How can I (neatly) control mouse click events in a multi-dimensional array?
Hello everyone!
I have a question regarding the use of mouse clicks events in a multi-dimensional array (or a "2D" array as we refer to them in Java and C++).
Background
I have an array of objects each with a corresponding mouse click event. Each object is stored at a location ranging from [0][0] to [5][8] (hence a 9 x 6 grid) and has the specific column and row number associated with it as well (i.e. tile [2][4] has a row number of 2 and a column number of 4, even though it is on the third row, fifth column). Upon each mouse click, the tile that is selected is stored in a temporary array. The array is cleared if a tile is clicked that does not share a column or row value equal to, minus or plus 1 with the currently targeted tile (i.e. clicking tile [1][1] will clear the array if there aren't any tiles stored that have the row/column number
[0][0], [0][1], [0][2],
[1][0], [1][1], [1][2],
[2][0], [2][1], [2][2]
or any contiguous column/row with another tile stored in the array, meaning that the newly clicked tile only needs to be sharing a border with one of the tiles in the temp array but not necessarily with the last tile stored).
Question
What is a clean, tidy way of programming this in AS3? Here are a couple portions of my code (although the mouse click event isn't finished/working correctly):
public function tileClick(e:MouseEvent):void
var tile:Object = e.currentTarget;
tileSelect.push(uint(tile.currentFrameLabel));
selectArr.push(tile);
if (tile.select.visible == false)
tile.select.visible = true;
else
tile.select.visible = false;
for (var i:uint = 0; i < selectArr.length; i++)
if ((tile.rowN == selectArr[i].rowN - 1) ||
(tile.rowN == selectArr[i].rowN) ||
(tile.rowN == selectArr[i].rowN + 1))
if ((tile.colN == selectArr[i].colN - 1) ||
(tile.colN == selectArr[i].colN) ||
(tile.colN == selectArr[i].colN + 1))
trace("jackpot!" + i);
else
for (var ii:uint = 0; ii < 1; ii++)
for (var iii:uint = 0; iii < selectArr.length; iii++)
selectArr[iii].select.visible = false;
selectArr = [];
trace("Err!");
Andrei1,
So are you saying that if I, rather than assigning a uint to the column and row number for each tile, just assigned a string to each one in the form "#_#" then I could actually just assign the "adjacent" array directly to it instead of using a generic object to hold those values? In this case, my click event would simply check the indexes, one at a time, of all tiles currently stored in my "selectArr" array against the column/row string in the currently selected tile. Am I correct so far? If I am then let's say that "selectArr" is currently holding five tile coordinates (the user has clicked on five adjacent tiles thus far) and a sixth one is being evaluated now:
Current "selectArr" values:
1_0
1_1, 2_1, 3_1
2_2
New tile clicked:
1_0
1_1, 2_1, 3_1
2_2
2_3
Coordinate search:
1_-1
0_0, 1_0, 2_0, 3_0
0_1, 1_1, 2_1, 3_1, 4_1
1_2, 2_2, 3_2
2_3
Essentially what is happening here is that the new tile is checking all four coordinates/indexes belonging to each of the five tiles stored in the "selectArr" array as it tries to find a match for one of its own (which it does for the tile at coordinate 2_2). Thus the new tile at coordinate 2_3 would be marked as valid and added to the "selectArr" array as we wait for the next tile to be clicked and validated. Is this correct?
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SampleViewController *sample=[[SampleViewController alloc] init];
[self.navigationController pushViewController:sample animated:NO];
//[cell.ratingView setImage:[UIImage imageNamed:@"Rating-filled.png"]];
- (CGFloat)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath
return 36;
}
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