Stroep

Just a collection of random works – Mark Knol

Archive for 'Code snippets'

Quick post here. I’d like to share this very quick way to create an automatic ID or index to your class instances. Mostly I pass an index as parameter to the class instance, or I use a public var to set the index. Using this way it is very easy to create an automatically filled index, since you have to set this up once and never worry again :)

Take a look at this code:

package
{
  public class MyObject
  {
    public static var global_index:int = 0;
    public const INDEX:int = global_index++;

     // constructor
     public function MyObject():void {}
  }
}
 

As you see, I have created a static variable global_index, which is always the same to all MyObject classes. I also created a public constant ‘INDEX’, which would be unique in every instance. When the MyObject instance is created the index will be set to the global_index, and the global_index will increase by one. So that’s basically the trick to create the auto-increment index for your AS3 class.

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Multiple keys made easy with DictionaryQuick post here, a simple solution I found to have multiple keys enabled. Maybe most real game developers know better or more elegant solutions, but I found this useful enough to share it with you.

Here we go. Add these variable to your class. This is a Dictionary, which allows you to associate a value with an object key.

private var currentKeys:Dictionary = new Dictionary();
 

Then, in your constructor or wherever you assign eventListeners, add these (well-known) listeners, with the callback functions:

import flash.events.KeyboardEvent;

stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP, onKeyUp);

private function onKeyDown(e:KeyboardEvent):void
{
    currentKeys[e.keyCode] = true;
}
       
private function onKeyUp(e:KeyboardEvent):void
{
    currentKeys[e.keyCode] = false;
}
 

Inside your enterframe-event or timer (were you want to detect which keys are pressed), you could these kind of detection.

import flash.ui.Keyboard;
import flash.events.Event;

private function onUpdate(e:Event):void
{
    if ( currentKeys[ Keyboard.SPACE ] )
    {
        tank.shoot();
    }
    if ( currentKeys[ Keyboard.RIGHT ] )
    {
        tank.targetDirection -= 0.1;
    }   
    if ( currentKeys[ Keyboard.LEFT ] )
    {
        tank.targetDirection += 0.1;
    }   
    if ( currentKeys[ Keyboard.UP ] )
    {
        tank.speed += tank.acceleration;
    }   
    if ( currentKeys[ Keyboard.DOWN ] )
    {
        tank.speed /= 1.8;
    }
}
 

I found that if you use some 3 or 4+ combinations of keys at the same time, the keyboard events are not triggered anymore, which is a bit of annoying bug in the FlashPlayer. I mean pressing forward and left and shooting at the same time could be a problem? Well; Hope this helps, I think its very easy and a great usage of the Dictionary.

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ChainI created a useful util-class to make delayed function calling easy. You can make a chain of functions, by adding them with a delay in milliseconds. This chain can be executed multiple times, even in reversed order.

Let’s take a look at a simple example of Chain.

var myChain:Chain = new Chain();   
myChain.addEventListener( Event.COMPLETE, onComplete);
myChain.add(one, 2000).add(two, 500).add(three, 1000).play(2);

function one():void { trace("one") }
function two():void { trace("two") }
function three():void { trace("three") }
function onComplete(e:Event):void { trace("done.") }

/* trace output:
one two three one two three done.
*/

 

What is happening here? At the first line we are instantiating the class, and the second line represents what chain does. There is a public function called ‘add’, which is an important part of the class. add(one, 2000) means: execute a function called ‘one’ after 2000 milliseconds. add(two,500).add(three,1000) are functions that are called after one is finished, with other delays. You can create your own rhythm/sequence/pattern. At the end we see play(2), which means: Execute the sequence of functions defined before, and repeat them 2 times. After that, dispatch event COMPLETE.

So that’s basically it. A cool part is you can play it reversed, using playReversed(). I am inspired by jQuery (which has nothing to do with this) to enable the ability to stick functions, but thats optional.

myChain.playReversed(2);

/* trace output:
three two one three two one
*/

 

Of course you can pauze/continue when you are playing, by calling stop() / doContinue(), and you can determine if it is currently playing using the isPlaying-getter.

These are all the public functions.

/// Constructor
public function Chain()

/// Adds a function at a specified interval (in milliseconds).
public function add(func:Function, delay:Number = 0):Chain

/// Start playing the sequence and calling functions
public function play(repeatCount:int = 0):void

/// Start playing the sequence reversed
public function playReversed(repeatCount:int = 0):void

/// Clears sequence list. Data will be removed.
public function clear():Chain

/// Stop playing, use doContinue to play futher from current point
public function stop():void

/// Continue playing after a stop
public function doContinue():Chain

/// Reset indexes
public function reset():void

/// Returns the string representation of the Chain private vars.
public function toString():String

/// Return chain is playing, stopped or completed
public function get isPlaying():Boolean
 

Hope you like it, let me know if you like to see extra/other related features.

Download: Chain (googlecode)

Updates
- Private functions are protected
- add-functions is now add(function, delay), where function is required.
- Class now extends EventDispatcher and play/playReversed dispatches Event.COMPLETE after playing sequence, instead of calling onComplete function
- Cleaned up code

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Code snippetI found out the getBounds()-function gives not exactly the right rectangle with a TextField. It always matches the border bounds, even if the borders are invisible. So I’ve created a more accurate function using getColorBoundsRect().

Click on the words. Switch between getRect() and getTextFieldBounds() by clicking on the buttons below to see the difference.

ยป Download source

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Square rootFound out something useful, which I’d like to share with you. It’s about calculating the width of menu-items perfectly.

Imaging you are creating a liquid website with a menu. If you want all items to have the same width, you could set the width of each item to totalMenuWidth / items.length. In most cases this will work out. But what is your menu is very small or the items doesn’t fit in that fixed width because the text is too long?

Well you could hardcode the width’s to make your own perfect proportions and spacing, but if your menu is xml-driven and you/someone else adds new menu-items, you have to re-assign the hardcoded widths and you feel unhappy :) Most hardcoded stuff is evil anyway because it is laziness. (I use it a lot :P )

Well, I’d like to calculate the perfect scaling menu, so I don’t have to worry the menu will break. You can use the text-length of the menu-item as input for the width calculation. The more letters, the bigger the menu-item, right? So, If you multiply all menu-text-lengths and divide this to the current text-length, you’ll get a ratio which can be divided from the total menu width. I like this theory. So we need to do this in 2 steps; first get the ratios and get the total menu-text-lengths (with a loop), then calculate and apply this on each item.
Pseudocode:

itemwidth = fullMenuWidth / (totalTextLength / menuitem.text.length)

This works fine, and its actually very cool. Now we have a function which actually use some proportions to create a liquid menu. After a while I realized that the proportions weren’t really right. If the menu text have odd text-length differences (eg 5 letters vs 25 letters), it looks weird. Larger texts take too much width. I wanted the same proportions kinda like a html-table.

So the menu-items needs to have better proportions. Bigger text should be a smaller and the smaller text should be bigger. After some searching I ‘discovered’ Square root, a.k.a. Math.sqrt() in actionscript. With this function you could ‘normalize’ numbers. Bigger numbers are getting smaller, smaller numbers are getting bigger. This was exactly what I needed!

You can see the result below:

You can see the differences between the menubars and you’ll agree to me that the last one is the best :) I think this theory could be applied to a lot more things, like graphs or grids.

In case anyone is interested in the code; it can be downloaded here (AS3).

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Code snippetEasily create an image without taking care of loaders and URLRequest etc.
Most simple usage of the Image class:

import nl.stroep.utils.Image

var myImage:Image = new Image("myImage.jpg");
this.addChild(myImage)
 

You can also add the most common eventListeners to the image:

import nl.stroep.utils.Image

var myImage:Image = new Image("myImage.jpg");
this.addChild(myImage);

myImage.addEventListener(Event.COMPLETE, onImageLoaded );
myImage.addEventListener(IOErrorEvent.IO_ERROR, onImageError );
myImage.addEventListener(ProgressEvent.PROGRESS, onImageLoading );

function onImageLoaded (e:Event):void {
   trace("image loaded!");
}

function onImageError (e:IOErrorEvent):void {
   trace("image error", e.text);
}

function onImageLoading (e :P rogressEvent):void {
   trace("loading image.. bytesLoaded=" + e.bytesLoaded + " bytesTotal=" + e.bytesTotal );
}
 

Download
Check out the Image class at googlecode

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Code snippetClass to work/calculate with colors. You can easily abstract the red, green or blue values from a color.

Usage:

import nl.stroep.utils.Color

// create orange color
var myColor:Color = new Color(0xFFCC00);

trace("value", myColor.value);
trace("red", myColor.red);
trace("green ", myColor.green);
trace("blue", myColor.blue);
 

Download
Check out the Color class at googlecode

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