ActionScript 3.0 :: Randomly Add And Remove Movieclips
Jan 11, 2009
I have a slider on my stage that returns a number between 0 - 300 depending on where the user moves the slide.What I would like to do is add and remove movieclips as the user slides the slider so that the number of movieclips on the stage is proportional to the slider's value.An example: If the slider value is 300, I want 300 circles on the stage. As the slider moves down to zero, the number of circles on the stage decrease.I've been trying to think of the best way to do this. Should I use addChild and removeChild? Or just change the visibility?And what would be the best way to refer to each movieclip? Should I use an array? Or maybe an if/else statement?
I'm trying to fade in and out some movie clips using the Tween class, but am having problems. I have the following code which fades in my movie clips:
Code: import fl.transitions.Tween; import fl.transitions.easing.*; // Fade in and out var myTween1:Tween = new Tween(wds_mt, "alpha", Regular.easeIn, 0, 0.5, 100, false); var myTween2:Tween = new Tween(wds_sf, "alpha", Regular.easeIn, 0, 0.5, 150, false); var myTween3:Tween = new Tween(wds_hush, "alpha", Regular.easeIn, 0, 0.5, 120, false); var myTween4:Tween = new Tween(wds_10, "alpha", Regular.easeIn, 0, 0.5, 300, false); var myTween5:Tween = new Tween(wds_uf, "alpha", Regular.easeIn, 0, 0.5, 210, false);
However, I need to fade them out and then loop the fade in-out animation forever.
I had an idea I would like to incorporate into my site, and sure that Flash can accomodate, but what better place to check!? Say I have a mc_1, mc_2, mc_3, mc_4, and mc_5 all are basically the same information, just varied lead in animations. Is there a code that I can call to randomly choose among those when the site is loaded? Pretty vague I know, but right now I am adding them via "addChild," so would there be something I could use to accomplish this?
I'm working with a randomly moving MC, and now it looks good except the collisions with the level. When it hits the level it gonna rotate and go another way. I don't want it go through the walls.
I posted this in the Flash 8 forum, but wonder if I'll have better luck in here. I need to get movie clips to play randomly. Currently, I have actionscript on Frame 1, and a movie clips on the stage in Frame 2. Also in each movie clip as the last frame I have "PlayMC();".[code]
I am generating movieClips outside of the stage I want to send them randomly into the stage in enter frame. Currently it looks like this, so they go like in all directions... How could I direct each of them randomly into the stage?
Code: function timerEvent(e:TimerEvent):void { var newObj:MyObj=new MyObj(); //this places them randomly outside of the stage
I can place the movieclips randomly on the stage but I am trying to randomly populate shapes with movieclips. Code: ball_mc.x = Math.random() * stage.stageWidth; I tried just replacing stage.stageWidth with box_mc.width but that didnt work. Also, I wanted to create more complicated shapes for their bounding area then just a movieclip's rectangle.
I have an mp3 playing. What I would like is to have a movieclip that is located in the library appear, complete it's animation then get removed. The movie clip must complete this proccess 4 times, randomly during the length of the song but never at the same time and not in the last 5 seconds of the song. BTW I can't do this manually by just firing it off a random amount of times because this code will be used with lots of different mp3's, so I need to use the dynamic data I get by retrieving the song length. I have the code working to retrieve the length of the song, and I have a variable that stores the length minus 5 seconds from the end, so I basically have the length of time I wish to work with.
My problem is making the movie clips appear 4 times randomly throughout that length of time. The code is below (what I have so far), the movieclip is stored in the library as circle_mc. The timer I'm using at the beginning of the code (to retrieve the length of the song) is set to run after 2 seconds this is because there is a delay in the music starting and if it did it instantly the number retrieved obviously would be 0, so I delay it by 2 secs till I know the song is playing. At the moment I'm just trying to get it to fire twice, at the moment it fires once or not at all.
I want to randomly load 3 animations in a topbanner on my website. The 3 animations are placed inside their own movieclip and loaded to the stage by using "attachMovie". This works fine. But when a movieclip is loaded to the stage and the animation inside of it is finished playing how do i attach or load another movieclip randomly to the stage?
I want the final result to be a stage with a certain number of circle MC's moving around. I have made the circle MC, and added the AS so that it will start at a random point with a random color, then start moving around randomly. I want to make it so that In the beginning the document will duplicate the movie clip x amount of times, using a for loop. I want to then have all the new circles move around, and when two circles hit each other, they will dissappear, using the removeclip function. You can only use this on duplicated movieclips though, so how would i make all the circles duplicated? Is there a way to duplicate the original movieclip x amount of times then delete it? Or is there a way to remove the original after it is in a collision? Also I don't know how to do the collision detection. I am thinking of using a hittest, but would I just do it with a for loop? Is there a way so that if an MC hits any other MC?
I am new to flash programming. I have to create a flash card game for a client.There are 52 cards with back showing in 52 rectangles. Each time the swf loads the position of the cards has to be different (randomly placed) in those 52 rectangles. Click on the card and the face of the card shows. Also an option for shuffle. When the user clicks on shuffle, the cards are randomly placed.
screen size: 550 x 400 i want to spawn movie clips randomly from the upper part of the screen and to make them go to the bottom. My game name is coin collector, so i want to spawn coins falling down and make my stickman catch'em.
ActionScript Code: Add the AS2 in a box like this one
i have an animation and some movie clips. i want to add my scene an action that brings movieclips from my library randomly on my stage in every 20 seconds. how can i do that? the movieclips should be on the stage so we can see them but they should be invisible until they called from the action.
I've created an XML thumbnail gallery, and would dearly love to add a simple looping preloader animation to each of the thumbnails whilst they are still loading. I'm struggling to remove the preloader movieclip, once the corresponding image has been loaded.
I'm currently creating the new movieclips within the loop, so I'm having problems referencing them in the following load complete function. I gave naming the "spin_loader" instances a go (i.e. spin_loader.name = "spin" + i), and then trying to remove it in the "thumbLoaded" function ( i.e. project_mc.removeChild(getChildByName("spin" + spinNum)), where spinNum is the equivalent number to "i"), but I just can't seem to crack it.
Code:
function createThumbs() { for (var i:Number = 0; i<my_total_project; i++)
I am making a website with complete external xml data holding text and urls to images. I have several categories. One of the category has three sub categories as menu. When I click btn1 it gets the xml and start making text field, rectangles, lines and picture frame for thumbnails. Before that I use a single movieClip container to hold all that stuff and then point it to mask and scroller too.That is working fine. Now the problem is that when I click on btn2 I want to remove previous container and make a new one.
Now what happening is that it is creating one more container of different xml and putting over the previous one. I have used removeChild command and it is still not working. It only works if I use it alone and do not create a new container. All this process is done on a movieClip. That movieClip holds container, mask and scroller. The only thing that is made dynamically is the container. Rest of the items are on the timeline of the movieClip. I need to remove container inside of the movieClip and make a new container inside the movieClip.
I have a movieclip, let's call it MC1. Inside the actions timeline of MC1, I create a loader and when a button in MC1 is clicked, the loader is added to the stage with an image.
On my maintimeline, you can click a button to bring a second movieclip onto the stage, let's call it MC2. MC2 has the same set up as MC1 where you click a button within MC2 and it adds its own loader with an image to the stage.
The problem is, when I click on MC2, MC1's loader is still on the stage, and I'm having trouble getting rid of it! I tried removeChild(loaderfromMC1) within the actions panel of MC2 but it can't reference variables created in MC1? and I tried removeChild(loaderfromMC1) when the button on the maintimeline is clicked, but it seems that I still cannot reference the MC1 defined variable.
I have made 4 arrays and filled the with movieclips using the array.push(movieclip) method. I have then made a function that is supposed to remove everything in those arrays. This is the code for it:
[Code]...
But when I call this function it does nothing but remove p1s, p2s, p3s and p4s. Also when I type trace(s) in one of the for loops, it outputs 0 for some reason.
The problem is that this code is in a frame and when I leave the frame the MovieClips I have created will still be there. I think this is because I'm creating a global MovieClip right? If so then is there a way to declare the MovieClips as local? [code]...
I have a for-loop that creates instances / duplicates of a movie clip that works like a charm:
[Code]...
Then I position each instance- and I fill an array with the number ("pg"), because: I also have the option to switch to a different view and at that point I want / need the MoveClips to disappear. So I have a function tied to the switching that goes through a loop for all instances of the movieclip copies (using the array with the IDs from the example above) and remove them.
So i have this flash game with couple of different scenes And im trying to remove all of the movieclips when the scene ends because i keep getting a loop of errors, for example this one TypeError: Error #1009: Cannot access a property or method of a null object reference. at BlobBobScenes_fla::MainTimeline/star() I have tried removing these