ActionScript 3.0 :: Looping A Function Indefinitely Through Each Array Value

Jun 4, 2010

I am trying to loop my function through my array values continuously. I'm only able to get it to loop through one array value as intended. The long term goal here is the create a grid of movie clips that continuously change colors in random order (from preselected values). I'm new to actionscript and I have been racking my brain trying to figure this out. I'm unsure of how to send the function to all items in the array, and loop them all continuously, yet with random color patterns for each.

[Code]...

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[Code]...

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Hey guys, thanks in advance for any help, I'd be stuck all the time without these forums.

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[as]var ballTimer:Timer = new Timer(200);
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//score variables
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var BlackScore:int = 0;

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}

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}
[/as]

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this is part of an XML file I retrieve using AS3 E4X:

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[Code].....

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previous_btn.onRelease = function() {
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I want to do a for loop that grabs values from different variables. This function works nicely without the eval() statement (using the commented line below it) but not with it.

function saveData ()
{
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ActionScript 3.0 :: Speed Test For Looping Through Array

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Code:
import flash.utils.getTimer;
var time:Number;
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The function is called with an interval of 500, and loads several images from an array into objects in a 3D Environment component (world).I'm using a MovieClipLoader and a listener for this, but somehow it keeps looping. After onLoadInit it starts loading the images again. How can I stop this?

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function fill_cloud (){
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[code]...

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I've attached a zip with a few custom classes and a .FLA. Ignore the custom classes. I'm getting repeated
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I understand that this error means I'm asking it to reference something that's no longer there. How better to hitTest many objects in an array. My game involves creating a bunch of balls that will fall into buckets. I need to keep track of how many touched the buckets, how many fell off the screen, and remove each accordingly.

Here is the code from my main FLA
ActionScript Code:
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var changeTimer:Timer = new Timer(50000);
ballTimer.addEventListener(TimerEvent.TIMER, throwBall, false, 0, true);
ballTimer.start();
changeTimer.addEventListener(TimerEvent.TIMER, changeColor);
changeTimer.start();
[Code] .....

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