# Multidimensional Arrays in AS3

by on January 13, 2010 · 62 comments

So let’s say you’ve started work on your latest awesome game, and you’ve come up with this level design:

Graphics taken from Danc’s Miraculously Flexible Game Prototyping Tiles, which are awesome and free!

How are you going to store this map layout in code?

### The One-Dimensional Case

If we just had a single line of tiles, it’d be easy:

We could just store it in a simple Array, like this:

?View Code ACTIONSCRIPT3
 ```var level:Array = new Array( 5 ); //there are five tiles level[0] = STONE; level[1] = WATER; level[2] = WATER; level[3] = WATER; level[4] = DIRT;```

…or like this:

?View Code ACTIONSCRIPT3
 ```var level:Array = new Array(); //no tiles yet level.push( STONE, WATER, WATER, WATER, DIRT );```

…or this:

?View Code ACTIONSCRIPT3
 `var level:Array = new Array( STONE, WATER, WATER, WATER, DIRT );`

…or even just like this:

?View Code ACTIONSCRIPT3
 `var level:Array = [STONE, WATER, WATER, WATER, DIRT];`

All those code snippets do the same thing.

Then, when we want to find out what tile to place at each position, we can just look up the value of the element of the `level` array at that index. So, `level[0]` will be equal to `STONE`, `level[3]` will be `WATER`, and so on.

It’s difficult to imagine how it could be simpler. So how can we do this for a 2D map?

### There is No Native 2D Array Class

In other programming languages (like C#, for example) , we could just create a 2D array which works in the same way as the regular array. So, if I label the rows and columns of the level design I posted above:

…then I can write how this would work in code:

?View Code ACTIONSCRIPT3
 ```var level:Array = new Array( 4, 5 ); //there are 4 rows and 5 columns   level[0,0] = STONE; level[0,1] = WATER; level[0,2] = WATER; level[0,3] = WATER; level[0,4] = DIRT;   level[1,0] = STONE; level[1,1] = WOOD; level[1,2] = WOOD; level[1,3] = WOOD; level[1,4] = DIRT;   level[2,0] = STONE; level[2,1] = STONE; level[2,2] = WATER; level[2,3] = WATER; level[2,4] = DIRT;   level[3,0] = STONE; level[3,1] = WATER; level[3,2] = WATER; level[3,3] = DIRT; level[3,4] = DIRT;```

Like before, we can look at individual elements in the array; for example, `level[1,3]` is equal to `WOOD` and `level[2,0]` is `STONE`.

But we cannot do this in AS3! There is no built-in 2D array class. If you write:

```var level:Array = new Array( 4, 5 );
```

…then Flash will just make a new regular, one-dimensional array with `level[0]` equal to 4 and `level[1]` equal to 5.

### The Solution: Nested Arrays

We know we can store an entire single row in an array, so why not just make four arrays, and store one row in each?

?View Code ACTIONSCRIPT3
 ```var firstRow:Array = [STONE, WATER, WATER, WATER, DIRT]; var secondRow:Array = [STONE, WOOD, WOOD, WOOD, DIRT]; var thirdRow:Array = [STONE, STONE, WATER, WATER, DIRT]; var fourthRow:Array = [STONE, WATER, WATER, DIRT, DIRT];```

And there’s nothing to stop us putting arrays inside another array, so…

?View Code ACTIONSCRIPT3
 `var level:Array = [firstRow, secondRow, thirdRow, fourthRow];`

Now, `level` is an array of arrays. We call this “nesting arrays”, and we call each of `firstRow`, `secondRow` etc. “nested arrays”.

This means that `level[0]` is actually an array itself; `level[0]` is equal to `[STONE, WATER, WATER, WATER, DIRT]`. And we can access elements within this sub-array — so, `level[0][0]` is equal to `STONE`, `level[0][3]` is `WATER`, and so on.

In other words, we can access any element of this array of arrays using `level[row][column]`. Not bad!

Also, we don’t have to create the individual row arrays separately from the level array. It’s fine to do this:

?View Code ACTIONSCRIPT3
 ```var level:Array = new Array( 4 ); //there are four rows level[0] = [STONE, WATER, WATER, WATER, DIRT]; level[1] = [STONE, WOOD, WOOD, WOOD, DIRT]; level[2] = [STONE, STONE, WATER, WATER, DIRT]; level[3] = [STONE, WATER, WATER, DIRT, DIRT];```

…or even:

?View Code ACTIONSCRIPT3
 `var level:Array = [ [STONE, WATER, WATER, WATER, DIRT], [STONE, WOOD, WOOD, WOOD, DIRT], [STONE, STONE, WATER, WATER, DIRT], [STONE, WATER, WATER, DIRT, DIRT] ];`

### Looping Through Nested Arrays

To loop through nested arrays, we can use (not surprisingly) a nested loop. It looks like this:

?View Code ACTIONSCRIPT3
 ```for ( var row:int = 0; row <= 3; row++ ) { for ( var column:int = 0; column <= 4; column++ ) { trace( row, column, level[row][column] ); } }```

This would output:

```0 0 STONE
0 1 WATER
0 2 WATER
0 3 WATER
0 4 DIRT
1 0 STONE
1 1 WATER
1 2 WATER
```

…and so on, down to:

```3 4 DIRT
```

### Ragged Arrays

Using an array of arrays like this allows us to create ragged arrays — that is, arrays where the rows can be of different lengths.

Suppose we have a level like this:

Those aren’t “invisible” tiles and the end of the rows; there are just no tiles there. We can easily store this level like so:

?View Code ACTIONSCRIPT3
 ```var level:Array = new Array( 4 ); //there are four rows level[0] = [STONE, WATER, WATER, WATER]; level[1] = [STONE, WOOD, WOOD, WOOD, DIRT]; level[2] = [STONE, STONE, WATER, WATER]; level[3] = [STONE, WATER, WATER];```

Of course, you’ll get an error if you try to access `level[3][4]`, so watch out for that. It’s a particular problem when looping; the above nested loop code needs to be modified like so:

?View Code ACTIONSCRIPT3
 ```for ( var row:int = 0; row < level.length; row++ ) { for ( var column:int = 0; column < level[row].length; column++ ) { trace( row, column, level[row][column] ); } }```

Note that instead of checking `row <= 4`, the outer loop checks `row < level.length`. `level.length` is the number of elements in the level array — i.e., the number of rows. Similarly, the inner loop now checks `column < level[row].length`, i.e. it makes sure `column` is less than the number of tiles in the current row.

### 3D Arrays

We aren’t restricted to two dimensions. We could use as many dimensions as you like, but anything above 3D becomes hard to draw.

Here’s a map with rows, columns, and a third dimension: layers. Can you figure out how we could store it using nested arrays?

Keyeske January 13, 2010 at 7:32 pm

Michael Williams January 13, 2010 at 7:36 pm

Hey Keyeske,

I’m a little confused — do you mean you want to add movie clips to the screen (or to the inventory) based on what’s in the array?

Keyeske January 13, 2010 at 7:40 pm

Sory about that. add movie clips to the screen based on the array. I understand how the array works but I dont know how to use it

Michael Williams January 13, 2010 at 7:45 pm

Ah, OK. Well, suppose you’re using Strings in your array, like:

```var inventory:Array = new Array();
inventory[0] = "boots";
inventory[1] = "hat";
inventory[2] = "potion";
```

…then to make it add movieclips corresponding to each item, you could start with a function like this:

```for ( var i:int = 0; i < inventory.length; i++ )
{
if ( inventory[i] == "potion" )
{
var potionMC:MovieClip = new PotionMC();
potionMC.x = 50 * i;
}
else if ( inventory[i] == "hat" )
{
var hatMC:MovieClip = new HatMC();
hatMC.x = 50 * i;
}
//...and so on for all your other items
}
```

That’s a basic start point using a 1D array. How’s that? Does it make sense?

Keyeske January 13, 2010 at 7:53 pm

Thanks im going to go and try it. oh sorry if i keep buggin you but how do i use splice and push? sorry if i seem noobish im more of an artist but im trying to learn programming to do my rpg

Michael Williams January 13, 2010 at 8:12 pm

No problem. I actually get a lot of questions about arrays; maybe I should expand this into a series?

You use `push()` to add one or more new items to the end of an existing array. So, if you have this:

```var inventory:Array = new Array();
inventory[0] = "boots";
inventory[1] = "hat";
inventory[2] = "potion";
```

…and you `trace( inventory )`, you’ll get this:

`boots, hat, potion`

But if you put this after the existing code:

`inventory.push( "trousers", "sword" );`

…and then `trace( inventory )` again, you’ll get:

`boots, hat, potion, trousers, sword`

Splicing an array has the opposite effect; it’s used to remove items. You tell it where to start and how many to remove, and it does that. So, if we continue with the above “inventory” array, and do:

`inventory.splice( 1, 2 )`

…it’ll remove two items, starting with `inventory[1]`. That means that if you now `trace( inventory )`, you’ll get:

`boots, trousers, sword`

Make sense?

Dru Kepple wrote a great guide to arrays over at activetuts+, and there’s loads of info about arrays on the livedocs page, by the way

Martin January 14, 2010 at 12:44 am

Thanks Michael for another great tutorial.
“Can you figure out how we could store it using nested arrays?”
We should add an new dimension to the array for the layers.
Maybe like this:

```var layer:Array = new Array (3); // if we have for example 3 layers
layer = [layer1, layer2, layer3];//each layerarray replace the levelarray
layer1[0] = [STONE, WATER, WATER, WATER, DIRT];
layer1[1] = [STONE, WOOD, WOOD, WOOD, DIRT];
layer1[2] = [STONE, STONE, WATER, WATER, DIRT];
layer1[3] = [STONE, WATER, WATER, DIRT, DIRT];
layer2[0] = [....]
...
```

I think this should work.
A little question: What is the best way to store this data, if you have for example 10 gamelevels? Should I store it into in xml-files like for each gamelevel?

Michael Williams January 14, 2010 at 1:08 am

Hey Martin, cheers for your kind words

Nice solution! Yes, it’ll work. But, I’m curious as to how you’ll choose to store the second and third layers, where there are some blank spaces?

You could use XMLs, if you wanted to, or you could even just create the arrays directly in code, like:

```if ( levelNumber == 1 )
{
level = new Array();
level[0] = [STONE, WATER, WATER, WATER, DIRT];
level[1] = [STONE, WOOD, WOOD, WOOD, DIRT];
///...etc...
}
else if ( levelNumber == 2 )
{
level = new Array();
level[0] = [WATER, STONE, STONE, DIRT, DIRT];
level[1] = [WATER, WATER, STONE, STONE, DIRT];
//...etc...
}
//...etc...
```

…but that’s a bit messy. Still, it works, but XML’s probably going to be neater, yeah.

Wesley January 14, 2010 at 11:04 am

Yes pleas do turn this in to a series.

-Wes

Tom January 14, 2010 at 4:26 pm

And how about encrypting the level code to an much shorter string, it saves up alot of space especially on large maps.

Michael Williams January 14, 2010 at 8:08 pm

Tom — smart idea! You mean, like, we’d store the level as `"12223/14443/11223/12233"` in a String and then use code to convert it in to tiles in an Array later?

default0[Like ever Logged Out] January 14, 2010 at 9:25 pm

So yeah, I prefer this method

```var doubleArray = new Array();
doubleArray[0] = new Array();
doubleArray[1] = new Array();```

I used this in my Bloons clone to create waves like this here

```var waves = new Array();
waves[0] = new Array();
waves[0][1] = 25; // amount of enemies of first part wave
waves[0][2] = 10; // amount of enemies of second part wave```

var waveColors = new Array();
waveColors[0] = new Array();
waveColors[0][1] = "green"; // so green enemies will be the first part wave
waveColors[0][2] = "yellow"; // so yellow enemies will be the second part wave

I actually don’t like the way it’s shown here, I prefer my way, but I guess that’s anyone’s decision which style he/she prefers =D

EDIT: To you two guys with your string idea, thats quite neat, e.g. having such a format like “(1/1,grass)(1/2,sea)” so f.e. tile at position 1/1 will be created as a grass tile. Reading out with substrings would be one way, but I myself dislike working with substring or other string functions though they are very useful, I don’t like them (as I’m having troubles using ‘em lol)

ANOTHER EDIT: To your small challenge (3D Arrays), to me, that’s mere child’s play lol (yep, I’m a poser lulz)

ANOTHEROTHER EDIT: How about not coding this at all and using Flash IDE to simply create Areas that you render to the screen and then giving actions to the single tiles? That would be far better for you to create

Best regards

Michael Williams January 14, 2010 at 9:37 pm

So, does that code mean you’d have 25 green enemies followed by 10 yellow enemies in the first wave?

I can see that laying out the code like that makes it much clearer, in that case. Though, I would personally prefer interspersing them like so:

```var waves:Array = new Array();
var waveColours:Array = new Array();
waves[0] = new Array();
waveColours[0] = new Array();```

waves[0][0] = 25;
waveColours[0][0] = "green";
waves[0][1] = 10;
waveColours[0][1] = "yellow"
//...etc...

…but as you say, it’s up to the coder which style they like

default0[Like ever Logged Out] January 14, 2010 at 9:50 pm

Fast answer, lol, yeah I thought about that one, too, but came along to not change it (because of laziness (I got PLENTY)) after I’ve set it up for the first time =D

Tom January 15, 2010 at 6:49 pm

Euhm… pherhaps, but I found this:

http://www.newgrounds.com/bbs/topic/1107353

It’s by a guy named glaiel gamer … he’s kind-off good

Michael Williams January 15, 2010 at 7:33 pm

Wow, OK, that’s… a little more complex than I was thinking, haha!

Awesome post, thanks for linking to it.

Edit: Ooh, he made Closure, I thought his name was familiar.

arxanas January 16, 2010 at 4:48 am

Interesting… now I want to see a flash game in 4D… And the string idea would be especially good for user level creation.

Michael Williams January 16, 2010 at 7:40 pm

4D game? Miegakure. OK, not Flash, but still

Yeah, that’d make it easy to share levels, just copy and paste the string into a comment or email or whatever.

arxanas January 17, 2010 at 6:00 pm

Not only that, you could probably embed it into a link via GET to change the flashvars, so someone could just go online and automatically load that level (if that makes any sense).

Also, I don’t think that is 4D (technically). See this: http://en.wikipedia.org/wiki/Four_dimensionalism

Michael Williams January 17, 2010 at 7:53 pm

Even better! So you’d have http://mysite.com/mygame.html?levelCode=4jh7fgdfjh874n and it’d load it up immediately. Awesome.

Hmm, but if 4D games involve treating time like the three spatial dimensions, then how do you play?

theo January 19, 2010 at 4:28 pm

how about creating a multidimensional array by a loaded xml file of unknown depth.
its easy to make a recursive function and parse the xml file, its also easy to know in each step of the way the depth inside the xml file you are into, but how about creating a multidimensional array representing the structure of the xml file, and inside each sub array storing the data and attributes from the xml file. let me give you an example :

```public class sec_xml {
private var xml:XML;
private var results_array,temp_arr,temp_results_arr,inner_arr:Array;
private var depth:int;
private var xml_parent,xml_prev_parent:String;
public function sec_xml(xml:XML) {
this.xml=xml;
var intial_attr_len:int=xml.attributes().length()-1;
results_array=[];
inner_depth=0;
if (intial_attr_len>=0) {
for (var i:int=0; i<=intial_attr_len; i++) {
results_array[xml.attributes()[i].name().toString()]=xml.attributes()[i];
}
}
for each (var xml_l:XML in xml.elements()) {
temp_arr=[];
temp_results_arr=[];
depth=0;
dig_deeper(xml_l,temp_results_arr);
}
}
private function dig_deeper(xml:XML,arr:Array=null):void {
/// if the xml instance is new hold its depth for later use
xml_parent=xml.parent().name();
if (xml_parent!=xml_prev_parent&&temp_arr[xml.parent().name()]==null) {
temp_arr[xml.parent().name()]=depth;
trace("storing value ---- "+xml.parent().name()+" = "+temp_arr[xml.parent().name()]);
}
for each (var att:XML in xml.attributes()) {
//trace("attribute "+att.name()+" = "+att);
arr[att.name().toString()]=att;
}
if (xml.children()==xml) {
arr[xml.name().toString()]=xml;
//trace("final "+xml.name()+" = "+xml);
}
insert_into_array(arr,xml_parent);
if (xml.children()!=xml) {
for each (var new_xml:XML in xml.elements()) {
dig_deeper(new_xml,arr);
}
}
}
/// when data from each node is collected store it to temp_results_arr
private function insert_into_array(arr:Array,xml_parent:String):void {
if (xml_parent==xml_prev_parent) {
/// if node was from the same depth dont increase it
temp_results_arr=arr;
handle_temp_res_arr(arr,depth-1);
} else if (xml_parent!=xml_prev_parent) {
/// if node its from diffenet depth get correct depth
depth=temp_arr[xml_parent];
}
temp_results_arr=arr;
handle_temp_res_arr(arr,depth);
depth++;
}
xml_prev_parent=xml_parent;
}
private function handle_temp_res_arr(arr:Array=null,in_depth:int= 0):void {
if (inner_depth==in_depth) {
/// its the first line
results_array.push(temp_results_arr);```

``````        } else {
/// here is the problem, how would you store the given array in it correct depth
/// which represents a depth in the multidimensional array results_array
/// in its z axis ?
}
}
}
``````

Kustrle January 20, 2010 at 5:17 pm

Great turorial. Game I’m working on right now is pretty similar to this one. However, I used another method of doing this. However it doesn’t do same thing also, but in my game it works same

Michael Williams January 20, 2010 at 8:31 pm

@theo: whoa, impressive code… but wouldn’t it require all your attributes and so on to be named after numbers? I say that because of lines like this:

`arr[att.name().toString()]=att`

@Kustrle: Cheers. Ah, is that the game you posted screenshots of in the Frozen Haddock forums?

theo January 22, 2010 at 10:19 am

hi, yes they can be named after numbers in order to represent the depth , so when you read the multidimensioanl array to sort it out according to the numbers, or text and attributes can be saved as objects inside the array as well. its a matter of choice

Kustrle January 22, 2010 at 11:47 pm

Yes, do you think I am able to developing two games at same time ? Just one is too hard for me…

Michael Williams January 26, 2010 at 7:32 am

@theo: Nice! Are you using that anywhere?

@Kustrle: hehe; well, how’s that one game going then?

Sharedtut February 2, 2010 at 4:46 am

Thank you for explaining this so well

Sharedtut February 2, 2010 at 4:47 am

haha if you can develop one game you can develop 2 or as many as you want.

Michael Williams February 2, 2010 at 7:14 pm

Cheers

marlade February 7, 2010 at 9:01 pm

As 3D arrays are very large – then a Voxel or nested arrays of might be less advantageous than a scene graph.

I think this is nested lists of objects and their children.

every object knows where it is and which way it facing.

the advantage is you don’t need to iterate over empty space 8-*.

objects are usually lists of vertices, with corresponding facet groups, then colours and decals stuck on them and maybe skeletal sytems for character animation.

as regards the 4th dimension of time usually some algorythmic shorthand is required such as only storing keyframes and tweening, morphing and interpolating and deforming objects based on their skeletons.

A type of XML is usually used for this, for instance.

a scene graph in XML with the indentation indicating “is a child of” so everything is a child of Level1.
The Location Details can be nested so the Sword is a child of the hero and moves relative to him.

Back when the Web was born it was in 3d and 2d and they called it VRML and HTML. :=)

Hope this helps and thanks for all the hard work, your tutorials are excellent and bug free – rare and fine qualities.

Michael Williams February 9, 2010 at 7:47 pm

VRML! Wow, I remember that

So basically, you’re talking about basing the data structure on the objects in the space, rather than on the points in space themselves?

Good point! And yeah, XML is a good fit for this. But also, AS3′s own object/class model works well, too — `hero.addChild( sword )`

Thanks for the kind words

Davide February 25, 2010 at 3:23 pm

<

p>First of all, great stuff here/p>

Hello everyone,

i have the following problem:

I have to describe a colored grid where at x,y position the colour can be red, green etc. etc.

This was really easy for me in basic, but i can’t do in the right way in actionscript.

basic

dim grid%(1 To 10, 1 To 10)
grid%(4,5)=3: rem grid cell at 4,5 will have color 3 (red)

now, what will be this code in actionscript?

Moreover, i want to add a description for the colored cell of the grid

thank you
Best regards

Andy March 25, 2010 at 4:26 pm

Consider using the built-in Dictionary class to simplify these nested array lookups, and also to gain an incredible lookup speed advantage vs iterating over regular Array instances.

Michael Williams March 25, 2010 at 4:46 pm

Thanks for the tip, Andy!

Would you like to give us some example code for that?

daniel April 5, 2010 at 2:35 am

@michael Williams
or anyone else who can help me

ok im trying to use a 2d array using the exact same graphics your using and recemmending and ive got this

```var level:Array = [ ["stone", "water", "water", "stone", "water"], ["water", "water", "water", "water", "water"]
// and so on
]
```

and that seems to work for an array and then ive got

```for ( var row:int = 0; row <= 3; row++ )
{
for ( var column:int = 0; column <= 4; column++ )
{
if  (level[1][1] == "stone" )
{
var stoneMC:MovieClip = new Stone();
stoneMC.x = 100 * column;
stoneMC.y = 100 * row;
}
else if ( level[1][1] == "water" )
{
var waterMC:MovieClip = new Water();
waterMC.x = 100 * column;
waterMC.y = 100 * row;
}```

``````}
``````

}

which is what i thought you were using but it just seems to generate a bunch of water
no matter what i put in the array
maybe ive got the code completely mixed up i don’t know
i just started as3 a couple days ago using your avoider game tutorial

also i think all your tuts are amazing but im very stupid
and have a hard time understanding anything except working code
so when you assume (and must people will be able to) that we’ll be able to figure out
how to use these arrays once we have them
i still have a hard time trying to figure things out

thanks alot
daniel from his computer

Michael Williams April 13, 2010 at 4:31 pm

Hey Daniel,

You’ve actually nearly got it. I’m afraid I think you will kick yourself

` if  (level[1][1] == "stone" )`

…you just need:

` if  (level[column][row] == "stone" )`

(…or is it row then column? I’m never sure.)

And same goes for the other if, of course

BHUPI November 3, 2010 at 7:13 am

Hi Michael, This is bhupi and interested in 3d array i read your tips on 2 d array, Plz can u explain the 3 d array for AS 2.0. actually I am try to learn gaming programming. I am waiting for your help. take care.

daniel December 29, 2010 at 4:45 pm

i kicked myself

hanna February 24, 2011 at 4:06 pm

Hi I am not sure if you are still answering questions, but i am having problem with 2d arrays.
My Xml(‘test.xml’) looks like this:

ju675
kyu49

``````<item image="John.jpg" name="John" state = "New Jersey" >
<complex fid = "0"> mg749</complex>
<complex fid = "1"> ks749</complex>
<complex fid = "2"> ks678</complex>
</item>``````

<item image="Smith.jpg" name="Smith" state = "California">
<complex fid = "0"> we649</complex>
<complex fid = "1"> sd449</complex>
<complex fid = "2"> df459</complex>
<complex fid = "3"> hj569</complex>
</item>
</content>

so just trying the way you did but i am facing some problems, here is my code

`````` var level:Array = [];
var complexes:Array = [];
{

var request:URLRequest=new URLRequest('test.xml');
try
{
}
catch(error:Error)
{
}
}

function completeXMLHandler(event:Event):void
{
var myXML:XMLDocument=new XMLDocument();
myXML.ignoreWhite=true;
myXML.parseXML(result.toXMLString());

for each (var usr in result.item)
{
level.push({name:usr.@name,state:usr.@state,complex:usr.item,state:usr.@image});
}

for ( var row:int = 0; row < level.length; row++ )
{
trace(level[row].name);
for ( var column:int = 0; column < level[row].length; column++ ){
trace(level[row][column].complex);
}
}
}

hanna February 24, 2011 at 4:34 pm

Sorry, I messed up the code and everything when i posted it so posting it again.
Hi I am not sure if you are still answering questions, but i am having problem with 2d arrays.
My Xml(‘test.xml’) looks like this:

```
ju675
kyu49
```

``````<item image="John.jpg" name="John" state = "New Jersey" >
``````

mg749
ks749
ks678

``````<item image="Smith.jpg" name="Smith" state = "California">
``````

we649
sd449
df459
hj569

so just trying the way you did but i am facing some problems, here is my code

``` var level:Array = [];
var complexes:Array = [];
{
var request:URLRequest=new URLRequest('test.xml');
try
{
}
catch(error:Error)
{
}
}```

function completeXMLHandler(event:Event):void
{
var myXML:XMLDocument=new XMLDocument();
myXML.ignoreWhite=true;
myXML.parseXML(result.toXMLString());

for each (var usr in result.item)
{
level.push({name:usr.@name,state:usr.@state,complex:usr.item,state:usr.@image});
}

for ( var row:int = 0; row < level.length; row++ )
{
trace(level[row].name);
for ( var column:int = 0; column < level[row].length; column++ ){
trace(level[row][column].complex);
}
}
}

I am not able to trace: “trace(level[row][column].complex);”

James Kyle May 11, 2011 at 4:40 pm

This is a really helpful guide and the best I’ve found so far. Exactly what I was looking for.

Marc Roberge June 9, 2011 at 6:20 pm

Nice, clear, helpful article Michael. I was helping a guy troubleshoot his connect4 clone and he was having issues with his arrays. Naturally, having a background in C#, I knew a multidimensional array would solve his problem but wasn’t sure how to go about it in AS3.

Thanks!

Michael James Williams June 10, 2011 at 9:56 am

James, Marc, I’m very glad to hear it helped out, thanks for letting me know!

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