Adding thousands of instances of a movie clip

I am trying to add around 20,000 instances of a single small
movie clip (HexTile) from the library into a container Sprite using
actionscript. The problem is it loads immediately and it loads very
slowly, so I would like to know if there is a way to preload it?
The class that adds the movie clip library symbol (World) is not
the document class, nor is it referenced from the document class. I
have tried dragging an empty sprite linked to World, and I have
tried exporting it to other frames as well is preloading it as it's
own .swf...any suggestions would greatly appreciated! The code
looks like:

Hi
I guess you can one thing. add dummy pre-loader before loop
and then just hide it after loop ;)

Similar Messages

  • Dynamically adding multiple instances of a movie clip to the stage with one button

    hello,
    I was wondering if there was a way to add several instances
    of the same movie clip to the stage dynamically utilizing one
    button.
    I can do one with the following code placed on the button...
    on (release) {
    attachMovie ("filledCircle", "filled1", 5);
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    filled1._y = 225;
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    I also want the user to be able to drag these instances
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    Any help would be appreciated...
    Thanks,
    Muhl

    Muhl,
    > I was wondering if there was a way to add several
    > instances of the same movie clip to the stage
    > dynamically utilizing one button.
    Sure thing.
    > I can do one with the following code placed on the
    > button...
    >
    > on (release) {
    > attachMovie ("filledCircle", "filled1", 5);
    > filled1._x = 370;
    > filled1._y = 225;
    > }
    Gotcha.
    > But I want the user to be able to hit the button again
    > and get yet another instance of "filledCircle" on the
    > stage.
    You're in luck, because this isn't very hard to do. The main
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    keep in mind is that each instance must have A) its own
    unique instance name
    and B) its own unique depth. In your example, the instance
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    and the depth is 5. The next clip's instance name should be
    filled2 at a
    depth of 6. Then filled3, depth 7, and so on. You can use a
    single
    variable to handle the incrementation.
    // code in a frame
    var counter:Number = 1;
    // code on your button
    on (release) {
    attachMovie ("filledCircle", "filled" + counter, counter +
    4);
    With me so far? The variable counter contains the numeric
    value 1. The
    second parameter of attachMovie() is provided with a
    concatenation of
    "filled" + 1, which makes "filled1". The third parameter is
    provided with
    the sum of counter plus 4, which makes 5. Obviously, we need
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    The button must, in addition, increment the value of counter.
    The ++
    operator handles this perfectly.
    on (release) {
    attachMovie ("filledCircle", "filled" + counter, counter +
    4);
    counter++;
    Now, it seems you also want to position the attached movie
    clip to (370,
    225). Are they call supposed to go to the same place? If so,
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    clip. Look up
    MovieClip.attachMovie(), and you'll see that the method
    returns the exact
    reference you need.
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    var counter:Number = 1;
    var mc:MovieClip;
    // code on your button
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    counter + 4);
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    mc._y = 225;
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    > I also want the user to be able to drag these instances
    > around...
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    movie clips
    here, so your best bet is to study up on the MovieClip class,
    which defines
    all movie clips. (Note, also, that the TextField class
    defines all input
    and dynamic text fields; the Sound class defines all sounds,
    etc. This is a
    very handy arrangement of the ActionScript 2.0 Language
    Reference.)
    // code in a frame
    var counter:Number = 1;
    var mc:MovieClip;
    // code on your button
    on (release) {
    mc = attachMovie ("filledCircle", "filled" + counter,
    counter + 4);
    counter++;
    mc._x = 370;
    mc._y = 225;
    mc.onPress = function() {
    this.startDrag();
    mc.onRelease = function() {
    this.stopDrag();
    Easy as that. You're simply assigning a function literal to
    the event
    of each new MovieClip instance as you create it. Take a look
    and you'll see
    each of these class members available to you -- that is, to
    all movie clips.
    MovieClip.onPress, MovieClip.startDrag(), MovieClip._x, etc.
    Wherever it shows the term MovieClip in the Language
    Reference, just
    replace that with the instance name of your clip -- or a
    reference to that
    clip (which even includes the global "this" property).
    David
    stiller (at) quip (dot) net
    Dev essays:
    http://www.quip.net/blog/
    "Luck is the residue of good design."

  • How to obtain instance name of Movie Clip?

    Hello!
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    use the name property of clip (if that's the movieclip whose name you want):
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    function item_onMouseUp(event:MouseEvent):void
                   var clip:MovieClip = MovieClip(event.currentTarget);
                   clip.stopDrag();
                   if(clip.hitTestObject(Doll.Skins))
                                 //Here's where the problem starts!   ----------------------------------------------  //
                                  trace(clip.name);  // but that won't be Doll.Drawers.Dress1.  it might be Dress1.

  • Dynamic  Instance for a MOVIE CLIP

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    1 ) Increase the FrameRate (or)
    2 ) Call the createSparkle(xPos,yPos); function more than once with new randRange

  • Removing movie clips with added children

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    it). What you
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    Maybe give that a try and let me know if it helps. In the
    meantime, I'll
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    of a gong show
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    Sorry - I don't mean to just sluff you off or anything.
    Cheers,
    Brock
    "respondplease" <[email protected]> wrote in
    message
    news:[email protected]...
    > Hi Brock,
    >
    > Thanks again, your sample file really helps but I'm
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    > What it boils down to is that my buttons don't fully
    function properly. It
    > works correctly sometimes, but not consistently enough.
    So if I fast
    > forward
    > too much or rewind and then FF, the buttons aren't
    either isn't clickable
    > or
    > the hover text and caption box doesn't show up, etc.
    This usually happens
    > when
    > I press FF too many times or too fast. But regardless of
    how many times I
    > press
    > FF I would like my buttons to work
    >
    > Your sample file is very useful but unlike mine I have
    perhaps too many
    > MC's
    > w/in MC's, etc. I will try to clarify my setup in hopes
    of finding a
    > (better)
    > solution to my problems. My main timeline has my "prev",
    "next", and
    > "pause"
    > buttons which also has the actionscript for my NEXT
    BUTTON, PREV BUTTONS.
    > And
    > now I've added your SHOW BUTTONs function as well. I've
    minorly modified
    > your
    > showButtons function adding a couple of more lines and
    actually deleting
    > the
    > _root because I found that it doesn't work sometimes.
    Anyhoo, here it my
    > entire
    > code in one frame on my main timeline:
    >
    > // ===== NEXT BUTTON ===== \\
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    > controller_mc.onEnterFrame = function() {
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    > _root.screen.gotoAndStop(_root.screen._totalframes);
    > }
    > };
    > };
    > next.onRelease = function() {
    > controller_mc.removeMovieClip();
    > _root.screen.showButtons();
    > };
    > next.onReleaseOutside = function() {
    > controller_mc.removeMovieClip();
    > _root.screen.showButtons();
    > };
    >
    > // ===== REWIND BUTTON ===== \\
    > prev.onPress = function() {
    > _root.createEmptyMovieClip("controller_mc", 1);
    > controller_mc.onEnterFrame = function() {
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    > if (_root.screen._currentframe-10<1) {
    > _root.gotoAndStop("screen");
    > }
    > };
    > };
    > prev.onRelease = function() {
    > controller_mc.removeMovieClip();
    > };
    > prev.onReleaseOutside = function() {
    > controller_mc.removeMovieClip();
    > };
    > // ===== SHOW BUTTONS ===== \\
    > function showButtons() {
    > for (i=1; i<=6; i++) {
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    > _root["char"+i].removeMovieClip();
    > chars._visible = true;
    > cap.desc._visible = true;
    > cap._visible = true;
    > }
    > }
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    > and
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    > //display the function (true) or to hide the function
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    > this.onRollOut = function() {
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    > };
    > this.onRelease = function() {
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    > };
    > };
    > b2.onRollOver = function() {
    > _root.captionFN(true, "Hi!", this);
    > this.onRollOut = function() {
    > captionFN(false);
    > };
    > this.onRelease = function() {
    > hideButtons();
    > _root.attachMovie("char2_mc", "char2",
    _root.getNextHighestDepth(),
    > {_x:605,
    > _y:345});
    > };
    > };
    > b3.onRollOver = function() {
    > _root.captionFN(true, "Get Jac'd Up!", this);
    > this.onRollOut = function() {
    > captionFN(false);
    > };
    > this.onRelease = function() {
    > hideButtons();
    > _root.attachMovie("char3_mc", "char3",
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    > {_x:605,
    > _y:345});
    > };
    > };
    > b4.onRollOver = function() {
    > _root.captionFN(true, "Boo!", this);
    > this.onRollOut = function() {
    > captionFN(false);
    > };
    > this.onRelease = function() {
    > hideButtons();
    > _root.attachMovie("char4_mc", "char4",
    _root.getNextHighestDepth(),
    > {_x:605,
    > _y:345});
    > };
    > };
    > b5.onRollOver = function() {
    > _root.captionFN(true, "I'll be your guide", this);
    > this.onRollOut = function() {
    > captionFN(false);
    > };
    > this.onRelease = function() {
    > hideButtons();
    > _root.attachMovie("char5_mc", "char5",
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    > {_x:605,
    > _y:345});
    > };
    > };
    > b6.onRollOver = function() {
    > _root.captionFN(true, "Welcome!", this);
    > this.onRollOut = function() {
    > captionFN(false);
    > };
    > this.onRelease = function() {
    > hideButtons();
    > _root.attachMovie("char6_mc", "char6",
    _root.getNextHighestDepth(),
    > {_x:605,
    > _y:345});
    > };
    > };
    > _root.captionFN = function(showCaption, captionText,
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    > if (showCaption) {
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    > cap.desc.text = captionText;
    > // cap._width = 7*cap.desc.text.length;
    > cap._alpha = 75;
    > if ((bName._width+bName._x+cap._width)>Stage.width) {
    > xo = -2-cap._width;
    > yo = -17;
    > } else {
    > xo = 2;
    > yo = -17;
    > }
    > hoverCaption.onEnterFrame = function() {
    > cap._x = _xmouse+xo;
    > cap._y = _ymouse+yo;
    > cap._visible = true;
    > };
    > } else {
    > delete hoverCaption.onEnterFrame;
    > cap._visible = false;
    > }
    > };
    > // ===== END OF HOVER CAPTION ===== \\
    >
    > // ===== HIDE BUTTONS FUNCTION ===== \\
    > function hideButtons() {
    > for (i=1; i<=6; i++) {
    > this["b"+i]._visible = false;
    > }
    > chars._visible = false;
    > cap.desc._visible = false;
    > }
    > Sorry for copying and pasting all my code - I know it
    must be annoying,
    > but I
    > can't seem to find what's wrong. Again, ANY help would
    be greatly
    > appreciated.
    > Thanks for your patience. Your talent is very much
    appreciated and I'm
    > very
    > grateful for all your help.
    >
    > Kindest regards
    >

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