Help please with nested tables

I'm fighting to properly set up the levels of my play on words.

I have 30 levels

var wordLevels:Array = [wordsL01, wordsL02, wordsL03, wordsL04, wordsL05, wordsL06, wordsL07, wordsL08, wordsL09, wordsL1, 0]

wordsL11, wordsL12, wordsL13, wordsL14, wordsL15, wordsL16, wordsL17, wordsL18, wordsL19, wordsL20,

wordsL21, wordsL22, wordsL23, wordsL24, wordsL25, wordsL26, wordsL27, wordsL28, wordsL29, wordsL30]

Each level has 10 words

public var wordsL01:Array = [wordsL1W1, wordsL1W2, wordsL1W3, wordsL1W4, wordsL1W5, wordsL1W6, wordsL1W7, wordsL1W8, wordsL1W 9, wordsL1W10];

Every word is divided into sounds.

public var wordsL2W9:Array = ["th', 'r', 'ee'];

I want to display the score etc. after each level. I think for this I will have to write a loop to generate ten words in a current level and then after each level is completed displays the score etc. before moving on to the next level.

I tried to write the loop for this (see code below), but instead of retracing the 10 words I expected, I had the following in the output panel: Function() {} function

What's wrong in my code? I have marked the relevant bits in red:

package

{

import flash.display.MovieClip;

import flash.text.TextField;

import flash.events.Event;

import flash.utils.Timer;

import flash.events. *;

import flash.events.MouseEvent;

/ public dynamic class WordArray extends MovieClip

{

public var wordtext:wordText = new wordText;

var activeWordArray:Array;

var activeLevelofTenWordsArray:Array;

public var wordsL1:Array = ['elephant', 'a', 'of', 'off', 'walk', 'no', 'got', 'in', 'East', 'it']; This was for testing only, be removed as soon as al levels can be broken up

public var wordsL1W1:Array = ['a'];

public var wordsL1W2:Array = ["h", "a","s"];

public var wordsL1W3:Array = ['o', 'f'];

public var wordsL1W4:Array = ['o', 'f', 'f'];

public var wordsL1W5:Array = ["o", "n"];  / / year so on until wordsL30W10:

public var wordsL01:Array = [wordsL1W1, wordsL1W2, wordsL1W3, wordsL1W4, wordsL1W5, wordsL1W6, wordsL1W7, wordsL1W8, wordsL1W 9, wordsL1W10];

public var wordsL02 //etc up to wordsL30.

public var wordLevels:Array = [wordsL01, wordsL02, wordsL03, wordsL04, wordsL05, wordsL06, wordsL07, wordsL08, wordsL09, wordsL1, 0]

wordsL11, wordsL12, wordsL13, wordsL14, wordsL15, wordsL16, wordsL17, wordsL18, wordsL19, wordsL20,

wordsL21, wordsL22, wordsL23, wordsL24, wordsL25, wordsL26, wordsL27, wordsL28, wordsL29, wordsL30]

private var tf:TextField;

public var letterArray:LetterArray;

public var tileTimer = new Timer (500,384);

the constructor code

public void WordArray(_tf:TextField)

{

TF = _tf;

levelGenerator();

}

function levelGenerator (): void

{

* To obtain a higher level of 10 words

if(wordLevels.Length>0)

{

activeLevelofTenWords(); / / to get the next word

runTiles();

trace ("' level generator works '");

}

on the other

{

Game is complete

}

}

function activeLevelofTenWords (): void

{

activeLevelofTenWordsArray = wordLevels.shift (); //should I add a split here?

trace ("current level of ten words to follow directly reference");

trace (activeLevelofTenWords);

worked up to here, next steps and tests to follow

nextWordF();

}

function runTiles (): void

{

* Run letter tiles Start *.

letterArray = new LetterArray();

addChild (letterArray);

tileTimer.addEventListener (TimerEvent.TIMER, gameLoop);

tileTimer.start ();

/ * function gameLoop(timerEvent:TimerEvent):void public

{

trace ("tile timer started");

letterArray.gameLoop ();

}*/

* end *.

}

function nextWordF (): void

{

if(wordsL1.Length>0)

{

activeWordF();

populateMyWordBox();

}

}

private function activeWordF (): void

{

activeWordArray = wordsL1.shift ().split("");

This table must be sent to the class that checks which letters are clicked (used in this class, if that's where the letters clicked are handled) so the letters clicked can be compared to the elements of activeWordArray.

When clicked letters are completed for that Word, call nextWordF().

}

public void populateMyWordBox()

{

trace ("my Word box place works");

trace (wordsL01);

trace(wordsL1[0]);

trace (wordsL1W1);

TF. Text = activeWordArray.join("");

}

}

}

I saw a typo in:

trace (activeLevelofTenWords);

should be

trace (activeLevelofTenWordsArray);

Tags: Adobe Animate

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