I'm not overly sure if this is possible, as I am not a frequent programmer, but I have a question.
I've got an array that generates one random word in a text box and then a second array that generates another random word in a different text box. What I want is for when a certain word out of array number one is generated, a certain image appears with it. Here's the code:
var firstChoice:Array = ["Do this", "Do that", "Do something else"];
var secondOption:Array = ["while doing this", "while doing that", "while doing something else"];
generate_btn.addEventListener(MouseEvent.CLICK, getTask);
function getTask(event:MouseEvent):void {
var randomChoice:Number = Math.floor(Math.random() * firstChoice.length);
var randomOption:Number = Math.floor(Math.random() * secondOption.length);
Final_Choice.text = firstChoice[randomChoice];
Final_Option.text = secondOption[randomOption];
}
So for instance, when I click the button and the first array generates "Do this," I want a specific graphic to appear with it.
Hopefully this is possible :/ I'm stumped!
probably you need to use a HashMap, such as:
var map:Object = new Object();
map.first_choice = /*url of your image associated with this choice*/
map.second_choice = /*url of your image associated with this choice*/
//etc
and when a word is generated, you just compare the word with keys of the map, using a foreach, and get the url of your image
Related
I have currently made a game featuring one player. I also made a character screen where the user can choose which character he/she wants to play with. How do I make it so that a certain high score unlocks a certain character, and allows the user to equip this character to use in the game?
Right now my player has his own swift file that defines all the properties of him:
import SpriteKit
class Player: SKSpriteNode, GameSprite {
var initialSize = CGSize(width:150, height: 90)
var textureAtlas: SKTextureAtlas = SKTextureAtlas(named: "Rupert")
let maxFlyingForce: CGFloat = 80000
let maxHeight: CGFloat = 900
var health:Int = 1
var invulnerable = false
var damaged = false
var damageAnimation = SKAction()
var dieAnimation = SKAction()
var forwardVelocity: CGFloat = 190
var powerAnimation = SKAction()
init() {
super.init(texture:nil, color: .clear, size: initialSize)
createAnimations()
self.run(soarAnimation, withKey: "soarAnimation")
let bodyTexture = textureAtlas.textureNamed("pug3")
self.physicsBody = SKPhysicsBody(texture: bodyTexture, size: self.size)
self.physicsBody?.linearDamping = 0.9
self.physicsBody?.mass = 10
self.physicsBody?.allowsRotation = false
self.physicsBody?.categoryBitMask = PhysicsCategory.rupert.rawValue
self.physicsBody?.contactTestBitMask = PhysicsCategory.enemy.rawValue | PhysicsCategory.treat.rawValue | PhysicsCategory.winky.rawValue | PhysicsCategory.ground.rawValue
func createAnimations() {
let rotateUpAction = SKAction.rotate(toAngle: 0.75, duration: 0.475)
rotateUpAction.timingMode = .easeOut
let rotateDownAction = SKAction.rotate(toAngle: 0, duration: 0.475)
rotateDownAction.timingMode = .easeIn
let flyFrames: [SKTexture] = [
textureAtlas.textureNamed("pug1"),
textureAtlas.textureNamed("pug2"),
textureAtlas.textureNamed("pug3"),
textureAtlas.textureNamed("pug4"),
textureAtlas.textureNamed("pug3"),
textureAtlas.textureNamed("pug2")
]
let flyAction = SKAction.animate(with:flyFrames, timePerFrame: 0.07)
flyAnimation = SKAction.group([SKAction.repeatForever(flyAction), rotateUpAction])
let soarFrames:[SKTexture] = [textureAtlas.textureNamed("pug5")]
let soarAction = SKAction.animate(with: soarFrames, timePerFrame: 1)
soarAnimation = SKAction.group([SKAction.repeatForever(soarAction), rotateDownAction])
This is not all the code but you get the point.
I then say: let player = Player() in my Gamescene file which essentially attaches all the attributes in the player file to my player that will be seen in the Gamescene. Even if I am able to replace the initial player with a certain different player, there are so many animations that I don't know how to replace everything at once. I want to set a condition that spans over both the gamescene class and the player class so that it can just sub out certain images for other ones and keep the same actions.
Thank you for any help!
Here are some techniques you can use for making things like this more manageable:
Have a naming convention for your character images and/or sprite sheets, so that you can pass in a name to your Player() constructor. Then, instead of loading texturenamed("pug3"), you load up texturenamed("\(playerName)3"). If the only difference between your characters are the sprite sheets, this is actually all you need on the Player end.
If your characters are more complex, with differences beyond just the images, like being larger or having more health, then you will probably want to go with a more data-oriented approach. There are a couple of approaches to this, but a handy one is to read your texture names, hitbox sizes, health levels, etc., out of a .plist file instead of hard-coding them. Then just pass in the name of the .plist file to load for the character you want. Then, to create a new character, you just create a new .plist file. Another approach would be to create a "character definition" struct that you could pass to the Player constructor that contains the information you need to construct the player (this, in turn, could be loaded from a .plist file, as well, but you could also hard-code them or save them directly using codable serialization).
If neither of the above approaches are sufficient, say if you need different behavior between characters, you could always go the subclassing route - pull the various parts and pieces out into functions, and then override those functions to add the specific functionality you need for more complex characters.
If I have an array, [Joe, John, Adam, Sam, Bill, Bob] and I want to try to add this to a new row by doing SpreadsheetApp.getActive().getSheetByName('Sheet4').appendRow([array]); , what happens is that the entire list of names goes into 1 cell. Is there a way to break this up so they file away into the same row, but different columns? I need to continue using appendRow however.
I get this:
But I really want to have it look like this:
var my2DArrayFromRng = datasheet.getRange("A:A").getValues();
var a = my2DArrayFromRng.join().split(',').filter(Boolean);
var array = [];
for (d in a) {
array.push(a[d]);
}
SpreadsheetApp.getActive().getSheetByName('Sheet4').appendRow([array.toString()]);
You are converting your array to a string before you post it which is causing your issue.
Do not use the array.toString() method inside append row. Instead just append the array as it is.
SpreadsheetApp.getActive().getSheetByName('Sheet4').appendRow(array);
I'm trying to create two spreadsheets: one tracks student attendance at school, the other tracks their attendance at Track practice. The goal is to write a function, that I can set up as a button, that I can click that will automatically send emails to several people if the student is present at school but is absent for sports without getting excused.
Right now, the whole thing is working pretty well, but I have one issue. I have a column that will read "Good" or "Bad" depending on whether the student meets the above condition. The function turns these into an array. I would like to use the index of the "Bad"'s to find the necessary email addresses, which are stored at the same index point in another array that I make from the spreadsheet. I'm not sure how to save this index point and use it to reference the email addresses. Code below.
function sendEmailsMonday() {
var sheet = SpreadsheetApp.getActiveSpreadsheet().getSheetByName("TrackAttendance");
var dataRange = sheet.getRange("D2:D30");
var data = dataRange.getValues();// Gets array of "Good" and "Bad"
for (i in data) {
if(i = "Bad") {
var place = data.indexOf(i);
var dataRange2 = sheet.getRange("M2:M30");// Gets array of email addresses
var data2 = dataRange2.getValues();
var emailAddress = data2[place];
var message = "This is an automated email informing you that your child/advisee ____ was present at school today, but missed Track without being excused. Feel free to email Mr. # with any questions.";
var subject = "___ missed Track Practice";
MailApp.sendEmail(emailAddress, subject, message);
return;
}
}
}
So, the issue comes in with the index lines. If I get rid of
var place = data.indexOf(i);
and replace
var emailAddress = data[place];
with
var emailAddress = data[28];
or any other number, it will grab the email address and send it. But then it has nothing to do with the values in the other column.
Seems like this should be an easy fix but I'm bad at this.
Very late responding now. I think you are almost there.
Your IF statement should read:
if(i == "Bad") {
And then replace 'place' with i:
var emailAddress = data2[i];
It should work as expected now.
I have created a Spelling Puzzle in AS3 that loads a list of words from an XML file into an Array.
As the code loops through the array, it assigns each word to a variable called "current_word", then scrambles the letters of "current_word" and displays them on stage.
I would like to add an animated MovieClip as a visual aid with the class name that matches the value of current word.
For example if the current word is 'bear', then a MovieClip with the class name 'bear' is loaded from library to stage.
I was trying to create an empty movie clip called "tempItemClip" and overwrite its value with the value of the var current_word.
No errors, but it's not working. I am new to ActionScript. Can someone advise me on the best solution?
public function getWord()
{
current_word=pWord[ques_num];
setTiles(current_word.length);
ques_num++;
trace(current_word);
var tempItemClip:MovieClip = new MyItem();
Puzzle_screen.addChildAt(tempItemClip,4);
tempItemClip.x=380;
tempItemClip.y=130;
//var myClip:Object = getDefinitionByName(current_word);
var myClip:MovieClip = new MovieClip();
tempItemClip[current_word] = myClip;
tempItemClip.addChild(myClip);
}
It's not clear what you are asking, but I believe this is what you want :
var clipClass:Class = getDefinitionByName(current_word) as Class;
var myClip:MovieClip = new clipClass();
I have been working on a project and Stack Overflow has helped me with a few problems so far, so I am very thankful!
My question is this:
I have an array like this:
var records:Object = {};
var arr:Array = [
records["nh"] = { medinc:66303, statename:"New Hampshire"},
records["ct"] = { medinc:65958, statename:"Connecticut"},
records["nj"] = { medinc:65173, statename:"New Jersey"},
records["md"] = { medinc:64596, statename:"Maryland"},
etc... for all 50 states. And then I have the array sorted reverse numerically (descending) like this:
arr.sortOn("medinc", Array.NUMERIC);
arr.reverse();
Can I call the name of the record (i.e. "nj" for new jersey) and then get the value from the numeric position above and below the record in the array?
Basically, medinc is medium income of US states, and I am trying to show a ranking system... a user would click Texas for example, and it would show the medinc value for Texas, along with the state the ranks one position below and the state that ranks one position above in the array.
Thanks for your help!
If you know the object, you can use the array.indexOf().
var index:int = records.indexOf(records["nj"]);
var above:Object;
var below:Object;
if(index + 1 < records.length){ //make sure your not already at the top
above = records[index+1];
}
if(index > 0){ //make sure your not already at the bottom
below = records[index-1];
}
I think this is the answer based on my understanding of your data.
var index:int = arr.indexOf(records["nh"]);
That will get you the index of the record that was clicked on and then for find the ones below and above just:
var clickedRecord:Object = arr[index]
var higherRecord:Object = arr[index++]
var lowerRecord:Object = arr[index--]
Hope that answers your question
Do you really need records to be hash?
If no, you can simply move key to record field and change records to simple array:
var records: Array = new Array();
records.push({ short: "nh", medinc:66303, statename:"New Hampshire"}),
records.push({ short: "ct", medinc:65958, statename:"Connecticut"}),
....
This gives you opportunity to create class for State, change Array to Vector and make all of this type-safe, what is always good.
If you really need those keys, you can add objects like above (with "short" field) in the same way you are doing it now (maybe using some helper function which will help to avoid typing shortname twice, like addState(records, data) { records[data.short] = data }).
Finally, you can also keep those records in two objects (or an object and an array or whatever you need). This will not be expensive, if you will create state object once and keep references in array/object/vector. It would be nice idea if you need states sorted on different keys often.
This is not really a good way to have your data set up - too much typing (you are repeating "records", "medinc", "statename" over and over again, while you definitely could've avoided it, for example:
var records:Array = [];
var states:Array = ["nh", "ct", "nj" ... ];
var statenames:Array = ["New Hampshire", "Connecticut", "New Jersey" ... ];
var medincs:Array = [66303, 65958, 65173 ... ];
var hash:Object = { };
function addState(state:String, medinc:int, statename:String, hash:Object):Object
{
return hash[state] = { medinc: medinc, statename: statename };
}
for (var i:int; i < 50; i++)
{
records[i] = addState(states[i], medincs[i], statenames[i], hash);
}
While you have done it already the way you did, that's not essential, but this could've saved you some keystrokes, if you haven't...
Now, onto your search problem - first of all, true, it would be worth to sort the array before you search, but if you need to search an array by the value of the parameter it was sorted on, there is a better algorithm for that. That is, if given the data in your example, your specific task was to find out in what state the income is 65958, then, knowing that array is sorted on income you could employ binary search.
Now, for the example with 50 states the difference will not be noticeable, unless you do it some hundreds of thousands times per second, but in general, the binary search would be the way to go.
If the article in Wiki looks too long to read ;) the idea behind the binary search is that at first you guess that the searched value is exactly in the middle of the array - you try that assumption and if you guessed correct, return the index you just found, else - you select the interval containing the searched value (either one half of the array remaining) and do so until you either find the value, or check the same index - which would mean that the value is not found). This reduces asymptotic complexity of the algorithm from O(n) to O(log n).
Now, if your goal was to find the correspondence between the income and the state, but it wasn't important how that scales with other states (i.e. the index in the array is not important), you could have another hash table, where the income would be the key, and the state information object would be the value, using my example above:
function addState(state:String, medinc:int, statename:String,
hash:Object, incomeHash:Object):Object
{
return incomeHash[medinc] =
hash[state] = { medinc: medinc, statename: statename };
}
Then incomeHash[medinc] would give you the state by income in O(1) time.