In Angular 1 my code looked like this:I have 2 dictionaries and functions
var rus = {"hello" : "привет",
"text":"текст",
"home":"дом"};
var eng = {"hello":"hello",
"text":"text",
"home":"home"};
$scope.selectedLang = rus;
translate();
function translate() {
$scope.hello = $scope.selectedLang["hello"];
$scope.text = $scope.selectedLang["text"];
$scope.home = $scope.selectedLang["home"];
}
$scope.switchLang = function(lang) {
if(lang == "rus") {
$scope.selectedLang = rus;
} else {
$scope.selectedLang = eng;
}
translate();
};
But now I need to make this in angular 2. How can I do this?
I have included only class logic here,hope this helps:
export class AppComponent implements OnInit{
public hello:any;
public text:any;
public home:any;
private rus = {
"hello" : "привет",
"text":"текст",
"home":"дом"
};
private eng = {
"hello":"hello",
"text":"text",
"home":"home"
};
private selectedLang:any;
ngOnInit(){
this.selectedLang = this.rus;
this.switchLang('rus'); //calling switchLang() method
}
private selectedLang = this.rus;
translate() {
this.hello = this.selectedLang["hello"];
this.text = this.selectedLang["text"];
this.home = this.selectedLang["home"];
}
switchLang (lang:string){
if(lang == "rus") {
this.selectedLang = this.rus;
} else {
this.selectedLang = this.eng;
}
this.translate();
}
}
Related
I'm working on a angular application but I ran into a problem I cant find the solution to. I'm trying to patch some preselected values to a form control (mat-select multiple) but it just wont show the values. It works fine with the control above (food), but when I try to bind to the multiple choice list, the values wont show.
//Here is my code:
#Component({
selector: 'app-add-edit',
templateUrl: './add-edit.component.html',
styleUrls: ['./add-edit.component.less']
})
export class AddEditComponent implements OnInit {
pageTitle = '';
order: Order;
filteredUsers: User[] = [];
id: number;
orderToDisplay: Order = new Order();
orderForm: FormGroup = new FormGroup({
food: new FormControl('', [Validators.required]),
usersOrdering: new FormControl('', [Validators.required])
});
constructor(private dialogRef: MatDialogRef<AddEditComponent>,
private ordersService: OrdersService,
#Inject(MAT_DIALOG_DATA) public data: any,
private fb: FormBuilder) { }
usersSelected: User[];
ngOnInit(): void {
this.id = this.data.orderId;
if (this.id == 0) {
this.pageTitle = 'Add a new order';
this.order = new Order();
} else {
this.pageTitle = 'Edit the order';
this.getOrder(this.id);
}
this.filterUsers(this.id);
}
save(): void {
if (this.orderForm.valid) {
if (this.orderForm.dirty) {
this.usersSelected = this.orderForm.controls['usersOrdering'].value;
if (this.id == 0) {
this.order.food = this.orderForm.controls['food'].value;
this.order.orderCount = this.usersSelected.length;
this.order.restaurantId = this.data.restaurantId;
this.order.usersOrdering = this.usersSelected;
this.ordersService.addOrder(this.order)
.subscribe(data => {
this.dialogRef.close(true);
});
} else {
this.order.id = this.id;
this.order.food = this.orderForm.controls['food'].value;
this.order.orderCount = this.usersSelected.length;
this.order.usersOrdering = this.usersSelected;
this.ordersService.updateOrder(this.order)
.subscribe(data => {
this.dialogRef.close(true);
});
}
}
} else
console.log('form is invalid')
}
dismiss(): void {
this.dialogRef.close(false);
}
displayOrder(o: Order): void {
if (this.orderForm) {
this.orderForm.reset();
}
this.order = o;
console.log(this.order.usersOrdering);
this.orderForm.patchValue({
food: this.order.food,
usersOrdering: this.order.usersOrdering
});
this.orderForm.updateValueAndValidity();
}
filterUsers(orderId: number) {
this.ordersService.filterUsers(orderId)
.subscribe(data => {
this.filteredUsers = data;
});
}
getOrder(id: number) {
this.ordersService.getOrder(id)
.subscribe(data => {
this.order = data;
this.displayOrder(this.order);
});
}
public Models.ManagedUsersPart GetManagedUsers(int ManagedUsersId)
{
return _cacheManager.Get(ManagedUsersId, ctx =>
{
MonitorManagedUserSignal(ctx, ManagedUsersId);
Timer = new Timer(t => DoUpdate(_contentManager,ManagedUsersId), "c", TimeSpan.FromMinutes(2), TimeSpan.FromMilliseconds(-1));
var managedusers = _contentManager.Get<ManagedUsersPart>(ManagedUsersId);
return managedusers;
});
}
and this is my DoUpdate function:
public void DoUpdate(IContentManager contentmanager,int ManagedUsersId)
{
var transation = _iworkcontext.CreateWorkContextScope().Resolve<ITransactionManager>();
transation.RequireNew();
var manager = getmanager();
var modifiemanageruser = manager.Get<ManagedUsersPart>(ManagedUsersId);
var modi = GetManagedUsers(ManagedUsersId);
modifiemanageruser.InvitedCount = modi.InvitedCount;
}
and ,this is my getmanager function:
public IContentManager getmanager()
{
if (Timermanager == null)
{
Timermanager = _iworkcontext.CreateWorkContextScope().Resolve<IContentManager>();
}
return Timermanager;
}
The question is "modifiemanageruser.InvitedCount = modi.InvitedCount"
this code does not persist update to database,anyone can help?
I'm making a basic Galaga type game in Flash and have been running into issues. This is my first time really messing with ActionScript.
I created an Array for my Enemies and would like to know how I would go about having them spawn in their own respective locations, like in Galaga and then have them move uniformly form left to right while descending once reaching the edge of the stage.
Game
package
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
public class SpaceVigilanteGame extends MovieClip
{
public var army:Array;
public var avatar:Avatar;
public var gameTimer:Timer;
public var useMouseControl:Boolean;
public var rightKeyIsBeingPressed:Boolean;
public var leftKeyIsBeingPressed:Boolean;
var gameWidth:int = 0;
var gameHeight:int = 0;
public function SpaceVigilanteGame()
{ useMouseControl = false;
leftKeyIsBeingPressed = false;
rightKeyIsBeingPressed = false;
army = new Array();
var newEnemy = new Enemy( 60, 30 );
army.push( newEnemy );
addChild( newEnemy );
avatar = new Avatar();
addChild( avatar );
if ( useMouseControl )
{
avatar.x = mouseX;
avatar.y = mouseY;
}
else
{
avatar.x = 50;
avatar.y = 400;
}
gameWidth = stage.stageWidth;
gameHeight = stage.stageHeight;
gameTimer = new Timer( 25 );
gameTimer.addEventListener( TimerEvent.TIMER, moveEnemy );
gameTimer.addEventListener( TimerEvent.TIMER, moveAvatar );
gameTimer.start();
stage.addEventListener( KeyboardEvent.KEY_DOWN, onKeyPress );
stage.addEventListener( KeyboardEvent.KEY_UP, onKeyRelease );
function onKeyPress( keyboardEvent:KeyboardEvent ):void
{
if ( keyboardEvent.keyCode == Keyboard.RIGHT )
{
rightKeyIsBeingPressed = true;
}
else if ( keyboardEvent.keyCode == Keyboard.LEFT )
{
leftKeyIsBeingPressed = true;
}
}
function onKeyRelease( keyboardEvent:KeyboardEvent ):void
{
if ( keyboardEvent.keyCode == Keyboard.RIGHT )
{
rightKeyIsBeingPressed = false;
}
else if (keyboardEvent.keyCode ==Keyboard.LEFT )
{
leftKeyIsBeingPressed = false;
}
}
}
public function moveEnemy( timerEvent:TimerEvent ):void
{
for each ( var enemy:Enemy in army )
{
}
//enemy.moveDownABit();
if(enemy.x+enemy.width+2<=gameWidth)
{
enemy.moveRight();
}
else if(enemy.y+enemy.height+2<=gameHeight)
{
enemy.moveDown();
}
else if(enemy.x-2>=0)
{
enemy.moveLeft();
}
else if(enemy.y-2>=0)
{
enemy.moveUp();
}
}
public function moveAvatar( timerEvent:TimerEvent ):void
{
if ( useMouseControl )
{
avatar.x = mouseX;
avatar.y = mouseY;
}
else if ( rightKeyIsBeingPressed )
{
avatar.moveRight();
}
else if ( leftKeyIsBeingPressed )
{
avatar.moveLeft();
}
}
}
}
Enemy Class
package
{
import flash.display.MovieClip;
public class Enemy extends MovieClip
{
public function Enemy( startX:Number, startY:Number )
{
x = startX;
y = startY;
}
public function moveRight():void
{
x = x + 2;
}
public function moveDown():void
{
y = y + 2;
}
public function moveLeft():void
{
x = x - 2;
}
public function moveUp():void
{
y = y - 2;
}
}
}
I would suggest that during the enemy instantiation (of which there seems to be only one), you should be setting the locations respective of one another.
as an example:
your code currently does this:
var newEnemy = new Enemy( 60, 30 );
army.push( newEnemy );
addChild( newEnemy );
Perhaps it should do something like this:
for(var x:int = 0; x< ARMY_WIDTH; x++)
{
for(var y:int = 0; y < ARMY_HEIGHT; y++)
{
army.push(new Enemy(60 + x * X_GAP, 30 + y *Y_GAP));
this.addChild(army[army.length-1]);
}
}
Now, I've made a lot of assumptions in the above code; I've invented constants that you may not have, and I've only solved your immediate problem. Ideally you're going to need to look at more advanced solutions for your issue, something like a factory class that creates your enemies for you, or recycles them from a pool of enemies.
However, you're just starting out and you will figure a lot of this stuff out in time. Good luck in your project and I hope you keep up developing your skills :)
I am trying to create a cone of vision for my enemy class. Right now it checks to see if the player is within a radius before moving towards them and will move around randomly if they are not. I want to give it vision so the enemy does not always rotate towards the player.
Enemy Class
package
{
import flash.automation.ActionGenerator;
import flash.events.Event;
import flash.geom.Point;
public class Enemy extends GameObject
{
var isDead:Boolean = false;
var speed:Number = 3;
var originalValue:Number = 50;
var changeDirection:Number = originalValue;
var checkDirection:Number = 49;
var numberGen:Number;
//var startTime:int = getTimer();
//var $timer = getTimer();
//var myTimer:int = getTimer();
//var moveTimer:int = timer - $timer;
public function Enemy()
{
super();
target = target_mc;
}
override public function update():void
{
movement();
}
private function movement():void
{
if (changeDirection >= 0)
{
if (changeDirection > checkDirection)
{
numberGen = (Math.random() * 360) / 180 * Math.PI;
}
var velocity:Point = new Point();
var $list:Vector.<GameObject > = getType(Player);
var $currentDistance:Number = Number.MAX_VALUE;
for (var i:int = 0; i < $list.length; i++)
{
var currentPlayer:GameObject = $list[i];
if (MathUtil.isWithinRange(currentPlayer.width,currentPlayer.x,currentPlayer.y,width,x,y))
{
var $delta:Point = new Point ;
$delta.x = currentPlayer.x - x;
$delta.y = currentPlayer.y - y;
if ($currentDistance > $delta.length)
{
$currentDistance = $delta.length;
velocity = $delta;
velocity.normalize(speed);
}
}
}
if(velocity.length == 0)
{
velocity = Point.polar(2, numberGen);
}
changeDirection--;
if (changeDirection == 0)
{
changeDirection = originalValue;
}
}
velocity.x = Math.floor(velocity.x * 10) * .1;
velocity.y = Math.floor(velocity.y * 10) * .1;
moveBy([Wall, Door], velocity.x, velocity.y, collides_mc);
var $collides:GameObject = collision([Player]);
if ($collides != null)
{
destroy();
}
if ($collides == null)
{
$collides = collision([Player],this);
if ($collides != null)
{
$collides.destroy();
}
}
rotation = (Math.atan2(velocity.y, velocity.x) * 180 / Math.PI);
collides_mc.rotation = -rotation;
trace($collides);
}
override public function onCollideX($collision:GameObject):void
{
}
override public function onCollideY($collision:GameObject):void
{
}
}
}
GameObject Class, which contains all the functions and Enemy extends it
package
{
import flash.display.DisplayObject;
import flash.events.Event;
import flash.ui.Keyboard;
import flash.events.KeyboardEvent;
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.sensors.Accelerometer;
import flashx.textLayout.elements.ListElement;
public class GameObject extends MovieClip
{
static public var list:Vector.<GameObject> = new Vector.<GameObject>;
protected var hitBox:Sprite;
public var target:MovieClip;
public function GameObject()
{
target=this;
list.push(this);
}
public function update():void
{
}
public function collision(typesColliding:Array, $target:DisplayObject = null):GameObject
{
if($target == null)
$target = target;
for (var i:int = list.length - 1; i >= 0; i--)
{
var item:GameObject = list[i], found:Boolean = false;
for (var f:int = typesColliding.length - 1; f >= 0; f--)
{
if (item is typesColliding[f])
{
found = true;
break;
}
}
if (found && $target.hitTestObject(item.target) && this != item)
{
return item;
}
}
return null;
}
public function moveBy(typesColliding:Array, $x:Number = 0, $y:Number = 0, $target:DisplayObject = null):void
{
var $collision:GameObject;
x += $x;
if (($collision = collision(typesColliding, $target)) != null)
{
x -= $x;
onCollideX($collision);
}
y += $y;
if (($collision = collision(typesColliding, $target)) != null)
{
y -= $y;
onCollideY($collision);
}
}
public function onCollideX($collision:GameObject):void
{
}
public function onCollideY($collision:GameObject):void
{
}
public function getType($class:Class):Vector.<GameObject>
{
var $list:Vector.<GameObject> = new Vector.<GameObject>;
for (var i:int = 0; i < list.length; i++)
{
if (list[i] is $class)
{
$list.push(list[i]);
}
}
return $list;
}
public function destroy():void
{
var indexOf:int = list.indexOf(this);
if (indexOf > -1)
list.splice(indexOf, 1);
if (parent)
parent.removeChild(this);
trace("removing item: "+this+" list: " + list.length + ": " + list);
}
}
}
Any help would be appreciated, thank you.
Changing radius of vision to the cone of vision simply requires computing (after checking the distance) the angle between the direction enemy is facing and the player. If this angle is smaller then some T, then it is in the cone of vision of angle 2T (due to symmetry).
This obviously ignores any walls/obstacles that should limit vision, but it should give you the general idea.
Just as the name says, I want that for each certain name in an array a value is added to a int.
For example: if there are 3 strings of the same name in the array, then 3 times 50 will be added to the value.
This is my script I have now:
var lootList = new Array();
var interaction : Texture;
var interact = false;
var position : Rect;
var ching : AudioClip;
var lootPrice = 0;
function Update()
{
print(lootList);
if ("chalice" in lootList){
lootPrice += 50;
}
}
function Start()
{
position = Rect( ( Screen.width - interaction.width ) /2, ( Screen.height - interaction.height ) /2, interaction.width, interaction.height );
}
function OnTriggerStay(col : Collider)
{
if(col.gameObject.tag == "loot")
{
interact = true;
if(Input.GetKeyDown("e"))
{
if(col.gameObject.name == "chalice")
{
Destroy(col.gameObject);
print("chaliceObtained");
audio.clip = ching;
audio.pitch = Random.Range(0.8,1.2);
audio.Play();
interact = false;
lootList.Add("chalice");
}
if(col.gameObject.name == "moneyPouch")
{
Destroy(col.gameObject);
print("moneyPouchObtained");
audio.clip = ching;
audio.pitch = Random.Range(0.8,1.2);
audio.Play();
interact = false;
lootList.Add("moneyPouch");
}
if(col.gameObject.name == "ring")
{
Destroy(col.gameObject);
print("ringObtained");
audio.clip = ching;
audio.pitch = Random.Range(0.8,1.2);
audio.Play();
interact = false;
lootList.Add("ring");
}
if(col.gameObject.name == "goldCoins")
{
Destroy(col.gameObject);
print("coldCoinsObtained");
audio.clip = ching;
audio.pitch = Random.Range(0.8,1.2);
audio.Play();
interact = false;
lootList.Add("goldCoins");
}
if(col.gameObject.name == "plate")
{
Destroy(col.gameObject);
print("plateObtained");
audio.clip = ching;
audio.pitch = Random.Range(0.8,1.2);
audio.Play();
interact = false;
lootList.Add("plate");
}
}
}
}
function OnTriggerExit(col : Collider)
{
if(col.gameObject.tag == "pouch")
{
interact = false;
}
}
function OnGUI()
{
if(interact == true)
{
GUI.DrawTexture(position, interaction);
GUI.color.a = 1;
}
}
It's for a game I'm making where you can steal items for extra score points.
I've tried using the for(i = 0; i < variable.Length; i++) but that didn't seem to work.
The only thing I can think of now is using booleans to add it once. But that isn't memory friendly.
Help is appreciated and thanks in advance!
You could use the standard .forEach(callback) method:
lootList.forEach(function(value, index, array)
{
if (value === "chalice") { lootPrice += 50; }
});
If you don't have that method, you could implement it like this:
if (!Array.prototype.forEach) {
Array.prototype.forEach = function (callback) {
for(var i = 0; i < this.length; i++) { callback(this[i], i, this); }
}
}