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Author: Martin

When building a detailed game, it's easy to lose track of which objects should be placed about the others. This makes it easier to place and organize objects within an array

//Adding depth 
var DepthChart:
Array = Array(["Background"], ["Background2"], ["GameObjs"], ["ForeGround"], ["Guis"]); 
//setting the Depth function setDepth(Obj:MovieClip, Depth:Number) { _root.DepthChart[Depth].push(Obj); 
Obj.swapDepths((10000 * Depth) + (_root.DepthChart[Depth].length)); 
trace("[" + Obj + "]:Depth=" + Obj.getDepth()); } 

Where 10000 is the limit to how many objects can be placed within the array. 


In order to remove lists of objects(like all enemies in a given room) another type of Array is needed.

//Room Objects; 
var ObjectCounter:Number = 0; 
var Objects:Array = new Array(); 

and add this code to any movie clip dynamically added with

//add exampleClip _root.setDepth(_root["example"+_root.ObjectCounter], 2); //add to object array

 _root.Objects.push("example" + _root.ObjectCounter); 
//end script 

to clear the list of all objects can now be cleaned out with a reset function that cycles through the list of every object in the array and removes it.

function reset():
Void {//Delete all Objects for (ObjC = ObjectCounter - 1; 
ObjC = 0; 
ObjC--) { _root[Objects[ObjC]].removeMovieClip();
//reset object counters 
_root.Objects.length = 0; 
//reset Depths 
_root.DepthChart = new Array(["BackGround"], ["BackGround2"], ["GameObjs"], ["ForeGround"], ["Guis"]);
» Level Intermediate

Added: 2013-06-02
Rating: 3.5 Votes: 8
(10 being the highest)
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