Assigning images to the grid according to their value random number cells?

Hi all!

I need a good point (or push) in a good way.

Background

(With previous assistance from this forum), I created a random number of 12 x 9 grid that scrolls the numbers 1 to 9, a total of twelve times each. Then I created a button that mixes the current grid cells whenever it locks. I now want to use 9 images that I imported as individual symbols in the library (I gave them each their own class called "skin1," 'skin 2',...) "skin9") as the cell labels or equivalent. I also created images as individual video clips (using the.) The class Sprite as extended but base class keeping the real image of class names in line with the name of the object, i.e. the "skin1" image is the class "skin1.as").

Question

How can I assign these images for the cells in the grid according to their respective values (from 1 to 9) and ask them to fill the grid, whenever I click on the button 'shuffle'? Thus, for example, in my grid numbers 1 to 9 randomly appear 12 times each. Whenever the number 4 appears in a cell, I want it to be assigned to the picture "4 GB" (which is just a chart that looks like a button and has a fancy number '4' printed top). Here's a piece of code that I use to draw the grid cells with:

// Creates a grid cell when called by generateGrid().
private funciton drawCell(_numeral:int):Sprite
{
     /*
          This is the code I am currently implementing to populate the grids with (although I
          don't want to use text labels as I want to fill each grid with an image according 
          to its numerical value (1 to 9).
     */
     var _label:TextField = new TextField();
     _label.multiline = _label.wordWrap = false;
     _label.autoSize = "center";
     _label.text = String(_numeral);
     // Add numerical label to cell array.
     cellLabels.push(_label);
     var _s:Sprite = new Sprite();
     _s.graphics.lineStyle(2, 0x019000);
     _s.graphics.drawRect(30, 0, cellW, CellH);
     _s.addChild(_label);
     return _s;
}


While what follows is not the labour code, it will show if all goes well I want to reach inside this function so I can't use the code snippet above to the text labels:

This will create "if all goes well" a table of 9 images by calling their classes.      var _imageArray:Array = [skin1, skin2, skin3, 4 GB, skin5, skin6, skin7, skin8, skin9];      That's what I want to get for each cell using the matrix in the image above: for (i = 0; I < cells; i ++) {if (_numeral == 1) {/ / Insert image skin1 for each instance of #1 in the grid.}}           } If (_numeral == 2) {/ / Insert image skin 2 for each instance of #2 in the grid.}           }... If (_numeral == 9) {/ / Insert image skin9 for each instance of #9 in the grid.}           }      }

Again, I want not to use text labels. I have a skin graph custom that I want to go over each number on the grid, based on its value (from 1 to 9). Help with this is greatly appreciated!

:

// Creates a grid cell when called by generateGrid().
private funciton drawCell(_numeral:int):Sprite
{
     /*
          This is the code I am currently implementing to populate the grids with (although I
          don't want to use text labels as I want to fill each grid with an image according
          to its numerical value (1 to 9).
     */
     var _label:TextField = new TextField();
     _label.multiline = _label.wordWrap = false;
     _label.autoSize = "center";
     _label.text = String(_numeral);
     // Add numerical label to cell array.
     cellLabels.push(_label);
     var _s:Sprite = new Sprite();
     _s.graphics.lineStyle(2, 0x019000);
     _s.graphics.drawRect(30, 0, cellW, CellH);
     _s.addChild(_label);

var classRef:Class=Class(getDefinitionByName("skin"+numeral));var image:*=new classRef();_s.addChild(image);      return _s;
}

Tags: Adobe Animate

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