Talking about Actionscript 3 and Flash.
Sometimes you may want to create a new class or DisplayObject only starting from its name. This is where something like an eval
function would come into play, but we have to manage it in a different way with AS3.
Look at this movie:
Circles are four different objects called symbol1
, symbol2
, symbol3
and symbol4
and this is the script:
package {
import flash.display.Sprite;
public class Main extends Sprite {
public function Main() {
var s1:symbol1=new symbol1();
addChild(s1);
s1.x=95;
s1.y=100;
var s2:symbol2=new symbol2();
addChild(s2);
s2.x=245;
s2.y=100;
var s3:symbol3=new symbol3();
addChild(s3);
s3.x=395;
s3.y=100;
var s4:symbol4=new symbol4();
addChild(s4);
s4.x=545;
s4.y=100;
}
}
}
Obviously it’s a bit unoptimized, just think about if we had a thousand objects. That’s when getDefinitionByName
comes into play. It returns a reference to the class object of the class specified by the name parameter.
This means the same script can be written this way:
package {
import flash.display.Sprite;
import flash.utils.*
public class Main extends Sprite {
public function Main() {
var symbolName:String;
var symbolClass:Class;
var s:Sprite;
for (var i:int=1; i<=4; i++) {
symbolName="symbol"+i;
symbolClass=getDefinitionByName(symbolName) as Class;
s=new symbolClass();
addChild(s);
s.x=95+150*(i-1);
s.y=100;
}
}
}
}
DisplayObjects names are passed as strings in getDefinitionByName
method and created as generic classes that can be used anywhere in the movie.
If you want to see a real world example, cracks textures in my upcoming game have been made this way:
Starting from a random number I create the texture according to such number and the material name.
Something to keep in mind if you can't use anything similar to eval
.
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