Moving cards from one list to another - manatee.trello

I am having an issue were my trello board won't update from my below code sets the "CurrentCard" to list 4 on my trello board. I looked at Manatee.Trello Moving Cards but i am not sure i am following.
var CurrentCard = Trelloboard.Lists[index].Cards[CardIndex];
CurrentCard.Position = 4;

var otherList = Trelloboard.Lists.Last();//The List to which you want to move the card to.
var CurrentCard = Trelloboard.Lists[index].Cards[0];// The current card you want to move
CurrentCard.List = otherList;//applying the "otherList" to the "CurrentCard"'s List attribute.

Related

Unity how to Create Texts via script?

I'm trying to create Texts via script. I want to create texts with the name of objects of a certain tag.
"For example, if I have two objects named Cube and Sphere and both have a tag of "TargetObj" then their names should be displayed as texts on the screen(in the case Cube, Sphere)"
I want to achieve this regardless of the number of objects. so a loop is needed.
Here is what I've tried so far.
[SerializeField] GameObject LevelCanvas;
targetObjects = GameObject.FindGameObjectsWithTag("TargetObj");
foreach (var obj in targetObjects)
{
Text mytext = LevelCanvas.AddComponent<Text>();
mytext.text = "Find " + obj.name;
Font ArialFont = (Font)Resources.GetBuiltinResource(typeof(Font), "Arial.ttf");
mytext.font = ArialFont;
mytext.material = ArialFont.material;
}
it only shows one object name although I have 2 more objects that were supposed to be shown as well.
You need to create a text object on a new gameobject.
static Text CreateText(Transform parent)
{
var go = new GameObject();
go.transform.parent = parent;
var text = go.AddComponent<Text>();
return text;
}
var mytext = CreateText(LevelCanvas.transform);
myext.text = ...
Many components in unity can only be added once per game object. That means you need a separate game object for every text you want to show.
A typical way to approach this is to create a "prefab" of a game object which has a text element already. This way you can set a default font and other settings.
Then in code you use the Instantiate method on that prefab and via GetComponent() you can access the text component instance to set the desired string to display.

Setting parent of an Image while populating inventory from code

I am developing an inventory system for my game. I have the UI set up, I have this:
As you can see, I have a Bag Panel, inside it there are a number of slots, that are the slots you can see in the right part of the image.
I am populating it this way:
inventoryPanel.SetActive(true);
GameObject bagObject= GameObject.Find("Bag");
List<GameObject> childrens = new List<GameObject>();
Transform[] listSlots = bagObject.GetComponentsInChildren<Transform>();
foreach(Transform child in listSlots)
{
if(!child.gameObject.name.Equals(bagObject.name))
childrens.Add(child.gameObject);
}
for (int i = 0; i < character.ItemsInInventory.Count; i++)
{
if (character.ItemsInInventory[i] != -1)
{
GameObject slot = childrens[i];
print("Slot: " + slot.name);
Image imagen = childrens[i].GetComponent<Image>();
string ruta = GetRutaSprite(character.ItemsInInventory[i]);
Sprite icono = Resources.Load<Sprite>(ruta);
imagen.name = "Item";
imagen.sprite = icono;
print("parent is " + slot.name);
imagen.transform.SetParent(slot.transform);
}
}
When I run this, I got this:
As you can see, Slot0 has dissapeared, and it is being substituted by item. What I would like to achieve is Item be a son of Slot0. I dont know why it happens this way, since I am setting the image's parent to the slot. In the print("Slot: " + slot.name); line it prints "Slot0", but in print("parent is " + slot.name); line it prints Item. Why is that? Also, the sword looks like it is behind something...it is not displayed correctly. I would like to show the icon AND the slot border.
How can I populate my inventory properly?
In your code, you just found the slot, get an image (which is border), and replace sprite on it with your items sprite.
You need to instantiate new image instead. It can be a prefab, or you can use your border image to create a copy from it (do not forget to change color). Or, if you have a separate Image inside slot, and you want to set the sprite for it, you need to get reference on it, but not on border. For this, you need a script on your slot, holding that reference.
for make a minimal changes in your code, you can do like this:
Sprite icono = Resources.Load<Sprite>(ruta);
Image newImage = Instantiate(imagen, slot.transform);
newImage .name = "Item";
newImage .sprite = icono;
print("parent is " + slot.name);
newImage.transform.SetParent(slot.transform);
But I defenitely recommend to rework it: at least, add a script on your slot, holding a reference to your second Image (which is not border).

remove graphics from inside a class as3

When I click a button in my game it draws shapes using the graphics in as3. simple shapes such as circles and rectangles.
I want to remove the graphics that have been drawn when something happens in one of my classes.
Basically when there is a hitTestObject (which works fine) I want all graphics on stage to be cleared.
if (gb2.hitTestObject(h1s2))
{
trace ("holed")
ySpeed2=0;
xSpeed2=0;
this.visible=false;
var mcSplash:MovieClip =parent.getChildByName("mcSplash") as MovieClip;
mcSplash.visible=true;
//parent.drawings.graphics.clear();
}
My attempt using parent.drawings.graphics.clear(); was unsuccessful, it gives me this error:
Line 481 1119: Access of possibly undefined property drawings through a reference with static type flash.display:DisplayObjectContainer.
Anyone have any suggestions
UPDATE:
this is how, on the min time line, the drawings occur.
var drawings:Shape = new Shape;
for (i=0; i<numRecs; i++)
{
recStartX = Number(xmlContent.rec[i].startpoint.#ptx);
recStartY = Number(xmlContent.rec[i].startpoint.#pty);
recWidth = Number(xmlContent.rec[i].dimensions.#w);
recHeight = Number(xmlContent.rec[i].dimensions.#h);
fillColor=int(xmlContent.rec[i].look.fillhex);
lineThick = Number(xmlContent.rec[i].look.strokethick);
lineColor = int(xmlContent.rec[i].look.strokehex);
drawings.graphics.lineStyle(lineThick, lineColor);
drawings.graphics.beginFill(fillColor);
drawings.graphics.drawRect(recStartX,recStartY,recWidth,recHeight);
drawings.graphics.endFill();
}
Create an array and push in each shape/rect.
Then iterate through this and remove..
for(var iteration:int = 0; iteration < rectArray.length; iteration++)
this.removeChild(rectArray[iteration]);
or if you are calling this from a class, use
MovieClip(this.root).removeChild(rectArray[iteration]);
Hopefully this is helpful :)
Z
What's drawings?! If you draw in mcSplash, you should use mcSplash.graphics.clear(). If you draw in a child called drawings, you should first get it as a child (after mcSplash get): var drawings = mcSplash.getChildByName('drawings); drawings.graphics.clear();. You could write checks to see what's going on: if (mcSlpash) { if (drawings) {, etc..

Arrays In Unity UnityScript

I am learning from a book on unity and it used this array to store cards.
var aGrid:Card[,];
I understand that :Cards means that it will only hold instances of the Cards class, but I don't understand what the comma in the "[,]" means. There are no "," in my Card class. Can anyone explain to me what this does?
Here is the full code if you need it:
#pragma strict
class Card extends System.Object {
var isFace:boolean = false;
var isMatched:boolean = false;
var img:String;
function Card() {
img = "robot";
}
}
import System.Collections.Generic;
var cols:int = 4; //number of collumbs
var rows:int = 4; //the number of rows in a card grid
var totalCards;int = 16;//4*4=16, there are sixteen slots in our grid for 16 cards
var matchesNeededToWin:int = totalCards * 0.5;//two cards is one match
var matchesMade:int = 0;//At the outset, the player has not made any matches
var cardW:int = 100; // Each card is 100px by 100px
var aCards:List.<Card>;//We'll store all the cards we created in this list.
var aGrid:Card[,];//2d array to keep track of the shuffled, dealt cards
var aCardsFlipped:List.<Card>;//stores flipped cards
var playerCanClick:boolean;//prevent players from clicking wrong buttons
var playerHasWon:boolean = FalseString;//store wether or not the player has won
It would appear from the comment that the [,] notation is to create a 2D array, where presumably [] creates a single-dimension array.
For more information, see How to Write a 2d Array.

Pure ActionScript 3.0 - Memory Game

I'm a beginner of ActionScript 3.0. I'm making a simple memory game, the tool I'm using is Eclipse with flexsdk plugin. Right now I've done the shuffle and display images, and the cover of the images as well.
My idea is when clicking on the image, the cover will remove and show the image behind of it. After 2 covers are gone, the game will compare and check whether the selected images are match or not, if match both of the images will remain, otherwise the cover will reappear and the game keeps going on. If all of the images are match, a winning line will appear.
The problem I'm facing is I got no idea on how to deal with the images comparison part. I wanted to compare with the index number of array or the name of the images, but I really don't have any idea. I've refer some examples but all of them are develop in CS3 and uses the timeframe which is not exist in pure ActionScript.
package {
import flash.display.Sprite;
import flash.events.MouseEvent;
import myclasses.Cover;
public class Prototype extends Sprite {
protected static const WIDTH:int=3;
protected static const HEIGHT:int=2;
protected static const SPACINGX:int=100;
protected static const SPACINGY:int=74;
protected static const OFFSETX:int=96;
protected static const OFFSETY:int=100;
protected static const SIZE:Number=100;
protected static const COLOUR:uint=0x999999;
[Embed(source="images/pic1.jpg")]
protected static const PIC1:Class;
[Embed(source="images/pic2.jpg")]
protected static const PIC2:Class;
[Embed(source="images/pic3.jpg")]
protected static const PIC3:Class;
protected var imagesList:Array=[PIC1,PIC1,PIC2,PIC2,PIC3,PIC3];
protected var X:int;
protected var Y:int=27;
protected var count:int;
//protected var firstTap:Class;
//protected var secondTap:Class;
public function Prototype() {
var shuffled:Array = shuffleList(imagesList.length);
for(var i:int; i<imagesList.length; i++) {
//var colour:uint;
//colour=0x999999;
var j:int = shuffled[i];
var thing:Sprite=new Sprite();
thing.addChild(new imagesList[j]());
thing.x=X;
thing.y=Y;
addChild(thing);
new Cover(this,X,Y,SIZE,COLOUR);
X=X+SPACINGX+OFFSETX;
count++;
if(count == WIDTH){
Y=Y+SPACINGY+OFFSETY;
X=0;
}
addEventListener(MouseEvent.MOUSE_DOWN,selectImages);
}
}
public function selectImages(event:MouseEvent):void {
//(P/S: this is not the actual code)
var target:Sprite = Sprite(event.target)
if(firstTap == null){
firstTap = ; //1st selected image
removeChild(target);
}else if(secondTap == null){
secondTap = ; //2nd selected image
if(firstTap == secondTap){
firstTap = null;
secondTap = null;
}else{
//firstTap = ; //cover back
//secondTap = ; //cover back
secondTap = null;
firstTap = ; //selected another image
}
}
}
protected function shuffleList(n:Number):Array {
var startList:Array = new Array(n);
var endList:Array = new Array(n);
var i:Number, j:Number;
for (i=0; i<n; i++) {
startList[i] = i;
}
for (i=0; i<n; i++) {
j = Math.floor(Math.random()*startList.length);
endList[i] = startList.splice(j,1)[0];
}
return(endList);
}
}
}
Please help me figure out. Thanks.
Well I didn't really go through your code in details, but from looking at it, it seems you are making things really complex. So let me give you a hint in how I would do it...
1) First I would make a 'card' class, which extends sprite or bitmap, mainly containing the image of that card, image of the cover/mask, some animtion methods like hide/show e.t.c, and possibly an 'id' variable to recognize it later, though that is not needed. You can also get away with the array you have, and in that case, skip step 2.
2) Now push two copies of each card in an array.
example [new card('c1'),new card('c1'),new card('c2'),new card('c2'),.....].
3) Now comes the part where you made it most complex, that is, the shuffling of the array. Let's write a custom function for it, shall we?
function shuffleArr(arr):Array
{
var len:int = arr.length();
for(var i:int=0; i<len; i++)
{
//Swap the value at i with a random value within the array;
var tmp_pos:int = Math.floor(Math.random()*len);
while(tmp_pos==i)
{
tmp_pos = Math.floor(Math.random()*len);
}
var tmp_var:card = arr[tmp_pos];
arr[tmp_pos] = arr[i];
arr[i] = tmp_var;
}
}
4) Now that the array is shuffled, you simply have to lay them out in a grid.
for(var row:int=0; row<6; row++)
{
for(var col:int=0; col<6; col++)
{
card_arr[i].x = card_arr[i].width*cols+5;
card_arr[i].y = card_arr[i].height*row+5;
stage.addChild(card[i]);
}
}
5) Now you have to check for user click and take action, and there are many ways to do it, but I will tell one of them...
a) Give the cards a click event handler, this becomes easy if the cards are a class, or you can look into event.target property and use a general click handler. it's up to you.
b) On click, push the card's id in an array. If you did make them into a class, their ids should now be, c1, c2, e.t.c, and you can do
holder_arr.push(this);
this.removeCover();
6) Now you have to make sure, that the holder array can only hold two values at a time. Then do the checking. I am writing a semi-pseudo code with a lot of assumed functions and values:
//Insert
if(holder_arr.length()==2)
{
//flip back the cards and empty the array
holder_arr[0].showCover();
holder_arr[1].showCover();
holder_arr = [];
}
holder_arr.push(this);
...
..
7) For checking make a function and run it every time a card is clicked, and also when a timer ends, to flip back the cards.
function checkCards()
{
if(holder_arr.length==2)
{
if(holder_arr[0].id==holder_arr[1].id)
{
//the cards match
holder_arr[0].vanishAnim();
holder_arr[1].vanishAnim();
holder_arr=[];
}
else
{
holder_arr[0].showCover();
holder_arr[1].showCover();
holder_arr=[];
}
}
}
Obviously you will remove the cards from the actual card_arr too, but when to do that is up to you to figure out ;)
Personally , I find the problem has more to do with the way you shuffle your cards as it makes it a bit more difficult to identify what card is what.
Let's say for instance that instead of shuffling your embed assets , you were first creating your cards , naming them after the image they add , then creating an Array ( or Vector ) of cards and shuffle that Array ( or Vector ), identifying the cards would be fairly easy since you'd only have to compare their name property.
//PSEUDO CODE
- create Array ( Vector ) of embed assets [PIC1, PIC2 , PIC3]
- create cards and use Array ( Vector ) index to identify
each card with the name property
- create a set of six cards
- shuffle set