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Creating Movie Clip Instances Dynamically
You can create a movie clip instance dynamically by using one of the following methods
of the Movie Clip class:
• duplicateMovieClip(): This method duplicates an existing movie clip instance on
the stage to create a new instance of that movie clip.
• attachMovie(): This method creates a new instance of a movie clip directly from
the library.
• createEmptyMovieClip(): This method creates an empty movie clip instance—that
is, one that contains no data or graphical content.
You'll use each of these methods in the course of working through the exercises in this
lesson.
Using duplicateMovieClip()
Although we introduced the duplicateMovieClip method in Lesson 9
, "Automating
Scripts with Loops," we didn't cover it in detail. Now you get to learn everything you
need to know about this powerful method.
Using the duplicateMovieClip() method, you can direct Flash to duplicate a movie clip
instance that's currently on the stage and give it a new instance name. If the movie clip
instance is not on the stage—that is, it's in a previous frame or in a frame not yet
visited—Flash cannot duplicate it. In addition, the movie clip instance can only be
duplicated into the same timeline as the original, and it will exist in the same relative
hierarchical position as the original.
N
OTE
To dynamically create a movie clip instance that also allows dynamic timeline insertion,
you would use attachMovie()
which we'll discuss later in this lesson.


When a movie clip instance is duplicated, the duplicate inherits all of the instance's
current physical properties. A duplicated movie clip instance inherits the following
properties from the original:
• Position
• Scale
• Alpha
• Rotation
• Color
• Clip events attached to the movie clip instance
A duplicated movie clip doesn't inherit the following:
• Variables, arrays, objects
• Name
• Visibility
• Current frame

N
OTE
A duplicated movie clip instance starts playing at Frame 1, even if the original from
which it was copied was at another frame at the time the duplicate was created.

Following is the syntax for duplicating a movie clip instance:

myClip.duplicateMovieClip(name, depth, object);


This line of ActionScript starts with the instance name (target path) of the movie clip to
be duplicated. It then invokes the duplicateMovieClip() method of the Movie Clip class
to create a new instance with the value of name at depth. The object parameter is
optional. For example:


var name:String = "ball2_mc";

var depth:Number = 100;

ball_mc.duplicateMovieClip(name, depth);


These three lines of ActionScript duplicate the ball_mc movie clip instance, name the
new instance ball2_mc, and place it at a depth of 100.
When we talk about depth, we're referring to the stacking order of movie clip instances in
a particular timeline. If two movie clip instances overlap in Flash, one must appear to be
above the other, with the top instance having a higher depth. Every movie clip instance
has a unique depth in relation to other objects on the stage. When a movie clip instance is
duplicated, you can assign it a numeric depth of any positive integer. The higher the
integer, the higher the depth in that timeline. Although you may not be aware of it, any
movie clip instances that you manually place in a particular timeline while authoring a
movie are placed at a depth starting from –16384. This means that if a dynamically
created instance is placed in a timeline at a depth of 1, it will appear above any manually
placed instances.
Each timeline has its own range of depths, from –16384 to 1048575. These depths are
relative to the depth of the parent timeline. In other words, instance1 contains child
instances at levels on its timeline from –16384 to 1048575. But instance1 is below
instance2, so that even the highest-placed child instance in the timeline of instance1 is
still lower than the lowest-placed child instance in instance2.

N
OTE
A depth can contain only one movie clip instance at a time. If you duplicate a movie clip
instance into a depth that already contains another movie clip instance, you will destroy
the movie clip instance that's already there.

Movie clip instances can be placed in a total of 1064960 (–16384 to 1048575) depths in a
single timeline. Every timeline in a movie has its own set of depths that don't interfere
with any other timelines. This means, for example, that you can duplicate instances into a
depth of 10 in as many timelines as you like.

The third parameter in the duplicateMovieClip() method, object, is optional but useful.
The properties of any object specified in that parameter are used to populate the newly
duplicated movie clip instance. If the parameter is left blank, it's ignored. To extend the
previous example, look at the following:

var myObject:Object = new Object();

myObject.ballColor = "red"

var name:String = "ball2_mc";

var depth:Number = 100;

ball_mc.duplicateMovieClip(name, depth, myObject);


When ball_mc is duplicated, the duplicate, named ball2_mc, will contain all of the
properties of the myObject object. In this case, a variable named ballColor with a value
of "red" is created in the new instance.
TIP
To copy the variables from the original instance into the duplicate, use the instance name
of the original as the initializing object. For example:

ball_mc.duplicateMovieClip(name, depth, ball_mc);




Using attachMovie()
Using attachMovie(), you can actually pull a movie clip out of the library dynamically
and attach an instance of it to any timeline currently available on the stage—in essence,
adding the content of the attached movie clip instance to the content of the movie. The
attached movie becomes a child of the timeline to which it's attached. As such, the
attached child movie takes on any graphical transformations performed on its parent
(size, rotation, transparency, and so on) yet remains separate with respect to data,
visibility, current frame, and so on. For more information on parent/child relationships in
ActionScript, see Lesson 3
, "Understanding Target Paths."

So what are the main differences between the attachMovie() method and the
duplicateMovieClip() method? As mentioned earlier, you can use attachMovie() to attach
a movie clip instance from the library to any timeline currently in the scene. Because this
method attaches clip instances from the library (and the library contains all your movie
clips), the attached instance doesn't have to be on stage when you attach it. With
duplicateMovieClip(), on the other hand, an instance of the movie clip that you want to
duplicate must exist on the stage at the time the method is used. What's more, you must
place the duplicate inside the same timeline as the original—you can't duplicate it to
another timeline. In addition, if the instance you're duplicating has any attached clip
events (data, enterframe, mouseDown, and so on), the duplicate will automatically inherit
those same clip events. Although there are ways to add clip events to an attached movie
clip instance, the process is not as straight forward as in the duplication process.

In the simplest terms, attaching movie clip instances allows you to add virtually any
timeline to any other timeline. Duplicating movies, in contrast, enables you to make
nearly exact replicas of movie clip instances for inclusion in the same timeline as the
original.

There are several steps you'll need to follow to use the attachMovie() method in a project,
the first of which is to specify, in the library, which movie clips you want to make
available for attaching. This is called linkage. Linkage may not seem to be the best term
to describe identifying movie clips in the library that can be attached; however, the term
also pertains to sharing libraries in which assets in one SWF library are linked, or shared,
by another SWF. When specifying movie clips to make available for attaching, or when
sharing assets between two SWFs, the movie clips involved must be given identifier
names. Macromedia therefore considers as linkage any process that involves giving a
movie clip in the library an identifier name.
To add the most common type of linkage to a movie clip, follow these steps:
1. Open the library.
2. Right-click the movie clip of interest.
3. Select Linkage.
4. Select the Export for ActionScript check box.
5. Enter the identifier name. (The identifier is how you will refer to this library-
b
ased
movie clip with ActionScript.)
TIP
You can also set the linkage when creating a movie clip in the Convert to Symbol dialog
box by clicking the Advanced button.


When setting linkage, there is an option to note: Export in First Frame is checked by
default. This option is used to determine when a linked (or attachable) movie clip is
downloaded when your project is viewed over the We
b
. If this box is checked, that movie
clip will be downloaded before Frame 1 of your movie so that the clip's content is
available before your first opportunity to attach it (that is, Frame 1). If you're using large

movie clips (for example, clips that contain many other movie clips or sounds), Flash
may appear to hang. Don't worry: it's just preloading the contents of all linked movie
clips. If you uncheck the Export in First Frame option, the movie clip will not be
preloaded before the first frame as just described. If you choose this option, you must
place an instance of that movie clip on the stage at some point before it can be attached,
so that Flash knows when to load it. After it's instantiated (seen or placed in your movie)
on some frame, you can attach it anywhere. For example, if there's an action on Frame 25
that attaches the movie clip, an instance of that clip must have been placed on Frame 24
or lower for the attachMovie() action to work. Any frames after Frame 24 can attach the
instance because it has been loaded into memory.
N
OTE
There's an AS 2.0 Class field in the Convert to Symbol box. If you enter a class name in
this field, every instance of the movie clip will inherit the methods and properties of that
class, essentially creating a super movie clip. If the specified class file has a run()
method, for example, every instance of this class will have that method as well.

Here's the syntax to attach an instance of a movie clip in the library to a timeline:

path.attachMovie(identifier, newName, depth, object)


N
OTE
As with duplicateMovieClip(), the optional object option populates the newly created clip
with the properties and variables of an object.

For example:

_

root.wall_mc.attachMovie("paint", "paint2_mc", 10)


This script attaches the paint movie clip in the library to the _root.wall_mc movie clip
instance. The newly attached movie is given an instance name of paint2_mc and placed
on a depth of 10. Because an attached movie becomes a child of the movie clip instance
to which it's attached, the newly attached instance will have a target path of
_
root.wall_mc.paint2_mc.
TIP
The easiest way to dynamically assign a clip event to an attached or duplicated movie is
to define the assignment immediately after the attachment or duplication action, as the
following example shows:

_
root.attachMovie("box", "dynamicBox_mc", 1);

dynamicBox_mc.onEnterFrame = function (){

dynamicBox_mc._rotation += 15;

}


In this example, an instance of the movie clip named "box" (its identifier name in the
library) is dynamically attached to the _root timeline. The attached instance is given a
name of dynamicBox_mc. On the next few lines after the attach action, a clip event is
assigned to this newly attached instance.

Using createEmptyMovieClip()

Using the createEmptyMovieClip() method, you can dynamically create a new instance
of an empty movie clip instance in any timeline. You might do this for the following
reasons:
• With this method, after you've created an empty instance, you can attach other
movie clip instances to it—useful for dynamically generating a list of movie clip
instances for use as menu choices. After you create this type of "main" movie clip
instance, you can move the group around as a whole rather than move each menu
item individually.
• You can create an empty movie clip instance and then dynamically load in music
or an image.
• You can use an empty movie clip instance as a storage area for lines, fills, and
gradient fills created using Flash's drawing capabilities.
Here's the syntax for creating an empty movie clip instance in a timeline:

path.createEmptyMovieClip(name, depth);


For example:

_
root.createEmptyMovieClip("box_mc", 1);


The first parameter is the instance name that you want to assign to the empty movie clip
instance you create; the second parameter is the depth at which you want to place that
movie clip instance. If you were to test this action, you wouldn't get a visual result
because you're creating an empty movie clip instance. Later in this lesson you'll learn
how to use createEmptyMovieClip() to hold drawn lines.
Using attachMovie()
With attachMovie(), you can create a new instance of a movie clip in the library. In this

exercise, you'll begin a project that when complete will be a scrolling list of items. You
will create the items in the list by attaching movie clip instances dynamically.
1. Open scrollingList1.fla in the Lesson15/Assets folder.
There are three layers on the main timeline: Actions, Window, and Background.
The Background layer contains the main graphics for the project, the Actions layer
contains most of the project's ActionScript, and the Window layer contains a
movie clip instance called display_mc.
Inside the display_mc timeline are four layers: Mask, Fields, Scroll Buttons, and
Window Graphics. The Window Graphics layer contains the border and
background graphics of the window. The Scroll Buttons layer contains two button
instances, down_btn and up_btn, that you will work with in the next exercise. The
Fields layer contains an empty movie clip instance called list_mc, which will
contain instances that are dynamically created using attachMovie(). These attached
instances will appear as items on a list, one on top of the other. When the list_mc
movie clip instance is filled with these attached instances, it will become quite
long. Thus, list_mc is masked by a rectangular shape in the Mask layer (of its own
timeline) so that only the area of list_mc over the window graphics will be visible.

2. Open the library and locate the movie clip named list info bar. Right-click it
(Control-click on a Mac) and select Linkage from the menu that appears. Select
Export for ActionScript in the Linkage Properties dialog box that appears and
enter infoBar into the Identifier field. Click OK to close the dialog box.
This movie clip is now available for use with the attachMovie() method.
One instance of this movie clip will be attached to the list_mc instance for every
line of information in the scrolling list (16 lines, 16 attachments). Inside this
attached movie clip are two dynamic text field instances, moonName_txt and
moonNum_txt, which will be used in the attached instances to display the various
names of the moons as well as associated moon numbers.

3. Select Frame 1 in the Actions layer on the main timeline. Open the Actions panel

and enter the following script:
4.
5.
6. var list:Array = ["Adrastea", "Amalthea", "Ananke", "Callisto", "Carme", "Elara",
"Europa"
7.
8. , "Ganymede", "Himalia", "Io", "Leda", "Lysithea", "Metis",
"Pasiphae", "Sinope", "Thebe"];
9.

The goal of this exercise is to create a list of items by attaching movie clip
instances. To this end, we've created an array of names: the 16 most well-known
moons of Jupiter. For each name in this array, an instance of the movie clip in the
library to which we previously gave an identifier name will be attached to the
list_mc instance.
Now it's time to begin defining the function that will be used to create the list of
movie clip instances.
4. With Frame 1 still selected, add the following script:
5.
6. function buildList () {
7.
8. var spacing:Number = 30;
9.
10. }
11.

The buildList() function will ultimately contain all of the ActionScript needed to
attach, position, and populate the entire list with movie clip instances. To position
the vertical list properly, a variable called spacing is created and given a value of
30, which will be used to set the vertical (y) distance between the center of one

attached movie clip instance and the center of the one placed below it.
5. To attach and position the list items, add the following script to the buildList()
function definition, just under the spacing variable:
6.
7. for (var i = 0; i < list.length; ++i) {
8.
9. var name:String = "infoBar" + i + "_mc";
10.
11. var y:Number = i * spacing;
12.
13. display_mc.list_mc.attachMovie("infoBar", name, i);
14.
15. display_mc.list_mc[name]._y = y;
16.
17. display_mc.list_mc[name].moonName_txt.text = list[i];
18.
19. display_mc.list_mc[name].moonNum_txt.text = i + 1;
20.
21. }
22.

This part of the function uses a for loop to loop through every element in the list
array. For each element in the array, the loop attaches an instance of the infoBar
movie clip to the list_mc instance to build the list.
The first action in the loop creates a variable called name whose value is set using
an expression that concatenates the string "infoBar" with the current value of i and
"_mc" concatenated on the end. Because the value of i is incremented with each
loop, the value of name will be "infoBar0_mc", "infoBar1_mc", "infoBar2_mc",
and so on, with each successive iteration of the loop. Further down in the loop, the
current value of name is used to assign a name to each successive attached

instance of infoBar. Next in the loop, a variable called y is created to store the
intended y position of the movie clip instance that's being attached. The value of
this variable is based on an expression that multiplies the current value of i by the
value of spacing. Because the value of i increases with each iteration, so does the
value of y. This results in successive attached instances being placed in a y
position below the previous one created.
The last four actions in the loop attach and populate (with data) the dynamic text
fields in each attached instance. An attached instance of the infoBar movie clip is
created with an instance name and depth based on the current value of name and i,
respectively. This attached instance's y position is then set based on the current
value of the variable named y. Because each attached instance contains the same
graphical elements as the original, each has two text fields: moonName_txt and
moonNum_txt. The last two actions in the loop populate those fields with the
appropriate data. Using the current value of i, the text value of moonName_txt in
the attached instance is set to the appropriate string value in the list array. Because
the value of i is incremented with each loop, the moonName_txt text field in each
successively attached instance will display the successive string elements (moon
names) in the list array. The moonNum_txt text field in each attached instance is
set to a numerical value of i plus 1. This will result in numerical values of 1, 2, 3,
and so on appearing in the moonNum_txt text fields of successive attached
instances.
After this loop has been completed, each element in the list array has an attached
movie clip instance that's populated with information and appears in an ordered
vertical fashion.

6. To execute the function, add the following line at the end of the current script on
Frame 1 (below the function definition):
7.
8. buildList();
9.



After the function has been defined in Frame 1 of the movie, this line of script will
execute all the actions we set up in the previous steps.
7. Choose Control > Test Movie to test what you've created.
When the movie initializes, your list of items will appear. Remember: because
you've used a mask to limit the number of items that can be displayed
simultaneously, you'll see only a partial list.
The list will not scroll yet. That is functionality that you still need to add.
8. Close the test movie and save your work as scrollingList2.fla.
You've completed the hardest part of this lesson: you've written ActionScript that
dynamically attaches instances of a movie clip from the library to build a list of
items. In the next exercise, you'll be working with the same file to make the
window scrollable.

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