ActionScript 2.0 :: Randomly Creating Variables For If Statements
Jan 19, 2006
How can I randomly create some variables as the movie loads so I'll be able to use this variables as a if statement later on and make the movie play diferent labels?
I'm trying to make a "next track" button. "T" is meant to be track number, and every time they click this button, I wanted "T" to increase by one until T>4 where I need it to go back to T=1 (I've only got 4 tracks). Then, I want, depending on what "T" equals, for it to start playing Track"T" and stop playing previous track. I also want the track playing to be looping continuously. At the moment, everything is muted, until I press the button; where it then plays all four tracks at once. I also have a problem with the mute button, but I've got a strong feeling both are of the same reason. I think my problem is that it does not know what "T" equals to begin with so it accepts all if statements; playing all tracks. But I'm new to Flash (my second project) so I'm not sure.
on (release){ stopAllSounds(); T =T+1 if (T>4){ T=1 } if (T = 1){ _root.snd1.start(0, 100); [Code] .....
used to be able to handle variables and if else statements back in AS2.0, but I don't know how to go around them in AS3.0For instance, a code like this:
I'm working with 2 global variables and I need to compare them on 6 different button function clicks for a lot of different scenarios.[code]My function is starting to look like this;[code]only problem i see is that there are many different scenarios and this if statement could get very long. Is there a way to combine it somehow so there wouldn't be that many else if's?
I'm having the hardest time getting this to work, I have the concept of how things need to be put together, but the code is wrong. I can't even get the first if statement to work.I have a menu that is going to be loading external swfs into an empty mc. It needs to check to make sure the external swf has gone through its stopping animation before loading something else. Here's what I've got so far... I hope this is clear enough...button:
Code: on (press) { //check if this is the first mc being loaded
I am trying to make a simple game where there are five balls that bounce around the screen and speed up at set intervals. You have to dodge them for as long as possible. Right now I have the game set up so that you dodge for 15 seconds and you win - but I can't delete the balls that are bouncing around, and I don't know how to put in a reset button. I have also tried increasing the variable this.speed inside my interval statements but it doesn't work.
I want to be able to create an swf that loads in images randomly from a database of several thousand pictures, like the example that I have linked to. Is this possible?
I am doing a project for class and I am trying to see how i can make a certain action script in flash.I wanted to see if I can stack a few hundred (very small) images on top of one another with very low opacities.These stacked images will randomly change their order in the layers and create a unique composition everytime.Is there a way to do this in flash? if so, how would I go about it?
I want to create randomly sized circles which act magnetically to eachother. They should start on random positions and then find the perfect order. They shouldn't overlap. What are the things I have to deal with here?
I'm struggling with a project. I'll try and describe it. 10 mc are loaded randomly with one of two ext.swf's. Each time you click/drag on one, 1 of 6 questions are randomly loaded from an array into a text box on the main timeline. I need to count and add up how many of each of the 2 ext.swf's have loaded and whether they have an x pos < or > 300. My first problem is: The question shows up in the text box when the mc is clicked/dragged but when I trace it, the question that shows in the output doesn't match the one that's loaded into the text box?The second problem is a big one. I need to be steered in the right direction as to keep track of what is where on stage. I only have a vague sense of how to go about it, and combining all the bits is too much.
1. I need to trace the question2. I need to say if the question is 'blah' do this3. The 'do this' is pretty complicated. I need to add up the #1 movies that have an x pos of <300 and the #1 movies that have an x pos of >300 and then do the same for the #0 movies. Then I need to compare a users input answer to the correct one!!! The question AS is in the external swf. [AS]stop();
// Questions Array question = new Array(); { question[0] = "How many hedgehogs are in the bed?";
how would you go about creating a random equation? i would like to randomly generate two individual numbers, a random operator (out of +, -, *, /) between these numbers and then the user would input a number to answer the equation... any thoughts on this?
i am creating 10 Circle movie clips dynamically and giving each of them a width and height random from 1 to 50, I am creating these CELLS to react to eachother in an environment that I create, well anyway everything is going good but this, SPEED
i would like the smallest cells to have a speed of .05 and from then on the larger the cell the smaller the speed, Every ... property i guess you could say... of the cell is proportional to it's width.
If they get a question wrong in my quiz ( weakest link) the money clip goes to zero and it goes onto the next question. If they get it right the money clip advances and they go onto the next question. I want to include each time that it should only go onto the next question if all questions have been asked. SO i want an extra if clause in both sections, saying if current question is more than 11 go to '#game over"The questions are saved in the frame of the quiz
_root.qArray = new Array("question: A;B;C;D") _root.qArray.push("Question?:A;B; C; D")
There are 11 questions.At the moment at the section with choosing answers I have
function selectAnswer(n) { // correct if (answers[n] == correctAnswer) { _root.money.nextFrame();
I was wondering if it would be possible to use a for loop to create a couple hundred variables. I wanted to do this so I wouldn't need to type everything out. Right now it looks like:
Code: var cardname1:int = 0; var cardname2:int = 0; var cardname3:int = 0;
[Code]....
Is there a way to create all of these using a for loop?
using flash to create XML, and most tutorials I find on the subject deal with opening external XML files and parsing them in flash, not using flash to make them.Here's my code:
Code: function saveSong(e:MouseEvent):void { for(var i = 0; i < myStaff.staffArray.length; i++)
[code]....
What I am trying to do is create a <measure> element for each item in my array, and then 8 <line> elements in each measure. I'll populate these <line> elements with data later.
Here's what the trace is giving me:
<song> <measure> <line></line>
[code]....
The problem I have is that empty space in the first line of <measure>. How do I prevent this from occurring? I can see I will have the same problem when I go to populate the <line> elements as well.
I'm trying to create a template for a drag and drop question. I want to assign which option belongs to the correct target.Each draggable option is called "drag1, drag2, drag3, etc.". (created on the stage) Each target is called "target1, target2, target3, etc." When a button is clicked, the correct answer is checked using a simple if loop and the user is told which ones are correct.
Code: if (drag1._y = target1._y) { //show if correct or incorrect
i'm loading several sound files, and want to error check each load. however, instead programming each one with their own complete/error functions, i would like them to all use the same complete/error handler functions.
a successfully loaded sound should create a new sound channel variable, while an unsuccessfully loaded sound will produce a simple trace with the name of the sound that failed to load. however, in order to do this, i need to dynamically create variables, which i haven't yet figured out how to do.
here's my code for my complete and error functions:
function soundLoadedOK(e:Event):void { //EX: Sound named "explosion" will create Sound Channel named "explosionChannel" var String(e.currentTarget.name + "Channel"):SoundChannel = new SoundChannel();
I have a function in which I declare a bunch of variables that I need to be globally accessible from outside the function.[code]I need numVals to be accessible from outside the function.I tried changing the name to _global.numVals and it didn't work
I've created a basic function that sets a movieclip to a certain state depending on which mouse cursor is set (determined by a variable called txt_cursor). I can hard code this to work great for the one single movie clip but potentially have to do this for 624 other movie clips so obviously want to create a for loop to reproduce this.
So what I'm trying to do, is allow users to create a bike type game. There are four different parts to it that they can choose (frame, material, tires, and handelbars), each that change one of the four different statistics (weight, durability, speed, and maneuverability) and I'd like it to update these global statistic variables each time a part is changed so that the statistic bars can update.I want to have the bike frame, when selected, to set a base for all 4 variables, and then each other part will add to it. This is what I did so far. . .
on the framescript I just have: _global.durability = (_global.framedur + _global.materialdur); _global.weight = (_global.frameweight + _global.materialweight);
I have done some (like 2 hours worth) research and have come up short, so while I browse the forums for a bit more help Basically what I'm trying to do is create a number of variables, depending on how many items are in an xml document.For example, I am running a for(){} loop to pull all the data I need out, and I would like to store it in the format:photo1.filename = whatever; photo1.value2 = whatever;
and so on. All the object property names (filename, value2 in the example) would be the same (obviously the values would be different), but I need the number of objects (photo1 in the example) to depend on how many nodes are in the xml document.
is it possible to dynamically create variables in actionscript?for example lets say i have some kind of loop and for each itteration of loop i want new variable to be created, or acssed if creatin is not possible. ( tbh i don't need to create them dynamically there is more simple sollution of my problem in real project, am just wandering is it possible )[code]the best i could thought for acessing is filling them in array and acessing it like that.... code works but i am actually trying to make it work without array.[code]