Index of our error range

Hello, I'm doing: Script error: Index Out of Range the following

Sprite (spriteNumber) .member = member (pBoard [cardNumber], "Cards")

This is a cast: maps where I have 10 cast members.  I have a matrix of 20 cards in a game of memory and the cast members have half the number of matrix.  But I can't over this error that won't go away no matter how hard I try.

The script which is placed on the chassis reads as follows:

-Definable properties

property pSpriteOffset, pDisplayDelay, pGameOverFrame

property pClickSound, pMatchSound, pNoMatchSound

property pNumberOfCards - the number of cards in the game

property pBoard - contains a list of what the cards are where the

property pCard1 - the first map of a clicked on pair

property pCard2 - the second card in a pair clicked on

property pCardTimer - the moment where a user clicked on the second map

on getPropertyDescriptionList me

List = [:]

-pSpriteOffset is used to determine how far to

-the first map of the upper part of the partition is

-so, if the first map begins to channel 11.

-the offset would be 10 (10 away from channel 1).

List of addProp, #pSpriteOffset,------.

[#comment: 'Card Sprite Offset', \]

#format: #integer,

[#default: 0]

-pDisplayDelay, how much is it ticks the pair of

-cards will be kept on the screen for the player

-to see before being removed or turned their backs

addProp list, #pDisplayDelay,------.

[#comment: "Display time-out,"------]

#format: #integer,

#default: 60,.

[#range: [#min: 0, #max: 240]]

-When the user clicks a sprite, the sound is played?

List of addProp, #pClickSound,------.

[#comment: 'Click', \]

#format: #sound,

[#default: 'click']

-If a sprite is matched, this sound is played?

List of addProp, #pMatchSound,------.

[#comment: 'The match', \]

#format: #sound,

[#default: 'fit sound']

-When a sprite does not match, the sound is played?

List of addProp, #pNoMatchSound,------.

[#comment: "Not of his Match,"------]

#format: #string,

[#default: ' "]

-When all the sprites are matched, the film, which frame to go to?

List of addProp, #pGameOverFrame,------.

[#comment: 'Game Over Frame', \]

#format: #marker,

[#default: #end]

back list

end

-shuffles the cards to generate a list of the pBoard

-Initializes the properties of game

on beginSprite me

-raises reference to library 'Maps' to see how many cards there are

pNumberOfCards = the number of members of castLib "cards".

-create a list with each card in the list twice

List =]

Repeat with i = 1 to pNumberOfCards

Add to the list, I have

Add to the list, I have

end repeat

-randomly populate the list of pBoard with elements of

-the previously created list

pBoard =]

Repeat while list.count > 0

r = random (list.count)

Add pBoard, list [r]

deleteAt list, r

end repeat

-initialization of set's properties

pCard1 = 0

pCard2 = 0

end

-called by the sprites when the user clicks on

-the spriteNumber parameter indicates the number of sprite clicked

on turnCard me spriteNumber

-play a sound, if there is a

If pClickSound <>' ' then puppetSound 1, pClickSound

-determine the number of card

cardNumber = spriteNumber - pSpriteOffset

If pCard1 = 0 then--first card clicked

-Save this map

pCard1 = cardNumber

-put it back

Sprite (spriteNumber) .member = member (pBoard [cardNumber], "Cards")

otherwise if pCard2 = 0 alors--deuxieme card clicked

-ignore if it's the same card

If cardNumber = pCard1 then exit

-Save this map

pCard2 = cardNumber

-put it back

Sprite (spriteNumber) .member = member (pBoard [cardNumber], "Cards")

-the timer

pCardTimer = ticks

else - two maps are already given {6}

-This occurs if the user clicks very quickly

-the strength of a look at the two maps

returnCards (me)

-Make sure that the card has not clicked twice

If sprite (spriteNumber) .memberNum = 0 then exit

-new card as the first map

pCard1 = cardNumber

-put it back

Sprite (spriteNumber) .member = member (pBoard [cardNumber], "Cards")

end if

end

-leans on two back cards and compares them

on returnCards me

If [pCard1] pBoard = pBoard [pCard2] then - they are a match

-play a sound, if there is a

If pMatchSound <>' ' then puppetSound 2, pMatchSound

-remove the two sprites {8}

Sprite(pCard1+pSpriteOffset).memberNum = 0

Sprite(pCard2+pSpriteOffset).memberNum = 0

-check for game over

If checkAllMatched (me) then

go to the pGameOverFrame framework

end if

on the other - no match

-play a sound, if there is a

If pNoMatchSound <>' ' then puppetSound 2, pNoMatchSound

-Turn the two cards {7}

Sprite (pCard1 + pSpriteOffset). Member = member ("card Back")

Sprite (pCard2 + pSpriteOffset). Member = member ("card Back")

end if

-reset set properties

pCard1 = 0

pCard2 = 0

end

on exitFrame me

If pCard1 <>0 and pCard2 0 then <>- two cards are turned

If ticks > pCardTimer + pDisplayDelay then - deadline expired

-check the maps to see if there is a football match

returnCards (me)

end if

end if

-loop on the frame

_movie. GB (_movie. Frame)

end

-check to see if the game is over

on checkAllMatched me

-loops through all the cards

Repeat with i = 1 to pNumberOfCards

-determine the sprite of the card

spriteNumber = i + pSpriteOffset

-If it's still a card, the game is not over

If sprite (i) .memberNum <>0 then return FALSE;

end repeat

-all the cards missing, then game on

Returns TRUE

end

and this is the script which is placed on the sprite in the matrix:

on mouseUp me

-just specify the script to frame this sprite has been clicked

sendSprite(0,#turnCard,me.spriteNum)

end

Well, I'm just to let anyone reading know that I finally solved my problem after much thought and looking at the code again and again.

That's what I did:

Here, I noticed that there is some code to add a list of twice

-create a list with each card in the list twice

List =]

Repeat with i = 1 to pNumberOfCards

Add to the list, I have

Add to the list, I have

end repeat

so I thought, what I mean is only a part of this list on my matrix and I finally got one brilliant idea that somewhere in this code there is another list to add.  Then I looked carefully and finally the assumption that:

-randomly populate the list of pBoard with elements of

-the previously created list

pBoard =]

Repeat while list.count > 0

r = random (list.count)

Add pBoard, list [r]

deleteAt list, r

end repeat

a preceding

Add pBoard, list [r]

in the code once so maybe I have to add another

That's why I ended up with:

-randomly populate the list of pBoard with elements of

-the previously created list

pBoard =]

Repeat while list.count > 0

r = random (list.count)

Add pBoard, list [r]

Add pBoard, list [r]

deleteAt list, r

end repeat

that solved my error and now the game works.  What a relief!

Tags: Director

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    2    TRUE
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