syntax errors. Nothing happens when either circles hit the left square.
And when I'm trying to trace the position of the circles, It just shows the x & y coordinate of only one of them. (I guess it's tracing the first object of the array which is at index 0. I'm just asking if I guessed right for this part.)
I is a bit difficult to follow the logic and there are some points that doesn't make much sense like:
for (var m:int = 0; m<Shapes.length; m++)
{
newPlace = new Point(Shapes[m].x,Shapes[m].y);
}
newPlace will be the position of the last shape in Shapes, so the loop is fairly useless.
I guess what you need is something like that:
public class MC_MAIN extends MovieClip
{
private leftSquares:Array;
private rightSquares:Array;
//more of the members from above
private startPos:Point;
//init the thing and add left and right squares
//to there respective Array
function DRG(e:MouseEvent):void
{
var t:DisplayObject = e.currentTarget;
//save the starting position
startPos = new Point(t.x,t.y);
t.startDrag();
}
function SDRG(e:MouseEvent):void {
var t:DisplayObject = e.currentTarget;
//find all squares from the left
//the target »hits«
var leftHits:Array = leftSquares.filter(
function (square:DisplayObject) {
return square.hitTestPoint(t.x, t.y);
});
//same for the right
var leftHits:Array = rightSquares.filter(
function (square:DisplayObject) {
return square.hitTestPoint(t.x, t.y);
});
//now you can apply the logic
//based on the hit Test result
//this way you can handle the case
//if it hits both, to throw an error
//or alike
if(leftHits.length > 0) {
//reset position
t.x = startPos.x;
t.y = startPos.y;
}
else if (rightHits.length > 0) {
//set the position tp the desired item in rightHits
}
else {
}
}
}
Please not that my Action Script skills haven't been used for a long time, so the code above might not compile. It is meant to illustrate the idea. Important are the following steps:
1. Save the starting position, to be able to reset it
2. Sort the `squares` in respective lists for left and right
3. Hit test both and apply the logic.

My for loop won't display my object, but no errors show up

For some reason my for loop isn't working, the enemies won't spawn and nothing appears in the Output when I used trace. However, there also is no error, so I'm wondering what the issue is.
Here is my code:
var playerX = 0;
var playerY = 0;
var mapWidth = 5000;
var mapHeight = 5000;
//enemy
var myEnemies:Array = new Array();
var enemySprite:Sprite;
var Enemy:enemy;
var enemyCount:int = 0;
//event listeners
stage.addEventListener(Event.ENTER_FRAME, spawnEnemies);
//spawn enemies
function spawnEnemies(spawn:Event) {
if (enemyCount < 20) {
for (var i = 0; i < myEnemies.length; i++) {
enemySprite = new Sprite();
this.addChild(enemySprite);
Enemy = new enemy();
Enemy.x = (Math.random() * this.width);
Enemy.y = (Math.random() * this.height);
enemySprite.addChild(Enemy);
enemyCount++;
myEnemies[enemyCount] = enemySprite;
trace(myEnemies.length);
}
stage.addEventListener(Event.ENTER_FRAME, moveEnemy);
}
}
//move the enemies
function moveEnemy(enemyMovement:Event){
for (var k = 0; k < myEnemies.length; k++) {
trace("move enemy");
if (myEnemies[k].y > playerY) {
myEnemies[k].y -= 1;
myEnemies[k].rotation = 0;
}
else if (myEnemies[k].x < playerX) {
myEnemies[k].x += 1;
myEnemies[k].rotation = 90;
}
else if (myEnemies[k].y < playerY) {
myEnemies[k].y += 1;
myEnemies[k].rotation = 180;
}
else {
myEnemies[k].x -= 1;
myEnemies[k].rotation = 270;
}
}
}
Thank you for your help!
OK, I did not work with AS3 for a long time, but... Why do you expect new enemies to be created if myEnemies length is 0?
Also, you created two different ENTER_FRAME functions and there is no need to do that. Create only one function and call it for exmaple update:
private function update(e:event)
{
}
stage.addEventListener(Event.ENTER_FRAME, update);
You should not create new sprites using for loop inside ENTER_FRAME function, because this function runs 30 or more times in a second.
Create for loop inside "init" or "create" function, unless you want to update code on each frame.
Add 10 enemies:
for (var i = 0; i < 10; i++) {
Enemy = new enemy();
Enemy.x = (Math.random() * this.width);
Enemy.y = (Math.random() * this.height);
this.addChild(Enemy);
// add it to array
myEnemies.push(Enemy);
}
You cannot use myEnemies to create new Enemy sprite because it's empty, so you create 0 enemies. If you want to create 10 enemies use this code, or simple change number 10 to any number you want.

Submit Best time to the new scene unity3d

It's my timer that counts time. Is it possible when the game gets to the new scene automatically insert the previous scene's best time? what code should i insert in the new scene to expose the best time?
/**
* TIMER (JAVASCRIPT)
* Copyright (c) gameDev7
*
* This is an HH:MM:SS count down/up timer
* Includes functions for pausing timer
*
* TIP: Search where to place your functions
* 1. Press Cntrl/Cmd + F
* 2a. Type UP for count up timer (CAPS)
* 2b. Type DOWN for count down timer (CAPS)
* 3. Check Match whole word only
* 4. Check Match case
* 5. Click Find Next
*/
/// INPUT VARIABLES
var timerStyle:GUIStyle;
var countdown:boolean = false; //switches between countdown and countup
var hours:float = 0f;
var minutes:float = 1f;
var seconds:float = 30f;
var printDebug:boolean = false; //for debugging purposes
/// CALCULATION VARIABLES
private var pauseTimer:boolean = false;
private var timer:float = 0f;
private var hrs:float = 0f;
private var min:float = 0f;
private var sec:float = 0f;
/// DISPLAY VARIABLES
private var strHours:String = "00";
private var strMinutes:String = "00";
private var strSeconds:String = "00";
private var strHrs:String = "00";
private var strMin:String = "00";
private var strSec:String = "00";
private var message:String = "Timing...";
// Use this for initialization
//end start
// Update is called once per frame
function Update () {
if(Input.GetKeyUp("j")) {
if(pauseTimer) {
pauseTimer = false;
} else {
pauseTimer = true;
}//end if
if(printDebug) print("TimerJS - Paused: " + pauseTimer);
}//end if
if(pauseTimer) {
message = "Timer paused";
Time.timeScale = 0;
} else {
//message = "Timer resumed";
Time.timeScale = 1;
}//end if
if(seconds > 59) {
message = "Seconds must be less than 59!";
return;
} else if (minutes > 59) {
message = "Minutes must be less than 59!";
} else {
FindTimer();
}//end if
}//end update
/* TIMER FUNCTIONS */
//Checks which Timer has been initiated
function FindTimer() {
if(!countdown) {
CountUp();
} else
{
CountDown();
}//end if
}//end FindTimer
//Timer starts at 00:00:00 and counts up until reaches Time limit
function CountUp() {
timer += Time.deltaTime;
if(timer >= 1f) {
sec++;
timer = 0f;
}//end if
if(sec >= 60) {
min++;
sec = 0f;
}//end if
if(min >= 60) {
hrs++;
min = 0f;
}//end if
if(sec >= seconds && min >= minutes && hrs >= hours) {
sec = seconds;
min = minutes;
hrs = hours;
message = "Time limit reached!";
if(printDebug) print("TimerJS - Out of time!");
///----- TODO: UP -----\\\
}//end if
}//end countUp
//Timer starts at specified time and counts down until it reaches 00:00:00
function CountDown() {
timer -= Time.deltaTime;
if(timer <= -1f) {
sec--;
timer = 0f;
}//end if
if(hrs <= 0f) {
hrs = 0f;
}//end if
if(min <= 0f) {
hrs--;
min = 59f;
}//end if
if(sec <= 0f) {
min--;
sec = 59f;
}//end if
if(sec <= 0 && min <= 0 && hrs <= 0) {
sec = 0;
min = 0;
hrs = 0;
message = "Time's Up!";
if(printDebug) print("TimerJS - Out of time!");
///----- TODO: DOWN -----\\\
}//end if
}//end countDown
function FormatTimer () {
if(sec < 10) {
strSec = "0" + sec.ToString();
} else {
strSec = sec.ToString();
}//end if
if(min < 10) {
strMin = "0" + min.ToString();
} else {
strMin = min.ToString();
}//end if
if(hrs < 10) {
strHrs = "0" + hrs.ToString();
} else {
strHrs = hrs.ToString();
}//end if
if(seconds < 10) {
strSeconds = "0" + seconds.ToString();
} else {
strSeconds = seconds.ToString();
}//end if
if(minutes < 10) {
strMinutes = "0" + minutes.ToString();
} else {
strMinutes = minutes.ToString();
}//end if
if(hours < 10) {
strHours = "0" + hours.ToString();
} else {
strHours = hours.ToString();
}//end if
}//end formatTimer
/* DISPLAY TIMER */
function OnGUI () {
FormatTimer();
if(!countdown) {
GUI.Label(new Rect(Screen.width/4-155,Screen.height/3-10,200,90), strHrs + ":" + strMin + ":" + strSec + "", timerStyle);
} //end if
}//end onGui
/* GETTERS & SETTERS */
public function GetPaused() { return pauseTimer; }
public function SetPaused(val:boolean) { pauseTimer = val; }
public function GetSec() { return sec; }
public function GetMin() { return min; }
public function GetHrs() { return hrs; }
public function GetMessage() { return message; }
public function SetMessage(val:String) { message = val; }
Save your best time as a static variable in your Timer script (or whatever you have named it): static var bestTime = 01:32:12.
You can then access it globally from any other script (such as one used on a different scene) as: Timer.bestTime.
You could save the time as a static variable which will make it available across scenes. Alternatively you could use DontDestroyOnLoad(gameObject) to preserve the game object that contains that script which means the game object and all the values of the components attached to it will retain their values. Be careful of using the second approach because if you go back to the scene that originally had the object, you will have duplicates. I believe the best solution in this case would be to just use a static variable and use it across all scenes.

AS3 - Remove spaces from an array for word game

I'm building a word search game using the following AS3 code. My problem is I need to have spaces in my array of words, so that I can have things like states names, but I need the spaces removed before the words go into the puzzle.
The other concern is also that when a person selects a word from the puzzle will it still match the word in the list even though the word in the list still has a space.
I've struggled with this for a few days now and could use some help.
I've pasted all appropriate code below, I believe. Thanks.
Rich
// words and grid
private var wordList:Array;
private var usedWords:Array;
private var grid:Array;
// sprites
private var letterSprites:Sprite;
private var wordsSprite:Sprite;
wordList = ("New York,New Jersey,South Carolina,North Carolina").split(",");
// set up the sprites
gameSprite = new Sprite();
addChild(gameSprite);
letterSprites = new Sprite();
gameSprite.addChild(letterSprites);
wordsSprite = new Sprite();
gameSprite.addChild(wordsSprite);
// array of letters
var letters:Array = placeLetters();
// create word list fields and sprites
for(var i:int=0;i<usedWords.length;i++) {
var newWord:TextField = new TextField();
newWord.defaultTextFormat = letterFormatForList;
if(i < 20){ // first list
newWord.x = listXposition;
newWord.y = i*spacingForList+listYposition;
} else { // second list
newWord.x = listXposition + 130;
newWord.y = i*spacingForList+listYposition - (20 * 19);
}
newWord.width = 135;
newWord.height = spacingForList;
newWord.text = usedWords[i];
newWord.selectable = false;
wordsSprite.addChild(newWord);
}
// set game state
dragMode = "none";
numFound = 0;
}
// place the words in a grid of letters
public 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 > wordsLeft) {
if (repeatTimes-- <= 0) break;
// pick a random word, location and direction
var wordNum:int = Math.floor(Math.random()*wordListCopy.length);
var word:String = 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 thisLetter:String = 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
public function clickLetter(event:MouseEvent) {
var letter:String = event.currentTarget.getChildAt(0).text;
startPoint = findGridPoint(event.currentTarget);
dragMode = "drag";
}
// player dragging over letters
public 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,0xCCCCCC);
}
}
}
// mouse released
public 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
public function findGridPoint(letterSprite:Object):Point {
// 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
public function isValidRange(p1,p2:Point):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
public function drawOutline(s:Sprite,p1,p2:Point,c:Number) {
var off:Point = 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-3);
s.graphics.lineTo(p2.x*spacing+off.x ,p2.y*spacing+off.y-3);
}
// find selected letters based on start and end points
public function getSelectedWord():String {
// 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 word:String = "";
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
public function checkWord(word:String) {
// 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 reverseWord:String = word.split("").reverse().join("");
if (reverseWord == usedWords[i].toUpperCase()) {
foundWord(reverseWord);
}
}
}
// word found, remove from list, make outline permanent
public function foundWord(word:String) {
sndSuccess=new success_sound();
sndSuccessChannel=sndSuccess.play(200);
so.data.totalWordsFound = so.data.totalWordsFound + 1;
so.flush();
// draw outline in permanent sprite
drawOutline(oldOutlineSprite,startPoint,endPoint,0xDDDDDD);
// find text field and set it to gray
for(var i:int=0;i<wordsSprite.numChildren;i++) {
if (TextField(wordsSprite.getChildAt(i)).text.toUpperCase() == word) {
TextField(wordsSprite.getChildAt(i)).textColor = 0x777777;
}
}
// see if all have been found
numFound++;
if (numFound == usedWords.length) {
if (so.data.difficulty == "Easy") {
so.data.easyWon = so.data.easyWon + 1;
}
if (so.data.difficulty == "Medium") {
so.data.mediumWon = so.data.mediumWon + 1;
}
if (so.data.difficulty == "Hard") {
so.data.hardWon = so.data.hardWon + 1;
}
so.flush();
endGame();
}
}
I'm hesitant to post an answer as I'm not really sure what's going on, but hopefully this info will help:
Keep your words in the arrays with spaces, that's a good idea. When you want to check against the words in your game, just convert both words to the same format using a function. eg:
var wordList:Array = ("New York,New Jersey,South Carolina,North Carolina").split(",");
var selectedWord:String = "NEWYORK";
// minWord converts all words to the same format of no spaces and all lower case.
function minWord(word:String):String {
return word.replace(/\s/g, "").toLowerCase();
}
// this loop checks all the words from your array against the selectedWord.
for each(var word:String in wordList) {
trace(minWord(word) + " == " + minWord(selectedWord) + "; ", minWord(word) == minWord(selectedWord));
}
Hope that helps!

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