在不显示重复对象的情况下浏览游戏对象数组

时间:2014-02-12 01:47:51

标签: actionscript-3 flash-builder flashdevelop

我正在制作游戏,在我的游戏中,用户在整个关卡中获取武器(纸杯蛋糕)。我有一个按钮,玩家点击该按钮可以更改为下一个蛋糕(获取的武器存储在阵列中)。

这是我的问题:如果玩家获得了2个黄色蛋糕,1个红色蛋糕和2个蓝色蛋糕,我如何在没有显示相同的蛋糕两次的情况下浏览阵列? 我的按钮看起来好像没有改变武器,当它在代码中时,它会进入阵列中的下一个元素,但它是相同的武器[黄色蛋糕,黄色蛋糕,红色蛋糕,蓝色蛋糕,蓝色蛋糕]。

public function CupcakeChangeButton(e: MouseEvent) {
    cakeButtonCounter++;

    //Make sure the cakeButtonCounter never exceeds the amount of 
    //elements in array

    if (cakeButtonCounter >= CupcakesArray.length - 1) {
        cakeButtonCounter = 0;
    }

    //NOTE: may need function called "cupcake count", this function should
    //be called at the beginning of THIS function and in the constructor function
    //Should count the amount of cupcakes and maybe set wasSeen Elements to No

    /*
            The switch statment makes its decisions based on the type of cupcake
            is the current elment. The current element is represented by 
            "cakeButtonCounter" (CupcakesArray[cakeButtonCounter])

            The if statements decides if the cupcake has been seen already.
            If it hasnt been seen, it sets the button's text box to show how many of 
            those kind of cupcakes are left.

            After the amount of cupcakes of that type is shown in the text box, 
            the "unshift" method is used to place "yes" in the first element, of it's
            own Array type, WITHIN THE WAS SEEN ARRAY.......confusing!!!!!!

            Example:
            wasSeen.PinkCupcake.unshift("yes") = wasSeen.PinkCupcake[0] == "yes" 

            This is done so that we can keep track of what cupcakes has been seen
            already

            When the game is initialized the was seen elements are set to "no". So when 
            it's set to "yes", after being seen, The initial value,"no", is placed in the 
            next element. It's no longer needed, so we use the "splice" method to delete it 
            and HOPEFULLY, remove it from memory

            The "else" block of code takes place if the cupcake has already been seen.
            It increments the cakeButtonCounter so that the button will display the next
            cupcake in the array, that has NOT been seen

            After all decisions are made,(which cupcakes are next and which cupakes have 
            been seen) 
            Update the button's face by displaying the next cupcake that hasnt been seen
           (button goes to and stop and next element)

            NOTE: The ACTUAL case will be the dynamic var cupcake type (the NAME not the actual 
                  cupcake)
            */

    switch (CupcakesArray[cakeButtonCounter]) {
        case "PinkCupcake":
            if (wasSeen.PinkCupcake[0] == "no") {
                CupcakeNavigationBox.countBox.text = "x" + PinkCupcakeCount;
                wasSeen.PinkCupcake[0] == "yes";
                trace("element change? " + wasSeen.PinkCupcake[0]);
            } else {
                cakeButtonCounter++;
                trace("if yes...its starting that way " + wasSeen.PinkCupcake[0]);
            }
            break;

        case "YellowCupcake":
            if (wasSeen.YellowCupcake[0] == "no") {
                CupcakeNavigationBox.countBox.text = "x" + YellowCupcakeCount;
                wasSeen.YellowCupcake[0] == "yes";
            } else {
                cakeButtonCounter++;
            }
            break;

        case "GreenCupcake":
            if (wasSeen.GreenCupcake[0] == "no") {
                CupcakeNavigationBox.countBox.text = "x" + GreenCupcakeCount;
                wasSeen.GreenCupcake[0] == "yes";
            } else {
                cakeButtonCounter++;
            }
            break;

        case "PurpleCupcake":
            if (wasSeen.PurpleCupcake[0] == "no") {
                CupcakeNavigationBox.countBox.text = "x" + PurpleCupcakeCount;
                wasSeen.PurpleCupcake[0] == "yes";
            } else {
                cakeButtonCounter++;
            }
            break;
    }

    CupcakeNavigationBox.buttonFace.gotoAndStop(CupcakesArray[cakeButtonCounter]);
    changeCupcake();
}

1 个答案:

答案 0 :(得分:0)

您应该在选择武器类型的阵列中存储可用的类型武器。此外,该阵列应该包含int s,因为显然你的蛋糕花在火/行动上,因此你可以使用弹药存储阵列。如果你需要解锁数组,一定要制作另一个数组。 (确保有一个默认武器,否则蛋糕选择功能可以进入无限循环)

var cupcakesAmmo:Array=[0,0,0,0,0,0,0]; // as many as you have types of cupcakes
var cupcakesTypes:Array=[RedCupcake,YellowCupcake,PinkCupcake,GreenCupcake,BlueCupcake,PurpleCupcake,BlackCupcake];
// let's say we have seven cupcakes
var currentCupcake:int; // the selected weapon
function cupcakeChangeButton(e: MouseEvent) {
    // first check if we actually have anything to change to
    var weHave:int=0; // how many different cupcakes we have
    var i:int;
    for (i=0;i<cupcakesAmmo.length;i++) if (cupcakesAmmo[i]>0) weHave++;
    if (weHave<2) return; // hehe, we either have no cupcakes or just one type of em
    // otherwise let's change
    do { // we have to do this at least once
        currentCupcake++;
        if (currentCupcake==cupcakesAmmo.length) currentCupcake=0; // change type
    } while (cupcakesAmmo[currentCupcake]==0); // change until we find the type with nonzero ammo
    // okay, type selected, let's get proper display
    CupcakeNavigationBox.countBox.text = "x" + cupcakesAmmo[currentCupcake];
    // see, no switch is needed! Just get the data off your array :)
    // TODO change the displayed cupcake too (I don't see where you do this)
}