logic game: maze game

Hi guys - I based my game on http://learnenglishkids.britishcouncil.org/en/practise-listening/sports-maze

I wondered about the logic of game best to place objects in a table and their distribution in circles. There are many ways, and I don't know how to do it.

I have the xml code and I'll put that in a table, so I can't continue from there.

And here's another version. This time this connectors are highlighted when you click on the correct node.

New class Connector.as:

package
{
     import flash.display.Sprite;
     /**
      * Single connector.
      */
     public class Connector extends Sprite
     {
          private var _data:Object;
          private var colorOff:uint = 0x000000;
          private var colorOn:uint = 0xff0000;
          public function Connector(data:Object = null)
          {
               this.data = data;
          }

          public function get data():Object { return _data; }

          public function set data(value:Object):void
          {
               _data = value;
               draw(colorOff);
          }

          private function draw(color:uint = 0x000000):void
          {
               if (_data) {
                    graphics.clear();
                    graphics.lineStyle(6, color);
                    graphics.moveTo(_data.start.x, _data.start.y);
                    graphics.lineTo(_data.end.x, _data.end.y);
               }
          }

          public function set isActive(value:Boolean):void {
               draw(value ? colorOn : colorOff);
          }

     }

}

Another new class Connectors.as - connectors container:

package
{
     import flash.display.Sprite;
     /**
      * Contains connectors.
      */
     public class Connectors extends Sprite
     {
          private var connectors:Object = { };
          public function Connectors()
          {

          }

          public function set connectorData(obj:Object):void {
               var from:String = "c" + obj.from + "_" + obj.to;
               var to:String = "c" + obj.to + "_" + obj.from;
               if (!connectors[from] && !connectors[to]) {
                    var connector:Connector = new Connector(obj);
                    connectors[from] = connector;
                    addChild(connector);
               }
          }

          public function activateConnector(from:int, to:int):void {
               var connector:Connector = connectors["c" + from + "_" + to] ? connectors["c" + from + "_" + to] : connectors["c" + to + "_" + from];
               if(connector) connector.isActive = true;
          }

     }

}

MazeNode.as's changes:

package
{
     import flash.display.Graphics;
     import flash.display.Shape;
     import flash.display.Sprite;
     import flash.events.Event;
     import flash.events.MouseEvent;
     /**
      * Maze node. Holds images.
      *
      */
     public class MazeNode extends Sprite
     {
          private var _radius:Number = 20;
          private var border:Shape;
          private var background:Shape;
          private var borderThickness:Number = 2;
          private var _borderColor:uint = 0x000080;
          private var _backgroundColor:uint = 0xffff00;
          private var _data:Object;
          private var _isInteractive:Boolean;

          private var _index:int = 0;
          /**
           * Place of the node in sequence
           */
          private var _sequenceOrdinal:int = 0;
          /**
           * Index of previous node in the game path
           */
          private var _prevIndex:int = -1;
          public function MazeNode()
          {
               if (stage) init();
               else addEventListener(Event.ADDED_TO_STAGE, init);
          }

          private function init(e:Event = null):void
          {
               removeEventListener(Event.ADDED_TO_STAGE, init);
               draw();
          }

          private function draw():void
          {
               // make border and background separate objects so images can be placed in between
               makeBackground(_backgroundColor)
               // draw border
               border = drawCircle(radius);
               // because the shape is circle - mask the thing
               var m:Shape = drawCircle(radius + borderThickness * 4, true);
               addChild(background);
               addChild(border);
               addChild(m);
               this.mask = m;
          }

          private function onClick(e:MouseEvent):void
          {
               makeBackground(0x000000);
          }

          private function makeBackground(color:uint):void {
               if(!background) background = new Shape();
               var g:Graphics = background.graphics;
               g.clear();
               g.beginFill(color);
               g.drawRect( -radius, -radius, radius * 2, radius * 2);
               g.endFill();
          }

          private function drawCircle(raduis:Number, drawFill:Boolean = false):Shape {
               var s:Shape = new Shape();
               var g:Graphics = s.graphics;
               g.lineStyle(borderThickness, borderColor);
               if(drawFill) g.beginFill(0xff0000);
               g.drawCircle(0, 0, radius);
               g.endFill();
               return s;
          }

          public function get radius():Number { return _radius; }

          public function set radius(value:Number):void
          {
               _radius = value;
          }

          public function get borderColor():uint { return _borderColor; }

          public function set borderColor(value:uint):void
          {
               _borderColor = value;
          }

          public function get backgroundColor():uint { return _backgroundColor; }

          public function set backgroundColor(value:uint):void
          {
               _backgroundColor = value;
          }

          public function get data():Object { return _data; }

          public function set data(value:Object):void
          {
               _data = value;
          }

          public function get isInteractive():Boolean { return _isInteractive; }

          public function set isInteractive(value:Boolean):void
          {
               _isInteractive = value;
               if (_isInteractive) addEventListener(MouseEvent.CLICK, onClick);
               else removeEventListener(MouseEvent.CLICK, onClick);
          }

          public function get prevIndex():int { return _prevIndex; }

          public function set prevIndex(value:int):void
          {
               _prevIndex = value;
               // remove this index from data
               var ar:Array = data.forwardNodes;
               for (var i:int = 0; i < data.forwardNodes.length; i++)
               {
                    if (ar[i] == _prevIndex) ar = ar.splice(i, 1);
               }
          }

          public function get index():int { return _index; }

          public function set index(value:int):void
          {
               _index = value;
          }

          public function get sequenceOrdinal():int { return _sequenceOrdinal; }

          public function set sequenceOrdinal(value:int):void
          {
               _sequenceOrdinal = value;
          }

     }

}

This is our old friend MazeContainer.as:

package
{
     import com.greensock.TweenMax;
     import flash.display.Graphics;
     import flash.display.Shape;
     import flash.display.Sprite;
     import flash.events.Event;
     import flash.events.MouseEvent;
     import flash.geom.Point;
     /**
      * Container for maze objects.
      */
     public class MazeContainer extends Sprite
     {
          /**
           * Number of maze nodes
           */
          private var numNodes:int = 37;
          /**
           * Holds references to nodes.
           */
          private var nodes:Array;
          /**
           * Radius of node can be changed.
           */
          private var nodeRadius:Number = 25;
          /**
           * Distance between nodes.
           */
          private var nodesDistance:Number = 50;
          /**
           * Maximum rows.
           */
          private var maxRow:int = 5;
          /**
           * Line connecting nodes.
           */
          private var connectors:Connectors;
          /**
           * Holds nodes related data.
           */
          private var dataProvider:MazeConfiData;
          /**
           * Declare and reuse
           */
          private var node:MazeNode;
          /**
           * Sequence of indexes of consequent nodes.
           * This is where round's logic is stored.
           */
          private var gamePath:Array = [];
          /**
           * Figure
           */
          private var humanoid:Humaniod;
          private var nextIndex:int = 0;

          public function MazeContainer()
          {
               if (stage) init();
               else addEventListener(Event.ADDED_TO_STAGE, init);
          }

          private function init(e:Event = null):void
          {
               removeEventListener(Event.ADDED_TO_STAGE, init);
               dataProvider = new MazeConfiData();
               numNodes = dataProvider.nodes.length;
               connectors = new Connectors();
               addChild(connectors);
               createNodes();
               placeNodes();
               drawConnectors();
               createGamePath();

               humanoid = new Humaniod();
               humanoid.cacheAsBitmap = true;
               addChild(humanoid);
               humanoid.offsetY = 15;
          }

          /**
           * Randomizes path from left to right.
           */
          private function createGamePath():void
          {
               // node data
               var forwardNodes:Array;
               var nodeIndex:int = 0;
               var prevIndex:int = 0;
               // grab first node
               node = nodes[0];
               node.isInteractive = true;
               node.addEventListener(MouseEvent.CLICK, onNodeClick);
               gamePath.push(0);
               while (node.data.forwardNodes.length > 0) {
                    // capture previous index to remove from the list of forwardNodes
                    prevIndex = nodeIndex;
                    // get forward nodes
                    forwardNodes = node.data.forwardNodes;
                    // get random index of nex node in sequence
                    nodeIndex = forwardNodes[int(forwardNodes.length * Math.random())];
                    // remove the index of preceeding node from the list of forwardNodes
                    MazeNode(nodes[nodeIndex]).prevIndex = prevIndex;
                    // store sequence index in array
                    gamePath.push(nodeIndex);
                    // switch node to the nex in sequence so that we can read its attributes
                    node = nodes[nodeIndex];
                    // store node's index in sequence.
                    node.sequenceOrdinal = gamePath.length - 1;
               }
          }
          /**
           * Makes next node in the path interactive.
           * @param     e
           */
          private function onNodeClick(e:MouseEvent):void
          {
               node = MazeNode(e.currentTarget);
               node.removeEventListener(MouseEvent.CLICK, onNodeClick);
               node.isInteractive = false;
               var mx:Number = node.x;
               var my:Number = node.y - humanoid.offsetY;
               // toactivate connectors
               var toIndex:int = gamePath[e.currentTarget.sequenceOrdinal];
               var fromInd:int =  toIndex > 0? gamePath[ e.currentTarget.sequenceOrdinal - 1]: 0;
               connectors.activateConnector(fromInd, toIndex);
               // get next node to activate
               nextIndex = e.currentTarget.sequenceOrdinal + 1;
               if (nextIndex < gamePath.length) {
                    node = nodes[gamePath[nextIndex]];
                    node.addEventListener(MouseEvent.CLICK, onNodeClick);
                    node.isInteractive = true;

               }
               TweenMax.to(humanoid, .5, { x: mx, y: my, rotationY: 180 - humanoid.rotationY} );
          }
          /**
           * Calculates nodes coordinates and
           * places nodes on display list.
           */
          private function placeNodes():void
          {
               // node data
               var d:Object;
               for (var i:int = 0; i < numNodes; i++)
               {
                    node = nodes[i];
                    d = node.data;
                    node.y = d.row * nodesDistance;
                    node.x = d.column * nodesDistance;
                    addChild(node);
               }
          }
          /**
           * Draws connectors between nodes.
           * This needs to be optimized or moved into a
           * separate class
           */
          private function drawConnectors():void
          {
               // forward connector node
               var fn:MazeNode;
               var connectTo:Array;
               // iterators
               var i:int = 0;
               var j:int = 0;
               for (i = 0; i < numNodes; i++)
               {
                    node = nodes[i];
                    connectTo = node.data.forwardNodes;
                    for (j = 0; j < connectTo.length; j++)
                    {
                         fn = nodes[connectTo[j]];
                         connectors.connectorData = { start: new Point(node.x, node.y), end: new Point(fn.x, fn.y), from: i, to: connectTo[j] };
                    }
               }
          }
          /**
           * Creates MazeNode instances, configures them
           * and stores references to instances in nodes array.
           */
          private function createNodes():void
          {
               var nodesData:Array = dataProvider.nodes;
               nodes = [];
               for (var i:int = 0; i < numNodes; i++)
               {
                    node = new MazeNode();
                    node.data = nodesData[i];
                    node.index = i;
                    node.radius = nodeRadius;
                    node.backgroundColor = 0xffffff * Math.random();
                    nodes.push(node);
               }
          }

     }

}

Tags: Adobe Animate

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    http://laptopmedia.com/review/Toshib...per-mid-range/

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    > When you try to play 3D games, after more or less playing time, often less than 10 minutes, my Satellite will suddenly stop. Subsequently, it cannot be started for some time.

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    > I can leave it on a 2D game or old low-quality 3D games (supreme commander says mode low quality) for hours without problem, even in hot weather, but as soon as I try a newer version in the game (for example Resident Evil 6, even in low quality) it stop quickly and without feeling so hot

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    Visit our Microsoft answers feedback Forum and let us know what you think.

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    Texture memory: 3 GB

    Direct3D 9 devices
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    MPEG2 VLD: Yes
    VC1 - D (VC1 VLD): Yes
    VC1 - C (VC1 IDCT): Yes
    WMV9-C (WMV9 IDCT): Yes
    {32FCFE3F-DE46-4A49-861B-AC71110649D5}: Yes
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    {B194EB52-19A0-41F0-B754-CC244AC1CB20}: Yes

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    Progressive device: Yes
    Bob device: Yes
    Software device: Yes

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    Power off to Active record: No.

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    Physical medium height: 381 mm / 15 in
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    Maximum resolution: 144 x 144 dpi
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    Brushes: 4294967295
    Pens: 4294967295
    Colours/shades: 4294967295
    Pixel width/height/diagonal: 36 / 36 / 51

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    Can transfer bitmap images: Yes
    Supports Bitmaps more than 64 k: Yes
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    Supports the DIB files: Yes
    DIBs on the Surface of the device: Yes
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    Supports Windows 2.x: Yes
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    Stretch/compress files DIB: Yes
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    Saves the Bitmap locally: No.

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    Can draw Ellipses: Yes
    Can draw Pie wedges: Yes
    Can draw chord Arcs: Yes
    Can draw wide borders: Yes
    Can draw borders style: Yes
    Can draw wide borders, style: Yes
    Can draw rounded Rectangles: Yes
    Can draw interiors: Yes

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    Can draw lines of style: Yes
    Can draw a large line: Yes
    Can draw lines of broad, style: Yes
    Can draw markers: Yes
    Can draw Polymarkers: Yes
    Can draw interiors: Yes

    Video settings improved
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    Full Drag Windows active: Yes
    Font smoothing enabled: Yes
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