To start with, I'm not new to actionscript (AS2.0) neither am I an experienced programmer in this language and I barely use any of it's object oriented features (frankly, I've never even written a class). Anyway, This is my code
var instName;
var num=0;
setInterval(createSym,100);
function createSym(){
instName="sym"+num++;
this.attachMovie("sym",instName,this.getNextHighestDepth());
eval(instName)._x=100;
eval(instName)._y=100;
var t1=setInterval(moveSym,8,instName);
function moveSym(instName){
eval(instName)._x+=1;
}
var t2=setInterval(checkSym,1,instName);
function checkSym(instName){
if(eval(instName)._x>=600){
clearInterval(t1);
clearInterval(t2);
eval(instName).removeMovieClip();
}
}
}
At first I thought I'm having some kind of scope problem with nested functions but I've accidentally used the same logic in another program and it works perfectly (I would also appreciate som开发者_JAVA百科e help in understanding how runtime memory is managed in languages like this). But then I realized that this code works if I change this in this.attachMovie to _root or if I change calling technique (without changing this to _root) to
setInterval(mycaller,100);
function caller(){
createSym();
}
I can't make out how these two ways differ from each other. Thanks for any help with this :)
The scope changes in AS2 with setInterval. Just to make sure, do trace(this)
inside the callback and you'll see it's not the _root, as expected, but you can pass a container movieclip as an extra argument to the callback function so you can add the library items into.
Also, the code looks complicated for no reason:
var instName;//keep track of the new instance for each clip
var num=0;//number of symbols
setInterval(createSym,100);//create a symbol every 100 milliseconds
function createSym(){
instName="sym"+num++;//update instance name
this.attachMovie("sym",instName,this.getNextHighestDepth());//attach a new clip
eval(instName)._x=100;//set initial position
eval(instName)._y=100;
var t1=setInterval(moveSym,8,instName);//add another interval to move the symbol
function moveSym(instName){
eval(instName)._x+=1;
}
var t2=setInterval(checkSym,1,instName);//and another inverval to check if the clip is 'outside' limits, clear intervals and remove clip
function checkSym(instName){
if(eval(instName)._x>=600){
clearInterval(t1);
clearInterval(t2);
eval(instName).removeMovieClip();
}
}
}
Each person has a coding style, so there isn't a right/wrong at this point, as long as it work. Here's how I rewrote it so it would make sense for me:
var clips:Array = [];
var currentClips:Number = 0;
var totalClips:Number = 100;
setInterval(update,40,this);//interval is at 40 ms ~ 25 fps, also pass a target movie clip to attache library items into
function update(targetClip:MovieClip) {
if(currentClips < totalClips){//still need clips ?
var clip:MovieClip = targetClip.attachMovie('sym','sym'+currentClips,targetClip.getNextHighestDepth());//add a clip
clip._x = 100;//initialize position
clip._y = Math.random() * 100;
clips.push(clip);//update array and clips counter
currentClips++;
}
//update existing clips
for(var i:Number = 0 ; i < currentClips; i++) {
clips[i]._x+=10;
if(clips[i]._x > Stage.width) {//if a clips is outsite, remove it, update the array and counter, and another should be created instead
clips[i].removeClip();
clips.splice(i,1);
currentClips--;
}
}
}
Notice that clips are removed and added each time they exit the stage, which might take a few resources, that could be saved if we simply reuse the same symbol by repositioning it:
var clips:Array = [];
var currentClips:Number = 0;
var totalClips:Number = 100;
setInterval(update,40,this);//interval is at 40 ms ~ 25 fps, also pass a target movie clip to attache library items into
function update(targetClip:MovieClip) {
if(currentClips < totalClips){//still need clips ?
var clip:MovieClip = targetClip.attachMovie('sym','sym'+currentClips,targetClip.getNextHighestDepth());//add a clip
clip._y = Math.random() * 100;//initialize position
clips.push(clip);//update array and clips counter
currentClips++;
}
//update existing clips
for(var i:Number = 0 ; i < currentClips; i++) {
clips[i]._x+=10;
if(clips[i]._x > Stage.width) clips[i]._x = 0;//reuse same clips, simply update position
}
}
Also, I noticed it doesn't look very fun as is, so I've added a variable for velocity (_vx), since MovieClip is a dynamic class and you can add properties to it at runtime. Note that this isn't a good practice. The goal was to get a bit of depth in the way the clips animate:
var clips:Array = [];
var currentClips:Number = 0;
var totalClips:Number = 100;
setInterval(update,40,this);//interval is at 40 ms ~ 25 fps, also pass a target movie clip to attache library items into
function update(targetClip:MovieClip) {
if(currentClips < totalClips){//still need clips ?
var clip:MovieClip = targetClip.attachMovie('sym','sym'+currentClips,targetClip.getNextHighestDepth());//add a clip
clip._y = Math.random() * 100;//initialize position
clip._vx = 5 + Math.random() * 5;//clips have different velocities - give a bit of depth
clips.push(clip);//update array and clips counter
currentClips++;
}
//update existing clips
for(var i:Number = 0 ; i < currentClips; i++) {
clips[i]._x += clips[i]._vx;
if(clips[i]._x > Stage.width) clips[i]._x = 0;//reuse same clips, simply update position
}
}
Speaking of depth, the clips aren't depth sorted, but I diverge... Regarding your problem with _root and scope, the issue with with setInterval because scope changes, but you can use an argument to the callback to get past the issue.
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