Related
first question ever here...
I am coding a simple 3-card poker hand evaluator and am having problems finding/extracting multiple "straights" (sequential series of values) from an array of values.
I need to extract and return EVERY straight the array possibly has. Here's an example:
(assume array is first sorted numerically incrementing)
myArray = [1h,2h,3c,3h,4c]
Possible three-value sequences are:
[1h,2h,3c]
[1h,2h,3h]
[2h,3c,4c]
[2h,3h,4c]
Here is my original code to find sequences of 3, where the array contains card objects with .value and .suit. For simplicity in this question I just put "2h" etc here:
private var _pokerHand = [1h,2h,3c,3h,4c];
private function getAllStraights(): Array
{
var foundStraights:Array = new Array();
for (var i: int = 0; i < (_handLength - 2); i++)
{
if ((_pokerHand[i].value - _pokerHand[i + 1].value) == 1 && (_pokerHand[i + 1].value - _pokerHand[i + 2].value) == 1)
{
trace("found a straight!");
foundStraights.push(new Array(_pokerHand[i], _pokerHand[i + 1], _pokerHand[i + 2]));
}
}
return foundStraights;
}
but it of course fails when there are value duplicates (like the 3's above). I cannot discard duplicates because they could be of different suits. I need every possible straight as in the example above. This allows me to run the straights through a "Flush" function to find "straight flush".
What array iteration technique am I missing?
This is an interesting problem. Given the popularity of poker games (and Flash) I'm sure this has been solved many times before, but I couldn't find an example online. Here's how I would approach it:
Look at it like a path finding problem.
Begin with every card in the hand as the start of a possible path (straight).
While there are possible straights:
Remove one from the list.
Find all the next valid steps, (could be none, or up to 4 following cards with the same value), and for each next valid step:
If it reaches the goal (completes a straight) add it to a list of found straights.
Otherwise add the possible straight with the next step back to the stack.
This seems to do what you want (Card object has .value as int):
private function getAllStraights(cards:Vector.<Card>, straightLength:uint = 3):Vector.<Vector.<Card>> {
var foundStraights:Vector.<Vector.<Card>> = new <Vector.<Card>>[];
var possibleStraights:Vector.<Vector.<Card>> = new <Vector.<Card>>[];
for each (var startingCard:Card in cards) {
possibleStraights.push(new <Card>[startingCard]);
}
while (possibleStraights.length) {
var possibleStraight:Vector.<Card> = possibleStraights.shift();
var lastCard:Card = possibleStraight[possibleStraight.length - 1];
var possibleNextCards:Vector.<Card> = new <Card>[];
for (var i:int = cards.indexOf(lastCard) + 1; i < cards.length; i++) {
var nextCard:Card = cards[i];
if (nextCard.value == lastCard.value)
continue;
if (nextCard.value == lastCard.value + 1)
possibleNextCards.push(nextCard);
else
break;
}
for each (var possibleNextCard:Card in possibleNextCards) {
var possibleNextStraight:Vector.<Card> = possibleStraight.slice().concat(new <Card>[possibleNextCard]);
if (possibleNextStraight.length == straightLength)
foundStraights.push(possibleNextStraight);
else
possibleStraights.push(possibleNextStraight);
}
}
return foundStraights;
}
Given [1♥,2♥,3♣,3♥,4♣] you get: [1♥,2♥,3♣], [1♥,2♥,3♥], [2♥,3♣,4♣], [2♥,3♥,4♣]
It gets really interesting when you have a lot of duplicates, like [1♥,1♣,1♦,1♠,2♥,2♣,3♦,3♠,4♣,4♦,4♥]. This gives you:
[1♥,2♥,3♦], [1♥,2♥,3♠], [1♥,2♣,3♦], [1♥,2♣,3♠], [1♣,2♥,3♦], [1♣,2♥,3♠], [1♣,2♣,3♦], [1♣,2♣,3♠], [1♦,2♥,3♦], [1♦,2♥,3♠], [1♦,2♣,3♦], [1♦,2♣,3♠], [1♠,2♥,3♦], [1♠,2♥,3♠], [1♠,2♣,3♦], [1♠,2♣,3♠], [2♥,3♦,4♣], [2♥,3♦,4♦], [2♥,3♦,4♥], [2♥,3♠,4♣], [2♥,3♠,4♦], [2♥,3♠,4♥], [2♣,3♦,4♣], [2♣,3♦,4♦], [2♣,3♦,4♥], [2♣,3♠,4♣], [2♣,3♠,4♦], [2♣,3♠,4♥]
I haven't checked this thoroughly but it looks right at a glance.
im basically trying to make a mini game where you have to dodge the oncoming objects by using the on-screen buttons (button left and right of the screen) it worked fine when i did it with an individual object then i decided to have more objects and make an array to hold them. thats when the error accrued.
the error is :
TypeError: Error #1010: A term is undefined and has no properties.at Untitled_fla::MainTimeline/cyclespeed()
Your cycle Array has 5 elements starting by the index 0 and ending by 4 :
... Array indices are zero-based, which means that the first element in the array is [0], the second element is [1], and so on.
That's why your for loop should be like this :
for (var i:int = 0; i < 5; i++) { }
OR
for (var i:int = 0; i <= 4; i++) { }
OR simply
for (var i:int = 0; i < cycle.length; i++) { }
In your cyclespeed function, the value of your i var will be always 5, which is the last value assigned to it in your for loop, and of course cercle[5] didn't exist that's why you got the TypeError: Error #1010: A term is undefined and has no properties : cercle[5] is undefined and has not an x property.
In your case you can use only one Event.ENTER_FRAME listener to do all the job like this :
stage.addEventListener(Event.ENTER_FRAME, onEnterThisFrame);
function onEnterThisFrame(e:Event):void {
box_MC.x -= 1;
for (var i:int = 0; i < cycle.length; i++) {
cycle[i].x += 1;
if(box_MC.hitTestObject(cycle[i])) {
trace ("true");
box_MC.x += 4;
}
}
if (movingdown == 1) {
box_MC.y -= 4.5;
} else if (movingup == 1) {
box_MC.y += 4.5;
}
}
Hope that can help.
I don't have enough rep points to comment, so I'll critique what I saw in your code.
There are quite a few things wrong with the code.
This was declared twice, once in a for loop and one outside of the functions
addEventListener(Event.ENTER_FRAME, cyclespeed);
You attached the "handleCollision" event to the stage and not a movieclip.
handleCollision refers to "cycle[i]" but i is out of scope since it is not apart of the for loop where i has been declared
function handleCollision( e:Event) : void {
if(box_MC.hitTestObject(cycle[**i**])) {
trace ("true");
box_MC.x += 4;
}
}
I would suggest building each piece one at a time because it seems like you are trying to do a lot at once, without actually getting anything to work.
I'm wondering if it is possible to reset / reload / reconstruct an array order?
I'm making this "Space Invaders" game and the enemy's need to restart to it's position when the game is being restarted. When I shoot down the enemy's and reset my game, the enemy's I've killed keep being gone.
So here's some of the code responsible:
var spiderArray:Array = new Array(enemyField.enemy1,enemyField.enemy2,
enemyField.enemy3,enemyField.enemy4,
enemyField.enemy5,enemyField.enemy6,
enemyField.enemy7,enemyField.enemy8,
enemyField.enemy9,enemyField.enemy10,
enemyField.enemy11,enemyField.enemy12,
enemyField.enemy13,enemyField.enemy14,
enemyField.enemy15,enemyField.enemy16,
enemyField.enemy17,enemyField.enemy18,
enemyField.enemy19,enemyField.enemy20,
enemyField.enemy21,enemyField.enemy22,
enemyField.enemy23,enemyField.enemy24,
enemyField.enemy25,enemyField.enemy26,
enemyField.enemy27,enemyField.enemy28,
enemyField.enemy29,enemyField.enemy30,
enemyField.enemy31,enemyField.enemy32,
enemyField.enemy33,enemyField.enemy34,
enemyField.enemy35,enemyField.enemy36,
enemyField.enemy37,enemyField.enemy38,
enemyField.enemy39,enemyField.enemy40,
enemyField.enemy41,enemyField.enemy42,
enemyField.enemy43,enemyField.enemy44,
enemyField.enemy45,enemyField.enemy46,
enemyField.enemy47,enemyField.enemy48,
enemyField.enemy49,enemyField.enemy50,
enemyField.enemy51,enemyField.enemy52,
enemyField.enemy53,enemyField.enemy54,
enemyField.enemy55,enemyField.enemy56,
enemyField.enemy57,enemyField.enemy58,
enemyField.enemy59,enemyField.enemy60,
enemyField.enemy61,enemyField.enemy62,
enemyField.enemy63,enemyField.enemy64,
enemyField.enemy65,enemyField.enemy66);
Now the place where the enemy's are being killed:
function enemyHitTest():void {
//for each of the three spiders
for(var i:int = 0; i < spiderArray.length; i++) {
//the each of the six bullets
for(var j:int = 0; j < 6; j++) {
//don't consider bullets that aren't in play:
if(bulletArray[j].y > SpelerMC.y) continue;
if(spiderArray[i].hitTestObject(bulletArray[j])) {
score += 10;
scoreTxt.text = score.toString();
trace("Invader " + i + " neergeschoten!");
spiderArray[i].parent.removeChild(spiderArray[i]);
bulletArray[j].x = j * 70 + 100;
bulletArray[j].y = 595;
}
}
}
Now I think I need to put some sort of theArray.pop(); or something, but don't know how to use it, but I need to place it in this function:
function startGame() {
trace("Start het spel opnieuw...");
gameTimer.addEventListener(TimerEvent.TIMER, onTick);
gameTimer.start();
enemyField.x = 400;
enemyField.y = 160;
SpelerMC.x = 83;
SpelerMC.y = 531;
}
Please help me! Have been searching for 5 hours already. Thanks in advance!
to remove element number i use array.splice(i, 1); ( http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/Array.html#splice().com/en_US/FlashPlatform/reference/actionscript/3/Array.html#splice%28%29) but keep in mind that array.length will decrease
to reset the array just invoke spidersArray = new Array(enemyField.enemy1, etc) again
UPDATE
in in the enemyHitTest function i changed the removing condition to if(enemyArray[i].visible && enemyArray[i].hitTestObject(laserArray[j])) and enemyArray[i].parent.removeChild(enemyArray[i]); to enemyArray[i].visible = false;
and added
function respawnEnemies():void{
for(var i:int = 0; i < enemyArray.length; i++) {
enemyArray[i].visible = true;
}
}
to call it from startGame
full code here
upd 2
so the problem was not in resetting the array but in the fact that your enemyField and its' enemies were added to stage manually and removed programmatically so there was no code to call to bring them back
if all your instances should be preserved - e.g. you generate all actors at the beginning and later all of them are reused (at the new game) you can set an array of them and on each start game make a copy and remove "dead" enemies from the copied array
also better option is to use a vector e.g.
var enemies:Vector.<Enemy> = Vector.<Enemy>([]);//in brackets references to the instances of Enemy class
var inGame:Vector.<Enemy> = enemies.concat();
also 5hrs of research? please be patient and try harder,
best regards
edit: I can't believe I didn't catch this sooner. Turns out my problem was re-declaring my first variables over and over again, essentially starting the program fresh instead of continuing it. To fix it, I replaced the first two lines with this:
if (initialized === undefined) {
trace("INITIALIZING");
var MCs = [];
var lastPos = "intializer";
var initialized = 1;
}
Now it works like a charm. I feel like a noob for this one; sorry to anyone whose time I wasted. I'd post this as an answer to my own question, but it won't let me since I'm still new.
Original Post follows:
I'm trying to make a flash that will randomly choose an ad, play it, and then randomly play another. To that end, I've succeeded by shuffling an array, and then gotoAndPlay-ing the label in the first element of the array, and then removing that element. At the end of each ad is gotoAndPlay(1); with all the main code being on the first frame. If the array is empty, it rebuilds it and reshuffles it.
The problem is, I don't want it to repeat any ads until its run through all of them; I think I've got that down, but I'm not positive. Further, I don't want the last element in the array to be the same as the first in the new one, so the same ad won't ever show twice in a row. I'm trying to have it detect if the element it just used matches the one it's about to use, and reshuffle if that happens, but in my testing it continues to occasionally show the same ad twice in a row.
I'm obviously doing something wrong, but being entirely new to ActionScript3 (and in fact to flash) I'm having a lot of trouble identifying what it is. Here's what I have right now:
var MCs = [];
var lastPos = "intializer";
if (MCs.length == 0) {
MCs = reset();
if (lastPos == MCs[0]) {
while (lastPos == MCs[0]) {
MCs = reset();
}
}
}
if (MCs.length > 0) {
lastPos = MCs[0];
MCs.splice(0,1);
gotoAndPlay(lastPos+"MC");
}
function reset(){
var PrepMCs = new Array("Image1", "Image2", "Image3");
var WorkMCs = new Array(PrepMCs.length);
var randomPos:Number = 0;
for (var i:int = 0; i < WorkMCs.length; i++)
{
randomPos = int(Math.random() * PrepMCs.length);
WorkMCs[i] = PrepMCs.splice(randomPos, 1)[0];
}
return WorkMCs;
}
Personally, I'd rather just do this with JavaScript, HTML, and images; it'd be really simple. But for hosting/CMS reasons I don't have any control over, I'm limited to a single file or a single block of code; I can't host anything externally, which as far as I can tell leaves Flash as my best option for this.
Any help would be greatly appreciated, thanks! If I've done something horribly, horribly wrong, and it's a wonder this even runs at all, don't hesitate to tell me!
edit: It just occurred to me, it is perfectly fine if the second run is in the same order as the first run, etc. The main thing is, it needs to be random. This is probably much easier to implement.
edit 2: MASSIVE DERP HERE. Every time it runs, it re-initializes MCs and lastPos... in other words, it's shuffling every time and starting over. What I should be researching is how to only run a line of code if a variable hasn't been initialized yet.
Blatantly stealing from #32bitKid, this is my version.
The main problem I have with his solution is the push/splice idea. As much as possible, I like to create once, and reuse. Shrinking and growing arrays is bulky, even if effective.
Also, this method does not re-order the array, which may or may not be valuable.
BTW, I like the way that he prevents a repeat of the previous item ("almost empty").
So here is another method:
package
{
public class RandomizedList
{
private var _items:Array;
private var idxs:Array;
private var rnd:int;
private var priorItemIdx:int;
private var curIdx:int;
public function RandomizedList(inarr:Array)
{
items = inarr;
}
private function initRandomize():void
{
idxs = new Array();
//Fisher-Yates initialization (http://en.wikipedia.org/wiki/Fisher%E2%80%93Yates_shuffle):
idxs[i] = 0;
for (var i:int = 1; i < items.length; i++)
{
rnd = int(Math.random() * (i + 1));
idxs[i] = idxs[rnd];
idxs[rnd] = rnd;
}
curIdx = 0;
priorItemIdx = -1;
}
private function randomize():void
{
var tempint:int;
//Fisher-Yates (http://en.wikipedia.org/wiki/Fisher%E2%80%93Yates_shuffle):
for (var i:int = items.length; i >= 1; i--)
{
rnd = int(Math.random() * (i + 1));
tempint = idxs[i];
idxs[i] = idxs[rnd];
idxs[rnd] = tempint;
}
curIdx = 0;
}
public function next():void
{
if (curIdx >= idxs.length)
{
randomize();
}
if (items.length > 1 && priorItemIdx == idxs[curIdx])
{
curIdx++;
}
priorItemIdx = idxs[curIdx++];
return items[priorItemIdx];
}
public function get items():Array
{
return _items;
}
public function set items(value:Array):void
{
_items = value;
initRandomize();
}
}
}
I would use a utility class like this to abstract out the behavior I wanted:
import flash.text.TextField;
class Randomizer {
private var unused:Array = [];
private var used:Array;
public function Randomizer(playList:Array) {
used = playList;
}
public function next():* {
// If almost empty, refill the unused array
if(unused.length <= 1) refill();
// Get the first item off the playList
var item:* = unused.shift();
// Shove it into the bucket
used.push(item);
// return it back
return item;
}
public function refill():void {
var i:int;
// Fisher-Yates shuffle to refill the unused array
while(used.length > 0) {
i = Math.floor(Math.random() * used.length)
unused.push(used.splice(i,1)[0])
}
}
}
Notice that it refills the unused array when the unused array still has one item in it, this makes it impossible for the last result to repeat twice in a row. This will return each item once before before looping, and will never repeat the same item twice.
You would use it by saying something like:
var ads:Randomizer = new Randomizer(["Image1", "Image2", "Image3"]);
ads.next(); // will return something
ads.next(); // will return something
ads.next(); // will return something
ads.next(); // will return something
// Keep going into infinity...
There is a little test example of this code working here.
See if this makes any sense
//create your array of all your ad names/frame labels
var PrepMCs:Array = new Array("Image1", "Image2", "Image3");
var shuffledMCs:Array = [];
//store the name of the last played ad in this var
var lastAdPlayed:String;
//shuffle the array
shuffleArray(PrepMCs);
function shuffleArray(arrayToShuffle:Array):void {
//clear the array
shuffledMCs = [];
var len:int = arrayToShuffle.length;
for(var i:int = 0; i<len; i++) {
shuffledMCs[i] = arrayToShuffle.splice(int(Math.random() * (len - i)), 1)[0];
}
//test to see if the new first ad is the same as the last played ad
if (lastAdPlayed == shuffledMCs[0]) {
//reshuffle
shuffleArray(PrepMCs);
} else {
lastAdPlayed = [0];
trace(shuffledMCs);
playAds();
}
}
//after each ad has played, call this function
function playAds():void {
if (shuffledMCs.length > 0) {
gotoAndPlay(shuffledMCs[0]);
shuffledMCs.splice(0,1);
} else {
//array is empty so we have played all the ads
shuffleArray(PrepMCs);
}
}
I have an array which is filled with platforms that are supposed to move.
var MovingPlatformArray:Array = new Array();
for (var c:int = numChildren - 1; c >= 0; c--){
var child3:DisplayObject = getChildAt(c);
if (child3.name == "movingplatform"){
MovingPlatformArray.push(child3);
}
}
this.addEventListener(Event.ENTER_FRAME,ctrl_birdie);
function ctrl_birdie(e:Event):void{
for(var c in MovingPlatformArray){
MovingPlatform[c].y += speed;
if(MovingPlatformArray[c].hitTestPoint(birdie.x,birdie.y,true)){
birdtelleryvertrager=0;
birdtellery = 0;
birdie.y-=14;
}
if(movingplatform.y <= 25){
speed = 2;
}
if(movingplatform.y >= 350){
speed = -2;
}
}
Right now I have 2 moving platforms in this array. But only one moves up and down. But they both register a touch with the birdie. Am I doing something wrong?
In your listener, you're only setting the position of one platform, which ever one "movingplatform" is a reference to. As all your stage instances of moving platforms are named "movingplatform", one lucky platform is getting referenced by name (the rest ignored), instead of what you intended, which is to use the references in your array and adjust each platform.
You probably meant for movingplatform to be a local variable in your event handler, declared something like this:
var movingplatform:DisplayObject = MovingPlatformArray[c] as DisplayObject;
I'd recommend using a for each loop in place of the for in, because I think it's a little cleaner, but this is a minor style thing:
for each (var platform:DisplayObject in MovingPlatformArray)
{
platform.y += speed;
... rest of your code ...
}
For the sake of clarity, I edited the loop variable to be platform instead of movingplatform, to avoid confusion of having a local variable shadow a stage instance (i.e. this.movingplatform). I wanted it to be clear that the stage instance name is not being used here, because the unintentional instance name reference in your code is the source of your problem in the first place.
As far as i'm concerned, you have two options. use a for each, as adam smith suggested or use a for-loop as it was intended to be used :)
for(var c:uint = 0; c < MovingPlatformArray.length; c++){...
and btw: should "MovingPlatform[c].y += speed;" not be "MovingPlatformArray[c].y += speed;"?
edit: looking at your code, i would also suggest you use MovingPlatformArray[c].hitTestObject(birdie) instead of MovingPlatformArray[c].hitTestPoint(birdie.x,birdie.y,true)
If I were you, I would bring the logic for the platform out, and store it in a class. (Ideally you would do this for the birdie object as well). I have created an example below. The movieclips on the stage should extend Platform rather than MovieClip so they invoke the methods at the bottom.
// Use vectors if you know all the items are going to be the same type
var platforms:Vector.<Platform> = new <Platform>[];
for (var c:int = numChildren - 1; c >= 0; c--){
var child:DisplayObject = getChildAt(c);
// You shouldn't check against names (as per the original post). Because
// names should be unique
if (child is Platform){
platforms.push(child);
// This could be random so each platform has a different range
// This means platform 1 could go from y 30 to y 400, platform 2
// could go from y 60 to y 200, etc
child.setRange(25, 400);
}
}
this.addEventListener(Event.ENTER_FRAME, gameLoop);
// Have an overall game loop
function gameLoop(e:Event):void {
// Loop over the platforms
platforms.forEach(function(item:Platform, i:int, a:Vector.<Platform>):void {
// Hit test function in the class means you only have to pass in one mc
// rather than the points and a boolean
if(item.hitTest(birdie)) {
birdtelleryvertrager=0;
birdtellery = 0;
birdie.y-=14;
}
// Removed the movement logic, this should be kept out of the game loop
// plus how much better does this read?
item.move();
});
}
Then in a class location somewhere, like in a folder game/activeObjects
// A class for the platform stored else where
package game.activeObjects
{
import flash.display.MovieClip;
/**
*
*/
public class Platform extends MovieClip {
private const SPEED:Number = 2;
private var _direction:int = 1;
private var _minimumHeight:Number = 25;
private var _maximumHeight:Number = 350;
public function Platform() {
}
public function setRange(minimumHeight:Number, maximumHeight:Number) {
_minimumHeight = minimumHeight;
_maximumHeight = maximumHeight;
}
public function move():void {
this.y += SPEED * _direction;
if(this.y <= _minimumHeight) {
_direction = 1;
} else if(this.y >= _maximumHeight) {
_direction = -1;
}
}
public function hitTest(mc:MovieClip):Boolean {
return hitTestPoint(mc.x,mc.y,true);
}
}
}