K. I'm getting stuck here.
I'm trying to make an array with different color values.
My problem is that when I do...
teamColor[i] = currentColor... all color values in my array turn into the currentColor.
(I would upload more code, but that would be a massive mess, considering that I have code everywhere with references from movie clips that are as far as 3 layers deep. HOWEVER, this would be irrelevant anyways (probably), because I tested this with color values on my main timeline, without any references to or from anything deeply nested)
I'm GUESSING that this is just some horrible bug, but if it's not (and I hope it isn't), please guide me in what to do to fix this problem.
I would like to add that I tried adding strings in there and that the strings remained their original, intended, value, while the color exhibited the same phenomenon.
[Partially resolved]:
I changed my code by creating separate variables for each color instead of putting the variables into an array (not what I really wanted to do, but it works). My code looks like this:
`
if (teamColor != 0)
{
this["team"+teamColor+"Color"] = new ColorTransform(0,0,0,1,currentColor.redOffset,currentColor.greenOffset,currentColor.blueOffset,0)
teamColor = 0
namebox.addboxes()//function in a movieclip
}`
teamColor is now an int that is changed based on which box a user clicks from a movie clip that has a dynamically generated name, based off of what the variable value in a loop was when it was created. (E.G: 'tempboxname[ttns].name = i;')
teamColor is then equal to that name when the user clicks it.
I have another movieclip with colors in it and the above function is called to check if any teamColor change has occurred, and if it has, act accordingly. (The idea of having teamColor equal to 0 is so that if the user clicks twice, nothing changes. I other conditionals for other colors, all within the same function).
That is how I fixed me code.
It's not what I wanted, because it's not an array (meaning a seemingly infinite number of teamColors, and thus, teams) but it'll do for me. If anyone has any suggestions, feel free to suggest.
I'm no ActionScript wiz, but what it looks like to me is that currentColor is an object that is being passed into the array by reference. This means that all array entries that you assigned currentColor will be pointing at the same currentColor object, not a copy. My advice is to make a copy and then assign that into the array.
It would be much better if you could give me more code to look at. For instance, the loop that contains that code segment would be nice. If I find a different error I'll edit my answer.
here i'm creating and then adding simple 0xRRGGBB color objects into a vector. the color objects are then parsed into 0xRRGGBB hexadecimal strings and traced.
certainly it's not exactly what your looking for, but hopefully it will help you.
var red:uint = 0xFF0000;
var green:uint = 0x00FF00;
var blue:uint = 0x0000FF;
var colors:Vector.<uint> = new Vector.<uint>()
colors.push(red, green, blue);
for each (var color:uint in colors)
{
var output:String = color.toString(16);
while (output.length < 6)
output = "0" + output;
trace("0x" + output.toUpperCase());
}
Output:
//0xFF0000
//0x00FF00
//0x0000FF
Related
I want my swift code to create buttons using colors. I know I want to declare array but some of the things I have tried are not working. What I tried below is not working. I have tried to do various forms of wrapping but it did not work. The goal of this code is to not use any storyboards and do everything by code.
var red,blue = UIButton()
One compact way to declare two variables in one line is to use tuple notation:
let (red,blue) = (UIButton(), UIButton())
Perhaps that's what you're asking for. But there is no array in the story; it's hard to see why you mention arrays in the first place.
On the other hand, if you really do want an array as you claim, then it's hard to see what the names red and blue are for, since the elements of an array do not have names (with regard to the array). You could make an array of two new buttons by saying:
let arrayOfTwoButtons = (0..<2).map {_ in UIButton()}
I woukld like to form an Array which contains the widths of each label inside the customTableCell. As illustrated in the attached image, I managed to extract all the widths I am interested in but they are not all in the same array. Any idea how can I extrac t all the widths in ONE array?
#BrunoPastre is correct, but appending is also not the way to assign the values in the array. This function will be run many times for some cells, as you scroll up and down. You will end up with the same widths listed many times at different places in the array.
You should create the array with the right dimension, then assign them as cellsWidthsArray[indexPath.row] = cell.cellTextLabel.frame.size.width.
You should create your array only once, not every time tableView(_: UITableView, cellForRowAt: IndexPath) -> UITableViewCell is called. This can be achieved by moving the declaration of your array, on line 83, to somewhere outside of the function scope, but inside the class scope, like line 92. When you do that, cellsWitdhsArray will become a class variable, or an attribute, that can be accessed from anywhere inside the class
That method is called once per cell, if you declare a local variable cellsWidthArray its not going to persist across multiple calls of that function.
What you need is to "save" this array somewhere that isn't a local, temporary scope. The best way to do this is to save it as a property on the class.
I can see in your code you already have another array thats a property: tableViewRowsInsideSectionsArray. Scroll up to (hopefully) the very top of the class declaration in the same scope add your own cellsWidthArray.
It should look something like
class MyViewController {
...
private var cellsWidthArray: [CGFloat] = []
...
That way that local array isn't lost every time the function ends - it's owned by the view controller and is available anywhere within that class as long as that class exists.
HOWEVER, it may not work as you expect because another issue with that method (tableView(cellForRowAt:) is that it's only called when a cell is being displayed (visible on the screen). And it will be called multiple times if you scroll a cell off and back on the screen.
You can solve potential duplication by creating a dictionary where the key is something uniquely identifying the cell (it seems like its just going to be the text here) and the value is the width. Something like:
class MyViewController {
...
private var cellsWidthDictionary: [String: CGFloat] = [:]
...
func tableView(cellForRowAt:) { // I didn't feel like typing it all out
...
cellsWidthDictionary[theTextYouAreUsing] = width
But you now have another issue, the way you are getting the width, accessing the frame of the label just after you set the text, might not actually be correct. This function just prepares the cell, auto layout and frame adjustments might happen later.
A simple one line solution one might be tempted to do is to force a layout on the cell, after setting the text on the label, something like:
cell.cellTextLabel.sizeToFit() or cell.layoutIfNeeded()
that will just adjust the frame of the label to perfectly wrap the existing content.. but a much better solution would be to actually calculate it..
You could use https://developer.apple.com/documentation/foundation/nsstring/1531844-size
something like
let labelSize = (label.text?.size(attributes: [NSFontAttributeName: UIFont(name: label.font.fontName , size: label.font.pointSize)!]))
then accessing labelSize.width
You're still left with the problem of only having that function called when a cell is about to be displayed on the screen. You can either manually scroll through every cell to build that table if you're using it for debugging/testing/informative purposes. But otherwise you would need to do something else...
Fortunately, Swift has a function that calculates the size a string would take - you just have to make sure you specify the text/font/size/any other styling elements. I pointed it out above... you can just iterate through all the strings that you're feeding into the cells and generate the dictionary right then and there as soon as you get the data.
Keep in mind this assumes a single line, if you have a max width for the label or other constraints that would cause the text to be cut off you would need to be even more explicit - I encourage you to google how to calculate the size of a label based off your needs if so.
Hey everyone so I have a movie Clip called popEffect that i want to show on the current bubbles that are being clicked by the mouse. Now Whenever I click on a Bubble everything works correctly they get removed from the stage, but the problem I am having is that the popEffect is not positioned to the current bubbles that are being clicked. Instead they are positioned at a different bubble that shows on the screen in the display object array.
Here is how I have it all set up:
private function addBubbles(e:TimerEvent):void
{
bubbles = new mcBubbles();
stage.addChild(bubbles);
aBubbleArray.push(bubbles);
bubbles.addEventListener(MouseEvent.CLICK, bubblesBeingClicked);
}
Then the BubblesBeingClicked function:
private function bubblesBeingClicked(e:MouseEvent):void
{
var BubblePop:DisplayObject = e.target as DisplayObject; // HERE is your clicked square
var i:int = aBubbleArray.indexOf(BubblePop); // and HERE is your index in the array
if (i < 0)
{
// the MC is out of the array
//trace("Pop Clicked");
onBubbleIsClicked(BubblePop);
aBubbleArray.splice(i, 1);
BubblePop.parent.removeChild(BubblePop);
//Remove Listeners!!!
BubblePop.removeEventListener(MouseEvent.MOUSE_DOWN, onBubbleIsClicked);
// Null
BubblePop = null;
}
}
Finally my onBubbleIsClicked function where i have the popEffect located:
private function onBubbleIsClicked(bubblePop:DisplayObject):void
{
nScore++;
updateHighScore();
//Pop Effect
popEffect = new mcBubblePop();
stage.addChild(popEffect);
popEffect.x = bubbles.x;
popEffect.y = bubbles.y;
}
Can anyone see why the popEffect wont position on the current bubble that is being popped? Its acting really weird.
The reason is this:
popEffect.x = bubbles.x;
popEffect.y = bubbles.y;
As far as I can understand, bubbles is a member variable in the class (you are using it in the addBubbles function. Inside onBubbleIsClicked, you provide bubblePop, but do not use it. You are using bubbles instead, which is actually the last instance you've created inside the tick function!
So every time you create popEffect, you actually assign the x and y to the latest created bubblePop.
Some advises:
Do not use member variables that often. They are used WHEN you need to use a variable between functions. In your case, bubbles is a variable that is used only inside the creational function. You even put them into an array! And because you override it with a new one every time you create an instance, your member variables just saves the last one. Is this really needed? Same with popEffect, does anyone else uses it, as it's again just the last one? Such things create mistakes, as you see..
I truly don't understand what this means: if (i < 0). You search if the object you've clicked is not in the array? Well if it is not (how come?!), then what's the meaning of aBubbleArray.splice(i, 1);? Since i < 0, you actually splice with negative value, so you splice some other element! Plan what you want to do, thing logically and then do the actual code. If the object is not in the array, then why do you remove anything from the array?
Start formatting your code better. Read about camel case and variables scope.
Try to manage your logic better. For example this is pretty awkward: BubblePop.parent.removeChild(BubblePop);, as long as you've added it by using stage.addChild(bubbles);. So isn't it more simple to use stage.removeChild(child);? There are some rules in programming (especially in Flash), like 'what added it should remove it'. This will keep you safe in future.
Good luck!
I've ran into a weird problem with flash, I have an array of 92 buttons, at first it was all contained in a single array, the buttons up to the first 20th buttons work, the rest don't.
The buttons will take the user to the next scene basically.
So I tried to breakup the array into multiple arrays, so the first array contains the first 20, the second array the 21-40th and so on, the fifth array contains the 81-92 buttons.
The problem now is I will get this error message:
TypeError #1010: A term is undefined and has no properties
and it'll break all the buttons, rendering all the buttons unusable.
Therefore, I commented out the
for (var a=0; a<buttons.length; a++)
{
firstarray[a].addEventListener(MouseEvent.CLICK,ArraySelectOne);
secondarray[a].addEventListener(MouseEvent.CLICK,ArraySelectOne);
thirdarray[a].addEventListener(MouseEvent.CLICK,ArraySelectOne);
fourtharray[a].addEventListener(MouseEvent.CLICK,ArraySelectOne);
//fiftharray[a].addEventListener(MouseEvent.CLICK,ArraySelectOne);
}
in my button spawn function and the buttons from the first to fourth array works flawlessly well except the fifth, which when clicked, nothing happens.
So I tired to create a new function whereby it was only the fiftharray in it and called the new function in the spawner, same error, breaks everything.
Then I thought was there a button naming issue whereby i mistyped something, I took the button names in the fifth array and pasted them into the start of the fourtharray, replacing what was in it plus commenting out the fiftharray from my script.
The once unworkable buttons (81 to 92) worked, but now (61 to 80) didn't.
I tried combining all the arrays using the comarray, but only the first 20 buttons worked.
So I am wondering if is there a fix or something to solve this problem, much help is appreciated!
There is no need to have multiple arrays, remove them. The last array is obviously shorter than the rest and that's messing up your code -> you are pointing to an index that doesn't exist in your last array.
There is actually no need to have an array. You have 92 buttons, that's a nice bunch. Why not to put it to a movieclip instead? What's the need of the array?
Let's assume you select all your buttons and put them inside of movieclip called buttonsClip. Now you can just use this code, without typing all the instance names out to put them to the array (like the tutorial did it... that may work for 8 buttons, but 92... come on :) ):
import flash.display.MovieClip;
import flash.events.MouseEvent;
for(var i:uint=0; i<buttonsClip.numChildren; i++) {
var b:MovieClip = buttonsClip.getChildAt(i) as MovieClip; //Assuming the buttons are movieclips
b.addEventListener(MouseEvent.CLICK, onClick);
}
function onClick(e:MouseEvent):void {
trace(e.target.name);
}
I know this Question is currently 8 years old, but maybe this will help another person that is searching for the same thing.
I had pretty much the same problem and in my case it was just that I accidently skipped a number while naming all the Symbols in the libary that I wanted to be in this array. I had 42 Symbols but because of this mistake the function to load the array had 43 and obviously the program was confused about that.
I'm very new to ActionScript 3.0, so be gentle. :P
I'm making a simple 'custom gun' program where you can cycle through the different parts of the weapon to give it a unique appearance. For example, you have the 'barrel' and the magazine'. Each part is a movieclip with frames for the different options.
Parent Movie Clip: Barrel
Frames within are labeled, each with an MC.
Each MC in there has 4 layers labeled "Paint, Details, Metal, Light".
I have an array of the current parts:
var paintList:Array = new Array (Base.Paint, Bar.BarStandard.Paint, Mag.MagStandard.Paint /*, etc.*/);
Now what I need is to remove a specific piece from that array. So for the above example, how would I just remove the Bar.BarStandard.Paint and add instead Bar.BarExtended.Paint?
Hopefully this makes sense and someone can help! :C
When working with arrays and removing values from within arrays you use splice
Using splice;
arrayName.splice(indexValue, deleteCount)
arrayName you replace with the name of your array
indexValue you replace with the position that the value you want to remove from the array falls
deleteCount is the amount of values you want to delete
Example with your code;
var paintList:Array = new Array (Base.Paint, Bar.BarStandard.Paint, Mag.MagStandard.Paint, etc.);
The value you want to replace is the 2nd value, therefore
paintList.splice(2,1)
And to add another value to that position.
arrayName[indexNumber] = newValue;
Again with your code;
paintList[2] = Bar.BarExtended.Paint;