ActionScript 2.0 :: Dynamically Naming & Clearing Intervals?

Dec 19, 2006

I am trying to dynamicallly name intervals and clear them. Here's my code:

[AS]
_root.onMouseDown = function() {
setMyInterval();
};

[Code]....

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Ok, I've been climbing the walls trying to figure this out, looked everywhere for an answer, learned a few bits and pieces along the way, but still can't do it.I've made my Class which is a little movieclip called 'block', it's fine and does what I tell it to do ie. I can reposition itstretch itotate it and stuff.The problem is.. I want to make more of them and reference them individualy so I can change the properties of them individualy ie, the x and y values etc.

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[code].....

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or some reasons i need to create var dynamicaly.

Exemple

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[Code].....

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I am going to have a button that when you click on it it creates a movieclip and adds a certain child to it (In this case, its linkage is set as "Rifle"). Each time you click on the button I need to give the new movieclip a different instance name then the last, such as "Riflemen1", "RifleMen2" etc.. I will need to be able to refer to each movieclip seperatly in my code, such as for example:

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I'm trying to name the instances of MovieClips that I dynamically load.

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[Code]....

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Jan 14, 2010

i am using a loop function to generate an place instances of a movie clip on the stage. the movie clips are being used as buttons, they have text in them. here is the code

ActionScript Code:
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[code]...

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I have a project that requires manipulation of a movie clip (swf file). This clip is called clip_mc.I have functions such as:[code]If I add to the stage the swf and call it clip_mc, then everything is fine and it all works - BUT I have a few of these files that need to be loaded when the button is clicked.I understand the loader() class and the addChild class but cant get my head around bringing them all together!so essentially I would like to know; How to dynamically load the swf and name it clip_mc so that the functions will work?!

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k say i wanted to create a bunch of movieclips in a for loop but wanted to name them something different each time, how would i dynamically name them?

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panning my content from left to right (with stop as intervals) then right to left (also with intervals)

1. I created an mc (name: "content")Notice in this mc, I layout 4 sets of text (like a page) from left to right

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[Code].....

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I am working on a project and it is almost there basicly its a cracker that opens after a set interval of 1500,

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[Code]....

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I've got one function that I'm running, but I need it to run at different times for different movie clips.Here's my code. What is wrong with this?

ActionScript Code:
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[code]....

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I'd like to change a timer interval, In my code I first initialize the timer with a selected interval with :
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Code:
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Code:
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It's like if i had 2 timers, and when i stop the timer, it continues, I guess it's because of the new object that I create, but I can't found a method to change the interval of the existing timer..

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i 'd like to know if there is a way to clear all Intervals in a movie with one command.in my current project I use setInterval()very often in different clips and though i cleanly put the corresponding clearInterval() commands in the script I realized, that on slow computers some of them don't get stopped.Which puts more weight on the CPU and sometimes slows down the comp very much.

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As a summary, here's what I want to achieve;

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...and so on for 24 hours until you get back to 12.00pm when movie no. 1 plays again.

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ActionScript 2.0 :: Intervals Using Relative Object Positioning?

Feb 20, 2007

check this code out:

[Code]...

I was wondering, is there a way to change if (myClip_mc._x < 400) { to a relative position of myClip_mc. I mean, i want myClip_mc to move 100px from it's current position everytime the button is clicked. Instead of only moving it if it's x position is less than 400. So it needs to somehow check it's current position everytime the button is clicked and then make it shift from that position. I know this is a long winded way of doing it but i want it this way so i can use it for something different.

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A project I'm working on is working just fine at first, but as I perform more actions, it slows down noticeably. I've made sure to clear any onEnterFrame and setInterval events, so I don't think the problem lies there. Most likely, it's because practically every time an action occurs, much of the content on the screen is redrawn/recreated. However, every time I create a movie clip, text field, shapes, etc., I call a function to remove it beforehand:

Code:
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Its seems a problem I am having is to do with setIntervals in a while loop. I clear what seems to be the interval but as another interval is started before the last one finish I then have multiple intervals. I can close them all down with this...
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But that ofcourse closes the rest down before they have done what I need.

I think my while loop needs to change? Here is the current while loop code....
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[Code] .....

Is there a way that straight after the setInterval and the loadClip the function watchMyImageLoad is run to completion before continuing in the while loop. What I have seen is that the while loop continues until the condition has been met and then all the intervals are run?

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