I’m trying to save an an array of objects of the class type Engine into a shared object.
To make sure that each engine object doesn’t revert to an anonymous object as soon as the player closes(so loosing its specific properties) I think I need to register a class alias.
I do not know how or where to do this as I don’t know what the H is going on(do I sound frustrated)
How and where would I do this?
public function saveGame(e:Event):void
{
var sharedObject:SharedObject = SharedObject.getLocal("rwmScores");
trace("Application saveGame");
sharedObject.data.engineType = _model.engineType;
sharedObject.data.shipHealth = _model.shipHealth ;
sharedObject.data.shipFuel = _model.shipFuel ;
sharedObject.data.day = _model.day;
sharedObject.data.cash = _model.cash;
sharedObject.data.cargoOnBoard = _model.cargoOnBoard ;
sharedObject.data.oreOnBoard = _model.oreOnBoard;
sharedObject.data.oreTypeOnBoard = _model.oreTypeOnBoard;
sharedObject.data.hsiVsiBought = _model.hsiVsiBought ;
//sharedObject.data.purchasedEngines = _model.purchasedEngines.slice();
[COLOR=#ff0000]//registerClassAlias("engineAlias",Engine);??????????????????[/COLOR]
for (var i:Number = 0; i < _model.purchasedEngines.length;i++ )
{
trace( "A174 engineNames " + _model.purchasedEngines*._engineName);
sharedObject.data.purchasedEngines*:new Engine();
sharedObject.data.purchasedEngines* = _model.purchasedEngines*;
trace("a176 data.purchEng " + sharedObject.data.purchasedEngines*);
trace("a177 data.purch._engineName "+sharedObject.data.purchasedEngines*._engineName);
}
//trace("a205 pruchasedEngines.length=" + _model.purchasedEngines.length);
sharedObject.flush();
}