this is how the wntire code looks like and its being pulled into another class when a click occurs:
package
{
*/import flash.utils.Timer;
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.*;
import flash.media.Sound;
import flash.events.TimerEvent;
import flash.media.SoundChannel;
import flash.media.SoundTransform;*/
public class farm_Part1
{
public function randomAnimal()
{
var tstArrray:Array = [1,2,3];
tstArray.shuffle();
///////////////////////////// change nothing below /////////////////////////////////////////
function shuffle(a:Array)
{
var p:int;
var t:*;
var ivar:int;
for (ivar = a.length-1; ivar>=0; ivar--)
{
p=Math.floor((ivar+1)*Math.random());
t = a[ivar];
a[ivar] = a
;
a
= t;
}
}
}//randomAnimal
}//class
}//package
use:
var fp1:farm_part1=new farm_part1();
and any time you want to randomize an array use:
var tstArray:Array = fp1.randomizeF([1,2,3]);
package { */import flash.utils.Timer; import flash.display.Sprite; import flash.events.MouseEvent; import flash.display.MovieClip; import flash.events.Event; import flash.events.*; import flash.media.Sound; import flash.events.TimerEvent; import flash.media.SoundChannel; import flash.media.SoundTransform;*/ public class farm_Part1 { public function randomizeF(a:Array):Array { a.shuffle(); return a; } ///////////////////////////// change nothing below ///////////////////////////////////////// function shuffle(a:Array) { var p:int; var t:*; var ivar:int; for (ivar = a.length-1; ivar>=0; ivar--) { p=Math.floor((ivar+1)*Math.random()); t = a[ivar]; a[ivar] = a ; a = t; } } }//randomAnimal }//class }//package |