You might have a look at this:
http://mirror1.cvsdude.com/trac/osflash/red5/browser/java/server/trunk/swf/DEV_Source/classes/org/red5/samples/games/othello/GameBoard.as?rev=604#L98
resolveSiblings() is the method. Basically, it has some calculations for
finding out if a piece is an end or corner
> Hand coding the array would be laborsome and wouldn't
allow for extensibility.
hehe yeah... I know ;)
I'd be doing #1 too, but I guess that's probably what we like and hate about
the job we do eh?
___
Flashcoders@chattyfig.figleaf.com
To change your s
Hehe, all good. Thanks John. I'm sitting here trying to write something
mathematically that works. Turns out I am the suck at math, so it's making
this complicated. Hand coding the array would be laborsome and wouldn't
allow for extensibility.
Grrr...
fM.
On 3/29/06, John Grden <[EMAIL PR
Sorry, code correction - LOL, on code that's not been tested ...
for(var i:Number=0;i wrote:
>
> well, if you're using my code, then it would essentially build all pieces
> the way you show it happening in that link.
>
> to do it diagonaly the way you specify, there's 2 ways:
>
> 1. come up with
well, if you're using my code, then it would essentially build all pieces
the way you show it happening in that link.
to do it diagonaly the way you specify, there's 2 ways:
1. come up with an algorithm to calculate that type of movement based on
the number of rows/cols you have (ouch)
2. creat
Thanks John,
This is great! When I trace this, it works. I've applied it to my code,
and I think I have added something wrong. What happens is that all the
elements just build in a single area.
Here is what I had in the previous code:
http://www.apt11.com/test/test.html
Essentially, I need "0
Ok, since my email got through this morning, I'm hoping this one gets
through. Here is the question I've emailed four times now. Doesn't show up
in the threads.
Here we go:
Here is what I have so far:
import mx.transitions.Tween;
import mx.transitions.easing.*;
m = 0;
numTiles = 112;
funct
also, i released this in the red5 repository - it's a GridManager class that
you can use to draw a grid (literally or not) and gives you methods like:
1. calcGridLocation() - based on where you mouse is over the grid, you get
back a zero based grid number. So if i you have a 3x3 grid, you might
This will give you what you're looking for:
var cols:Number = 3;
var rows:Number = 3;
for(var i:Number=0;i * 50, _y:Math.floor(m / 14) * 50});
> myObj = "tile" + m + "_mc";
> new Tween(_root[myObj], "_alpha", Regular.easeInOut, 0, 100, 35,
> false);
> _root[myObj].number_t
Ok, since my email got through this morning, I'm hoping this one gets
through. Here is the question I've emailed four times now. Doesn't
show up in the threads.
Here we go:
Here is what I have so far:
import mx.transitions.Tween;
import mx.transitions.easing.*;
m = 0;
numTiles = 112;
funct
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