Forcing Flash player to lag sounded like something that could be useful so I threw this together. It draws a specified amount of circles on the screen and moves them every frame. You should be able to set the number of circles to anything you like by changing the value of the numberOfBalls variable at the top. Hopefully this is of some use to you (or someone else.)
package {
// imports
import flash.display.*;
import mx.core.*;
import mx.collections.*;
import flash.events.*;
[SWF(width = "640", height = "480", backgroundColor = "0x000000", frameRate = "40")]
public class newTest extends MovieClip {
public var ballArray:ArrayCollection = new ArrayCollection();
public var numberOfBalls:int = 2500;
public var range1:int = int(numberOfBalls * 0.25);
public var range3:int = int(numberOfBalls * 0.50);
public var range2:int = int(range3 - 1);
public var range5:int = int(numberOfBalls * 0.75);
public var range4:int = int(range5 - 1);
public function newTest():void {
for (var i:Number = 0; i < numberOfBalls; i++){
createBall();
}
addEventListener(Event.ENTER_FRAME, ballUpdate);
}
public function createBall():void {
var ballSprite:Sprite = new Sprite();
ballSprite.graphics.beginFill(0x00FF00);
ballSprite.graphics.drawCircle(0, 0, 2);
ballSprite.x = 200;
ballSprite.y = 200;
addChild(ballSprite);
ballArray.addItem(ballSprite);
}
public function ballUpdate(e:Event):void {
for each(var ballSprite:Sprite in ballArray) {
var min:Number = 0;
var max: Number = 25;
var newNumber1:Number = Math.random() * (max - min) + min;
var newNumber2:Number = Math.random() * (max - min) + min;
var newX:int = int(newNumber1);
var newY:int = int(newNumber2);
var ballIndex:int = ballArray.getItemIndex(ballSprite);
if(ballIndex >= range1 && ballIndex <= range2){
newX *= -1;
}
if(ballIndex >= range3 && ballIndex <= range4){
newY *= -1;
}
if(ballIndex >= range5){
newX *= -1;
newY *= -1;
}
if(ballSprite.x + newX <=640 && ballSprite.x + newX >= 0){
ballSprite.x += newX;
}
if(ballSprite.x + newX > 640){
ballSprite.x = 0;
}
if(ballSprite.x + newX < 0){
ballSprite.x = 640;
}
if(ballSprite.y + newY <=480 && ballSprite.y + newY >=0){
ballSprite.y += newY;
}
if(ballSprite.y + newY > 480){
ballSprite.y = 0;
}
if(ballSprite.y + newY < 0 ){
ballSprite.y = 480;
}
}
}
}
}