In my programming class,
I need to create a Tiles game with AS3 (like zelda).
On a map, the tiles are initialised black in an array and, after that, they are changing randomly each time the leftpick of a song reach a certain value.
When the tiles change, I need to update the Array with the new value. Actually, I always get an Error #1010: A term is undefined and has no properties.
This is how the tiles are initialised:
variable
private var grid: MovieClip;
private var nbRow: int = 6;
private var nbCol: int = 12;
private var oneTiles: Tiles;
private var t: Tiles;
public var tMap: Array = [
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
];
Creation of the map
private function createGrid(): void {
grid = new MovieClip();
addChild(grid);
for (var r: int = 0; r < nbRow; r++) {
for (var c: int = 0; c < nbCol; c++) {
t = new Tiles();
t.x = t.width * c;
t.y = t.height * r;
grid.addChild(t);
}
}
}
Set Tiles
private function displayTiles(): void {
var i: int = 0;
for (var r: int = 0; r < nbRow; r++) {
for (var c: int = 0; c < nbCol; c++) {
var t: Tiles;
t = Tiles(grid.getChildAt(i));
t.gotoAndStop(tMap[r][c]);
i++;
}
}
}
This is the function called everytime the leftpeak reach the value
private function resetTiles(): void {
for (var i: int = 0; i < grid.numChildren; i++) {
oneTiles = grid.getChildAt(i) as Tiles;
oneTiles.getTiles();
//30% chance gotoAndStop(1) black tiles
//70% chance gotoAndStop(2) white tiles
}
}
This is the source of the problem : to update the array, I added this in the for loop of resetTiles(). Whit it, I always get an Error #1010: A term is undefined and has no properties. :
private var posX: uint = 0; //global
private var posY: uint = 0; //global
tMap[posX][posY] = oneTiles.getFrame();
if(posX == 11 && posY != 5){
posX = 0;
posY++;
}else if(posX == 11 && posY == 5){
posX = 0;
posY = 0;
}else{
posX++;
}
trace(posX);
trace(posY);
}
- So, where's the problem ? Normaly, with this code, each time a tile is changed, the good tile in tMap shall be updated.
- I did some test, and what seems to be the source of the problem is the line tMap[posX][posY] = oneTiles.getFrame(); Still, I can't figure out why
public function getFrame():void{
this.currentFrame;
}