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Editorial Team
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Editorial Team
Asked: May 13, 20262026-05-13T12:45:19+00:00 2026-05-13T12:45:19+00:00

I was hoping for a way that I could save on code by creating

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I was hoping for a way that I could save on code by creating a loop for a few lines of code. Let me explain a little, with-out loop:

icon1.button.iconLoad.load(new URLRequest("icons/icon1.jpg"));
icon2.button.iconLoad.load(new URLRequest("icons/icon2.jpg"));
icon3.button.iconLoad.load(new URLRequest("icons/icon3.jpg"));
icon4.button.iconLoad.load(new URLRequest("icons/icon4.jpg"));

etc… But with a loop could I have something like:

for (var i:uint = 0; i < 4; i++) {  
    icon+i+.button.iconLoad.load(new URLRequest("icons/icon"+i+"jpg"));
}

Any ideas welcome…

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  1. Editorial Team
    Editorial Team
    2026-05-13T12:45:19+00:00Added an answer on May 13, 2026 at 12:45 pm

    I would do something like this:

    import flash.utils.Dictionary;
    
    var iconDict:Dictionary = new Dictionary();
    iconDict[icon1] = "icons/icon1.jpg";
    iconDict[icon2] = "icons/icon2.jpg";
    iconDict[icon3] = "icons/icon3.jpg";
    iconDict[icon4] = "icons/icon4.jpg";
    
    for (key:Object in iconDict)
    {
        key.button.iconLoad.load(new URLRequest( iconDict[key] ));
    }
    

    This allows you to call your icon objects whatever you like, as well as the actual icon graphics whatever you like.

    There is some documentation on Dictionary here.

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