Hey everyone so I have an Array private var frames:Array; which I give value and initiate in my constructor function like so frames = [2, 3, 4, 5, 6, 7, 8];
Now I am trying to give a string value to each number in the array for my hitTest Function. I was thinking something on the lines of a for loop and giving them values there but having some issues here is what I have so far:
for (var i:int = 0; i < frames.length; i++)
{
var currentFrameNumber = frames[i];
//assign values to numbers in array
if (currentFrameNumber == 2)
{
trace("2_RED");
currentWires.sRed = "RED";
}
if (currentFrameNumber == 3)
{
trace("GREEN");
currentWires.sGreen = "GREEN";
}
if (currentFrameNumber == 4)
{
trace("BLUE");
currentWires.sBlue = "BLUE";
}
if (currentFrameNumber == 5)
{
trace("YELLOW");
currentWires.sYellow = "YELLOW";
}
if (currentFrameNumber == 6)
{
trace("WHITE");
currentWires.sWhite = "WHITE";
}
if (currentFrameNumber == 7)
{
trace("PURPLE");
currentWires.sPurple = "PURPLE";
}
if (currentFrameNumber == 8)
{
trace("BLACK");
currentWires.sBlack = "BLACK";
}
}
this doesn't work at all. I know I Am missing something crucial. Please any help would be appreciated thanks!
****************UPDATE****************
I have my array of Movie clips like so aClockArray = [playScreen.wire_5, playScreen.wire_6, playScreen.wire_7, playScreen.wire_8];
in my last post I finally figure out how to randomize the array with no repeat like so:
//Loop through wires and make them randomn generate color
for (var i:int = 0; i < aClockArray.length; i++)
{
var currentWires = aClockArray[i];
var randomFrame:uint = frames.splice(Math.floor(Math.random() * frames.length), 1);
//nWire = randomNumber(2, 8);
currentWires.gotoAndStop(randomFrame);
}
and above in my frames for loop is where I assign the values to the numbers in the frames array for my hitTest which I try to accomplish like so:
private function wireHitTestFunction():void
{
//Loop through wires and make them randomn generate color
for (var i:int = 0; i < aClockArray.length; i++)
{
var currentWires = aClockArray[i];
if (redCopper.hitTestObject(currentWires) && currentWires.sRed == "RED")
{
//trace("HIT_ RED");
hasRedWire = false;
redCopper.removeEventListener(MouseEvent.MOUSE_DOWN, redWireFunction);
redWire.removeEventListener(MouseEvent.MOUSE_UP, redWireFunction);
trace("HIT");
}
if (blueCopper.hitTestObject(currentWires) && currentWires.sBlue == "BLUE")
{
//trace("HIT_BLUE");
hasBlueWire = false;
blueCopper.removeEventListener(MouseEvent.MOUSE_DOWN, blueWireFunction);
blueWire.removeEventListener(MouseEvent.MOUSE_UP, blueWireFunction);
trace("HIT");
}
I cant seem to figure this out lost in code haha. I probably have it set up really badly.
basically the game is I have 7 colored wires on the stage that the user can drag and place inside the correct color slot. It was working fine until I had added the var randomFrame:uint = frames.splice(Math.floor(Math.random() * frames.length), 1); I had to change things around. It was working fine when my original code was like so:
//Loop through wires and make them randomn generate color
for (var i:int = 0; i < aClockArray.length; i++)
{
var currentWires = aClockArray[i];
//var randomFrame:uint = frames.splice(Math.floor(Math.random() * frames.length), 1);
nWire = randomNumber(2, 8);
currentWires.gotoAndStop(nWire);
//If any of the Wires lands on 2,3,etc.. Assign Color for Hit Test
if (nWire == 2)
{
trace("2_RED");
currentWires.sRed = "RED";
}
if (nWire == 3)
{
trace("GREEN");
currentWires.sGreen = "GREEN";
}
if (nWire == 4)
{
trace("BLUE");
currentWires.sBlue = "BLUE";
}
if (nWire == 5)
{
trace("YELLOW");
currentWires.sYellow = "YELLOW";
}
if (nWire == 6)
{
trace("WHITE");
currentWires.sWhite = "WHITE";
}
if (nWire == 7)
{
trace("PURPLE");
currentWires.sPurple = "PURPLE";
}
if (nWire == 8)
{
trace("BLACK");
currentWires.sBlack = "BLACK";
}
}
I'm not sure exactly what issue you're seeing, and it's hard to know exactly what's going on without seeing the entire code, but I'll take a stab at it...
rather than currentWire.sRed = "RED";
use a single variable to represent the current color, like so:
currentWire.color = "RED";
then..
if (redCopper.hitTestObject(currentWires) && currentWires.color== "RED")
{
//trace("HIT_ RED");
hasRedWire = false;
redCopper.removeEventListener(MouseEvent.MOUSE_DOWN, redWireFunction);
redWire.removeEventListener(MouseEvent.MOUSE_UP, redWireFunction);
trace("HIT");
}
if (blueCopper.hitTestObject(currentWires) && currentWires.color== "BLUE")
{
//trace("HIT_BLUE");
hasBlueWire = false;
blueCopper.removeEventListener(MouseEvent.MOUSE_DOWN, blueWireFunction);
blueWire.removeEventListener(MouseEvent.MOUSE_UP, blueWireFunction);
trace("HIT");
}
Related
The code below used to work. Now, when comparing two arrays, even though there is a difference, as highlighted below, the code says that there is a duplicate.
I've tried it using .join() as well, but I keep getting the same result.
Script:
function SaveEditedEntry() {
const lock = LockService.getScriptLock();
lock.tryLock(3000);
if (lock.hasLock()) {
var sourceSheet = 'Entries';
var destinationSheet = 'Database';
var ss = SpreadsheetApp.getActiveSpreadsheet();
var sheet = ss.getSheetByName(sourceSheet);
var LastRowSource = sheet.getLastRow();
//var LastColumnSource = sheet.getLastColumn();
var entryValues = sheet.getRange(7, 1, LastRowSource, 16).getValues();
var dbSheet = ss.getSheetByName(destinationSheet);
var entryDataPushed = [];
var dbData = dbSheet.getRange(2, 1, dbSheet.getLastRow(), 16).getValues();
var dbDataPushed = [];
//var dbDataPushed = new Array();
var company = sheet.getRange("B3").getValue();
var period = sheet.getRange("B4").getValue();
var entryID = sheet.getRange("J5").getValue();
var timeStamp = new Date();
var user = Session.getActiveUser().getEmail();
if (company == '') {
Browser.msgBox('Make sure that you have chosen a valid company.');
return;
}
if (period == '') {
Browser.msgBox('Please, make sure that you have chosen a valid period.');
return;
}
var emptyRow = 0;
for (var i = 0; i < entryValues.length; i++) {
if (entryValues[i][0] != '') {
emptyRow = i + 1;
}
if (emptyRow < 1) {
Browser.msgBox('Please, make sure that you have entered a transaction.');
return;
}
if (entryValues[i][0] != '') {
entryDataPushed.push(entryValues[i]);
}
}
for (var n = 0; n < dbData.length; n++) {
if (dbData[n][1] != '' && dbData[n][0] == company && dbData[n][14] == period) {
dbDataPushed.push(dbData[n]);
}
}
var duplicate = false;
loop1:
for (var x = 0; x < entryValues.length; x++) {
loop2:
for (var j = 0; j < dbDataPushed.length; j++) {
if (JSON.stringify(entryValues[x]) == JSON.stringify(dbDataPushed[j])) {
duplicate = true;
break loop1;
}
}
}
Logger.log("EntryDataPushed: " + entryDataPushed);
Logger.log("dbDataPushed: " + dbDataPushed);
if (duplicate == true) {
Browser.msgBox('No change has been made.');
return;
This is the logs print:
Could anyone point me to the right direction on getting this solved?
Thank you!
Antonio
You were comparing entryValues vs dbDataPushed but is logging entryDataPushed and dbDataPushed. Is this expected?
Anyways, since you are logging the variables, I assume the variables logged are the ones you need to compare.
Convert them into JSON string by wrapping the variables with JSON.stringify(). I use this all the time when I encounter an issue similar to yours right now.
var duplicate = false;
if (JSON.stringify(entryDataPushed) == JSON.stringify(dbDataPushed)) {
duplicate = true;
}
Output:
See resource below for other ways to properly compare arrays if the above code doesn't work.
Resources:
JSON.stringify()
StackOverflow Reference
I am a noob playing around with actionscript but i feel this question is a basic coding questionMy project is similar to this picture.
I have four quadrant areas (Red, blue, yellow, and green) that I am adding text buttons to each area with a single word in each button. There are 16 words in each section that are added from 4 arrays that have the preset words (redWordArray, greenWordArray, yellowWordArray, blueWordArray). When clicked, the text button glows using a glow filter and the word gets added to another array for data collecting. For instance, a red word when clicked gets added to a red array (redChosenArray). When the word is clicked again, it removes the glow filter and is removed from the chosen array.
I am finding that my performance is slow and I am wondering if I am adding and deleting words correctly and efficiently. These are my functions for adding the glow filters and the selected word to the array. I would love your insights for best coding practices as I am sure it is a mess!
Thank you!
function selectWord(event:MouseEvent):void
{
var tempWord:String = event.currentTarget.mood.text;
var tempArray:Array;
if (event.currentTarget.clicked == false)
{
event.currentTarget.filters = filterArray;
event.currentTarget.clicked = true;
tempArray = addToArray(tempWord)
tempArray.push(tempWord);
trace(redChosen);
trace(blueChosen);
trace(yellowChosen);
trace(greenChosen);
trace("");
}else if(event.currentTarget.clicked == true)
{
event.currentTarget.filters = emptyFilterArray;
event.currentTarget.clicked = false;
removeMoodWord(tempWord);
trace(redChosen);
trace(blueChosen);
trace(yellowChosen);
trace(greenChosen);
trace("");
}
}
function addToArray(moodWord:String):Array
{
var wordFound:Boolean = false;
var allWords:int = 16;
var chosenArray:Array;
while (!wordFound)
{
for (var h:int = 0; h < allWords; h++)
{
if (moodWord == redWords[h])
{
chosenArray = redChosen;
wordFound = true;
}else if (moodWord == yellowWords[h])
{
chosenArray = yellowChosen
wordFound = true;
}else if (moodWord == greenWords[h])
{
chosenArray = greenChosen
wordFound = true;
}else if (moodWord == blueWords[h])
{
chosenArray = blueChosen
wordFound = true;
}
}
}
return chosenArray;
}
function removeMoodWord(moodWord:String):void
{
if (redChosen.indexOf(moodWord) >= 0)
{
redChosen.splice(redChosen.indexOf(moodWord), 1);
}else if (blueChosen.indexOf(moodWord) >= 0)
{
blueChosen.splice(blueChosen.indexOf(moodWord), 1);
}else if (yellowChosen.indexOf(moodWord) >= 0)
{
yellowChosen.splice(yellowChosen.indexOf(moodWord), 1);
}else if (greenChosen.indexOf(moodWord) >= 0)
{
greenChosen.splice(greenChosen.indexOf(moodWord), 1);
}
i fee}
does anyone have any idea what to do in order to find the number of sequences in an array?
for example, my array is:
var numbers:Array = new Array(banana, banana, apple, banana, banana);
and i need to find is:
* how many times there is a sequence of "banana"
* and the length of each sequence.
what shell i do in order to get the following result:
2,1,2 (2 bananas, 1 apple, 2 bananas)
i tried with do while loop, but i i guess i miss something.
a short example will be very appreciated!
thanx
var prev:String = null;
var q:int = 0;
var result:Array = new Array();
for(var i:int=0; i<numbers.length; ++i){
if(prev!=numbers[i]){
if(q>0) result.push(q);
q=1;
prev=numbers[i];
}
else ++q;
}
if(q>0) result.push(q);
This is, assuming banana, etc. are strings (probably a typo above?). It would be simple to modify to other types of objects
Really all you want to know is whether the string at index n equals the string at index n+1...
var targetIndex:int = numbers.length - 1;
var results:Array = [1];
var resultsIndex:int = 0;
for(var n:int = 0; n < targetIndex; n++) {
if(numbers[n] == numbers[n+1]) {
results[resultsIndex]++;
} else {
results[++resultsIndex] = 1;
}
}
trace(results.join(','));
function sequencesInArray(array:Array):Array {
var sequence:Array = [];
var currSequenceCount:uint = 1;
for (var i:uint = 1; i < numbers.length; i++) {
if (numbers[i - 1] != numbers[i]) {
sequence.push(currSequenceCount);
currSequenceCount = 1;
} else {
currSequenceCount++;
}
}
return sequence;
}
Then:
var banana:int = 1;
var apple:int = 2;
sequencesInArray([banana, banana, apple, banana, banana]); //returns: [2, 1, 2]
In the question you don't define banana and apple, anyway I would use a map or a Dictionary to store key/value pairs, with the key being the string/object you want to count and the value being the counter of the object occurences in your array.
var objectsCounter:Dictionary = new Dictionary();
for (var key:String in numbers)
{
if ( objectsCounter[key] )
objectsCounter[key] = objectsCounter[key] + 1;
else
objectsCounter[key] = 1;
}
This way you can store any type in the dictionary.
edit:
for (var key:String in objectsCounter)
{
// iterates through each object key
}
for each (var value:Number in objectsCounter)
{
// iterates through each value
}
I believe this is what you're looking for:
var array:Array = [
"banana", "banana",
"apple",
"banana", "banana", "banana"
];
var sequences:Array = findSequences(array, "banana");
trace("sequences:", sequences); // prints "sequences: 2,3"
And:
private function findSequences(array:Array, searchElement:*):Array
{
var sequences:Array = [];
var currentSequence:int = 0;
for each (var element:* in array) {
if (element == searchElement) {
currentSequence++;
} else if (currentSequence > 0) {
sequences.push(currentSequence);
currentSequence = 0;
}
}
if (currentSequence > 0) {
sequences.push(currentSequence);
}
return sequences;
}
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!
I have an array of objects. Each object has a color attribute which could be "red", "blue", "yellow", "green", "orange" or "purple". There are 20-30 objects in the array so colors repeat. My goal is to sort the array so that no colors are next to each other. Distribution of colors is not exactly even but close.
This is what I have so far. It checks the next and previous object for a color match and if it finds a match it moves it to the end of the array.
private function sortColors():void
{
var getNext:uint;
var getPrev:uint;
var maxCount:uint = colorArray.length;
for (var i:uint = 0; i < maxCount; i++) {
var cur:ValueObject = colorArray[i];
(i == maxCount-1) ? getNext = 0 : getNext = i+1;
(i == 0) ? getPrev = maxCount-1 : getPrev = i-1;
var next:ValueObject = colorArray[getNext];
var prev:ValueObject = colorArray[getPrev];
if (cur.color == next.color) {
var move:ValueObject = colorArray[getNext];
colorArray.splice(getNext, 1);
colorArray.push(move);
}
if (cur.color == prev.color) {
var move:ValueObject = colorArray[getPrev];
colorArray.splice(getPrev, 1);
colorArray.push(move);
}
}
}
This works OK but if there is more of a certain color they end up repeating at the end. I could add something to the end to throw those back into the mix but I feel like there must be a better way. Someone enlighten me.
Try:
var colorObjects:Array = [/* list of objects with colors - populated below*/];
var jumbled:Array = [];
var lastColor:String = "";
function getDifferentTile():void
{
if(lastColor.length == 0)
{
jumbled.push(colorObjects.pop());
lastColor = jumbled[0].mycolor;
}
else
{
var i:Object;
for each(i in colorObjects)
{
var repeat:uint = 0;
if(i.mycolor != lastColor)
{
jumbled.push(i);
lastColor = i.mycolor;
colorObjects.splice(colorObjects.indexOf(i), 1);
return;
} else {
repeat++;
}
if (repeat > 0 && repeat == colorObjects.length) {
jumbled.push(i);
colorObjects.splice(colorObjects.indexOf(i), 1);
return;
}
}
}
}
// list of random colors
var colors:Array = ["0x000000","0x444444","0xFFFFFF","0xFF00FF"];
// prepare random array for test
var i:uint = 0;
for(i; i<100; i++)
{
var obj:Object =
{
mycolor: colors[uint(Math.random()*colors.length)]
};
colorObjects.push(obj);
}
// fill the jumble array until the original listing is empty
while(colorObjects.length > 0)
{
getDifferentTile();
}
// output jumbled
var j:Object;
for each(j in jumbled)
{
trace(j.mycolor);
}