Actionscript 3.0 :: Random Number MovieClip Reference?
Sep 21, 2010
I'm working on a project where I have 10 movieclips on the stage, each with a different instance name. I'd like to use a random number generator to play each one at random, but I'm not sure how to do it. I've been looking for the topic online but all I can find is loading them randomly to the stage... my movie clips are already on the stage. I want them to stay on the stage but only play when called upon* EDIT:ere's what I have. Super simple but I'm a little lost I guess.At the moment I'm referencing a function when I should be referencing a variable but I'm still not sure how to fix it.
function randomMC(low:Number=1, high:Number=10):Number
{
return Math.floor(Math.random() * (1+high-low)) + low;
there is a movieclip named movie with instance name movie.Inside this movie there is a textbox in frame 1.I want to give properties and methods to that textbox.
for (i=0; i<humans; i++) { ranDistX = Math.floor(Math.random()*(20-(-20+1)))+-20; ranDistY = Math.floor(Math.random()*(20-(-20+1)))+-20; var humansMoving = new Tween(_root["human"+i], "_x", Linear, _root["human"+i]._x, _root["human"+i]._x+ranDistX, 2, true); [Code] ....
The tween works only once. I need it so when the tween is finished, it does the same tween (with a different random number (different position)), however after the first two tweens (x and y) have finished the movieclips just sit there.
I'm creating a mask effect. i create 10 movieclip with a library class reference that appear on the screen with a random alpha effect. THe problem is that if i try the effect alone all works ok. if i mask the layer that contains the effect on an image i don't see the effect. i see directly the image masked with the boxes. i can't explain that because i've the effect first but it seems that when i test the movie the effect doesn't play and the boxes appear directly on the screen.
Dear Guys I Want To Generate A Random Number Between 2 Number BUT Without Generating 2 Same Number I Mean If For Example Already Generated Number "2" Next Time Did Not Generate It , Is There Any Solution
I Want To Generate A Random Number Between 2 Number BUT Without Generating 2 Same Number I Mean If For Example Already Generated Number "2" Next Time Did Not Generate It,
I'm trying to create a shuffle button for my mp3 player. I don't want it to repeat any song in the xml playlist until all the songs are played. Is there to display a random number on the click of a button, without repeating any number in the array until all the numbers in the array are used?
Making a random number between lets say 0 and 99 is relatively straight forward using the Math.random class What is the best way to create 100 unique random numbers from between 0 and 99 where no random number is repeated?Would I make a random number, chuck it into an array then the next random number created is checked against the array, and if the number has been created before try for another number?
Code: cnx.addEventListener(CNXConnection.DIGITAL, onDigital_10); function onDigital_10(e:DigitalEvent) {
[code]....
While debugging everything works properly if I'm testing that frame.But, pushing a button in another frame, I get the following error:
TypeError: Error #1009: Cannot access a property or method of a null object reference at "frame number:raw number"
I'm quite sure that the problem is that the variable e.Join changes its corresponding e.Value pushing a particular button in another frame (as must be). Any ideas how to link that information to the frame that create the error?
I want to change the code a little bit by creating an Input Text. A random number will be typed in that text instead of having a fixed, pre-set number.
i have a project and i need that when a specific variable equals a specific value a random number decreases on the current number, its easy to make it decrease but i need to decrease instead of 4 to decrease a maximun of 5 and minimun of 3.ere is the code :
for (var i:int = 0; i < 3; i++) { var newChoice:MainButton = new MainButton(function(){ trace(this["func" + i])} ); }
[Code]...
However, I get func3, which I assume is do to it finding the value of i. But shouldn't it pass by value since it's a number? How do I get the wanted result?
i'm working on, i've been tweaking my code and i've realized that i could simplify my code in a couple of areas if i could just assign functions numbers and have them called based off of a variable.here's an example of code which could be simplified: for my enemy AI, i have four functions and i want one of them to run, depending on the value of a variable [code]instead of doing all those checks, it'd be a lot simpler if i could number my functions (run_left would be 1, attack would be 3, etc) and replace the above code with something simple like " run function(ai_int) ".
I have an array for my navigation bar (btn1, btn2, btn3 etc) where when the user clicks on a button, it goes to the correct page, and all is good. Now, I when the user clicks on a page, I want it to play a funtion where the button (movieclip) goes to frame2, and the button is disabled. How do I say 'if user clicks btn1, and is on page1, now disable btn1'. My code is below:
Im working on a multiplikation test in flash as a school project. I just wondering what the problem of this action script can be?The point with this script is that if svar1_txt equal to the number 10 that the user type in, it should give one point and number one is gonna show up in po�ng_txt.
var po�ng:Number = 10; if (parsetInt(svar1_txt) = 10){ po�ng++; po�ng_txt=String(po�ng); }
I have code that I got off line that will create a random number in the output tab. I put together an if else statement, however I can not figure out what how to call the random number into the if else statement. My last try was calling "n," However that did not work. I have a bit of the code that I am working with. I am giving only the first 3 but there are 13 in total, but as they are all the same just going to different frames I thought that it was not necessary to show them all.
function randRange(min:Number, max:Number):Number { var randomNum:Number = Math.floor(Math.random() * (max - min + 1)) + min; return randomNum;
[code]...
If there is an easier way to get the same thing I am open. I just want it to start on a specific random frame (13 of them).
I have tried to create 'simple' (!) application where a user enters a 2 digit number in a input text box with instance named 'calc_num', clicks a button named 'cplay_btn' and a random number of the movieclip 'bf_mc' appears on the stage, between 1 and the number in the input box. I have tried numeous ways of writing the script., of which the example below is the most simple:
I'm building a dynamic Grid Gallery in AS2 consisting of 35 image spaces with over a 100 images to select from. I want the images to be selected randomly, but don't want any of the images to repeat. This is the code I have for the Randomnization. I figured that if the imageNumber equaled itself then it would continue to randomize until it did not equal it self, but this is not the case.
on (release) { health -= 10; if (health>500) {[code].........
I was wondering if there is a code i can use to replace the 10 with a random number between say 1-10.(Ergo when the script triggers the health is decreased with something between 1-10 instead of the set nr 10)