ActionScript 3.0 :: Loop A Random MC From An Array?
Aug 27, 2010
I've got the following script that loops an array of movieclips at random positions in and out of the stage using Tweener. My problem is that the loop uses all the movieclips (WELCOME00, WELCOME01, etc.) at once. What I'd like is for the loop to only use one of the movieclips, chosen at random, for the loop instead of all of the movieclips listed in the array at one time.
Code:
import caurina.transitions.*;
var mcArray:Array = [WELCOME00, WELCOME01, WELCOME02, WELCOME03];
var init:Boolean = true;
I want a movieclip consisting of a dynamic text box that, from the time it's loaded onto the stage, loads a randomly selected text string from an array, and continues to loop until the clip is removed from the stage. I also want the text strings to appear in the text box for random intervals between 500 and 3000 milliseconds.
While I've found tutorials here and elsewhere on loading one element from an array, usually triggered by a button, I don't know how to combine/alter it with the other elements.So I want this movieclip on the stage randomly flashing phrases from an array, some for a barely perceptible time, and others for a readable time.
I've been putting data into an array via XML, and then selecting at random an image string to load in a pic at random. But whilst doing this, I wanted to remove the String from the Array that I have just used, so I don't get repetition of the same image in the output. I initially thought that pop would remove the string I had just used - But of course it Removes the last value in the Array instead, which doesn't really help.
Ok - so how about randomizing the data once inside the Array, after it has been pulled in from XML!? That way I can load in the 'last' image, and then pop it out! Keeping a randomized selection of images each time 'it' is loaded
ActionScript Code: var answerArray:Array = ["3", "2", "5", "3", "2"]; //these are the correct answers var answeredArray:Array = ["3", "1", "1", "3", "2"]; //this is an example of what the user
I have a while loop that I need to shuffle the order of my array. This was initially an AS2 code and am trying to convert this over but have come across with an error I don't understand so hoping someone may know what it means. My while loop code is:
Code: var randomArray = shuffle(orderArray); function shuffle(toShuffle) { // shuffles an array
I have a movie clip that is preforming a repeating earthquake like effect. What I am attempting to do is have the function pause for a random interval between 2 and 10 seconds before repeating. This is the script I am using for the "earthquake" repeating effect.
Learning Action script and programming so I apologize that the solution is simple, I just don't know what it is. What I want to happen is to pass objects through that I want to fall down the screen. I pass the object in through e:Event (which comes from an event listener on the stage) and speed which gets a random number between a high and low value.When I run it, it of course gets a new random number every frame. (because its called by an Event.ENTER_FRAMEHow do I go about this to accomplish my goal?Here is my code:
private function moveIt(e:Event, speed):void { if ( e.currentTarget.y <= 400 )
The loops fades a random image, which works great the first time round, if I go to another page and then back the home page (which is where this code is on frame 1) the first image loads but the random image code does not continue. I think it has something to do with nextHolderBool.
var numbers:Array = [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20]; var numRemaining:Number; var randomIndex:Number; var currNumber:Number; var nextHolderBool:Number = 1; [Code] ......
got some code working to duplicate a movieclip, but what I'd really like to do is obviously randomise the movieclip's x position so that it spreads across the stage, rather than stacking in the same position as it is now.
Code: for (i=1; i<11; i++){ duplicateMovieClip("alien", "alien_new_"+i, 22-10, i); }
I have a loop that replays on a random timer.Start of loop frame 1:
function pause(){ play(); clearInterval(timer);}[code]...
on the next scene i just want the frame to stop(); forever but it seems to play after waiting for the above designated timed pause.when i remove the code above, stop(); works fine again. How can i get it to work aside my timed pause? anyway to reset it..ive tryed adding clearInterval(Timer); before the stop on scene 3 and its done nothing
I am trying to create a loop that changes the colours of my dynamic vectors inside my sprite however I am not sure if I putt the following var names in the right place in the end of my statement attached or if i need another variable :[code]
I have 10 mc's on my page which I want to load from alpha = 0 to 100, one at a time, but in a random order each time the page is loaded. I have code which uses an array to loop the mc's and I can then load the array into a tween using as2, but I don't know how to randomly create an array, then load these answers into a tween and play them one after another until the loop is complete.
I have 10 mc's on my page which I want to load from alpha = 0 to 100, one at a time, but in a random order each time the page is loaded. I have code which uses an array to loop the mc's and I can then load the array into a tween using as2, but I don't know how to randomly create an array, then load these answers into a tween and play them one after another until the loop is complete.
I'm trying to have my program select from a random assortment of pictures in the file, and each one is labeled Transition1, Transition2 etc. Each instance of the symbol is named transition1, transition2, though 4. The 4 symbols are in one other symbol with the instance name TransitionImages. For some reason when I run the program it doesn't put the files in the symbols though
stop(); var checkNumberArray:Array=new Array ; var transitionimageLoader:Loader;
I am trying to create a movie clip that loops and on each loop it loads a random little .jpg banner from a directory. The banners are named 0.jpg, 1.jpg and so on, a script on the first frame of the loop saying
"bannernumber" is a variable from an external text file specifying how many random numbers to cycle through (how many banners), This works just fine and loads up a new banner after each loop cycle. The problem lies in trying to make each banner go to its own url, I have another external text document with variables "click0=url, click1=url etc" where I want the number in each variable to equal the randomnumber variable in flash, then use an on(release){getURL(urlvariable)} function to have it retrieve the url that is somehow in the url variable. Basically, how would I make the urlvariable be equal to the "click0" variable to get the url of the click0 variable into the getURL function? while having the number in the "click0" variable be equal to the randomnum variable?
I would like to use an array to play 5 sound files randomly.Here's the code I've got so far! Can anyone tell me what code I'm missing?
var my_sounds:Array = [Sound1, Sound2, Sound3, Sound4, Sound5]; var s1:Sound = new Sound(new URLRequest("GentleSeaOnFlatBeach.wav"));var s2:Sound = new Sound(new URLRequest("SPLASH.wav"));var s3:Sound = new Sound(new
I have an assignment where I need to create an array with 9 numbers between 1 and 34, also none of the numbers need to appear twice.This is what I have so far, so as you can see I'm stuck on the part where I have to check if the number already exists in the array.[code]
I have 12 empty Movie clips on stage. I want to get the content (jpg's or swf's) for these containers from an array. This is all fine, but I would like the contents to be loaded randomly into one of the 12 containers. The containers load the jpg's, which are preview thumbnails that need to link to the actual larger image plus some text. Loading eveything is OK, but I haven't figured out how to load the content into a random MC... I attached the fla and images.
I'm creating a series of banners for a website. There are 3 so far with more to be made. I have made each banner as a separate swf file.The thing I would like it to do it create a randomly ordered array of the banner swf names and then load the banners in that order. Once the banners have been played or loaded through, I would l simply like it repeat that same order again.I have managed to create an array and play through that array in an ordered loop, but how do I create a random array that will do the same thing?[code]
I have problem with getting a random word from an array and the putting that word to a text field.
I setup the array for my words like this:
Code: // a string of words this.somewords = "wind breeze storm stormy tornado text space"; // convert the string of words into an array of words this.wordList = new Array(); this.wordList = this.somewords.split(" ");
And I want to put randomly these words to a movieclip that I'm attaching to the stage about 50 times.
I'm trying to create a program that creates a random map for a side scrolling cave. So I need to store the roof and the grounds y coordinate into a big array, like 10 000 pieces of wall.
The only way I've gotten it to accept some data into the array is like this but I want something cleaner and something that can go on forever.
How should I format the first 4 lines of code so that the array accepts commands like this and expands for the for loop as needed?
Pattern_Array (created by a random function that pulls from Words_Array and stores the index)Now I want to create another array called Choices_Array that will compare Pattern_ Array to Words_Array and not repeat any of the Pattern_Array index's in the new array.
I have an Array Randomly loading images on to the stage, there is a 'splice'so no 2 images repeat. the problem is - once the images all get 'deleted' there are no more images the array can pull. I want the images to be recreated in the array.That way It will load the 29 images I have Randomly, with out repeating them and after all 29 appear it will start over again.If I remove the 'splice' I can load as many images as I want however some load twice or more before the batch is complete.
Code: var images:Array = new Array(); for (var i:Number = 0; i < 29; i++) { images.push("image" + i + ".jpg");[code].....