I'm working on a game, and I'm a bit stuck on something that I think I'm really close to solving.
I have an actor, which I can move around on a platform (Top-down view)
The platform rotates, and I want the actor to receive the x- and y acceleration, so that it appears to be on top of the platform, and thus rotate together with it. I don't want the actor to rotate 'inside' the platform, because of some other constraints
This one concept has been bugging me for days now and I can't seem to solve it. You see, I'm trying to rotate my enemies along an uneven surface. So far, they follow along it perfectly, using my hitTestPoint collision checks.But I don't know how to rotate the collision points and thus rotate the movieclip along the curve so it remains clipped to the ground like in Fancy Pants Adventure 2 or a tanks game.Here is what it looks like right now
i want a character to move on a globe. the movement of the character is shown though not by shifting the positions of the caharcter but by the rotation of the surface of the globe. buttons are used to move leftward and rightward.
Also, there are three layers of the globe to show depth. how would i script it so that the layers of the globe rotate at different speed?
I am trying to write a Playbook app using the AIR SDK, I need a surface of some kind that I can load a large image onto, then subsequently place some smaller images on top of and add the whole lot to a ScrollPane so I can pan it around the screen. I have tried by adding the image to a sprite and displaying that in a group in the application but the image does not show up. What is the correct surface kind I should be using here and how should I be loading the images? (currently using "Embed" and loading the image into a BitmapAsset.)
var scroll:ScrollPane = new ScrollPane(); scroll.setScrollContent(image); scroll.update(); scroll.graphics.beginBitmapFill(icon.bitmapData); scroll.graphics.drawRect(100,100,56,56); scroll.graphics.endFill(); scroll.update();
This code causes a non-moving icon to be drawn behind the scrollContent, I want to add something on top of the scroll content that moves with it.
There is something i do not understand, i'm making a Tetris like game and i want borders (limits) but when put an height and width to my MovieClip nothing appears.
Code: public class Thugtris_V2 extends MovieClip { var ts:ThugtrisShapes;//ShapeManager.GetInstance().CreateShape(ThugtrisShapes.RLSHAPE);[code]....
I have second problem, i check my coordinates of my dropping shapes and my shape disapeared from the screen,fell completely down, and it's last coordinates were : pos = (x=-6, y=371).My bottom is suppose to be at 440? The entire screen does not "measure" 400 pixels? How can u get a negative coordinate,are'nt the coordinates suppose to be like texture coordinates, only positive and (0,0) is at the top left corner?How do u measure the pixels limits of the top DisplayObject? How are the coordinates actually "setuped"? Like cartesian but only the upper part?
I am working on a firework move look's coolfire works are dynamic. Is there a way I could add a type of reflective surface kind of like water to show he reflection?
Do you have any recommendation for a free 3D charting library in Flex. To be more precise, I only need to draw surface (for now). Basically, I just need a chart that displays three axes (one should be timeline, and two should be linear axises) and the surface.
From what I have seen so far, two most popular free Flesh 3D libraries are Papervision3D and Away3D. Also, I've found one IBM library - ILOG Elixir that looks really nice, but it's proprietary (although, I haven't seen any surface examples for Elixir neither).
From what I have seen, Papervision3D and Away3D should do much more then 3D charting, but I haven't seen any examples on how to draw surfaces in any of them (except this line chart in 3D: [URL]..So, if anyone has a link to a documentation or some examples that would be great. Also, I'm interested to hear your opinion and recommendations on this topic.
I would love to get some help or advice on how to create an effect in a drawing application. I want to build a drawing application, which is not that difficult. I've found several resources on these type of applications. What I want to do is "merge" 2 examples that I've found. This drawing application makes sense to me and I feel I can modify it to my liking. (sorry in advance I cant post links)
I'm working on a new site: [URL]. However, I've got some problems with my reflection of the mouse-pointer. The problem is that I don't know how to create the fake 3D effect, because now when you move your mouse over "Identity" the reflection is above the real mouse. I was thinking to put a mask, so the reflection cannot go above the real mouse, but then there is no reflection.
I make this simple system to simulate a colision of a block in "walls" and bounce like a pong ball. To use drag the orange square and release to start the movement. But i have a problem, sometimes the colision not happen and the block go through the walls, i try less the time of setInterval that verify the colisions but not solve my problem. colision system -> [URL]
find weather one movieclips area on stage is equal or more than the other.. I mean, ok here it goes, I have some movieclips on stage, circle shaped exactly speaking. Any of these Mcs.onMouseDown event adds another circle to the stage which is a very small circle , and as long as the mousedown event continues it grows in size from the center.The idea is to fill the onstage circle mc with exactly he same size circle.This i could do if the mouse had been clicked exactly in the center of the onstage circle by comparing the width and height of both (I guess havent started doing it yet).
I want to check if the scaling circle has exceeded the bounds of the onstage circle which is bound to happen more often as the user can mostly never point to the exact center of the onStage circle and as a result the circle is going to go out of the boundaries of the onstage one. I have been racking my brains and me thinks that by creating a bitmap data of the onstage circle i could maybe find out when the being scaled circle bitmap stopped overlapping the onStage one. But i have no idea on how to do this ! It is jus something that came to mind from some example i saw somewhere but i jus cannot find it now .
I am currently working on a game and I am stuck. I do not know how to make a rounded surface that will act as a wall/barrier. It is pretty much a semi-circle. I know you can make a circle act as a barrier but I would need to use the perimeter of the circle. Also is there a way you can make an actual image a barrier? I am new at this but I know from reading up that making a rounded wall is pretty tough. I am going to use this wall to make a ball bounce or "roll" around it. Below is a picture of what I am trying to do. The black dot is the ball.
- interface where a user can choose a font (from pre determined font sets) and input a text string
- This text is then displayed engraved on a ring (jewellery)
I'm not sure the best way to achieve this or if there is a module somewhere that does similar.
My best guess would be to
- using mathematics (sin, cos) to be able to plot the oval (where the text need to be displayed on the ring) on an imaginary graph.
- From here there will be a centre , start and end point. The text will need to be limited as it will eventually following the curve of the ring until it can't be see as it is masked by the angle of the ring
- If using dynamic font then the width of each letter should be possible to obtain with AS. Then mathematically it should be possible to determine how far away from the centre point on the oval each letter is.
- Following this, dependant on the letters distance from the centre, transformations can be applied to each letter. IE stretch, skew and an emboss filter via the convolution filter.
- Hence this will provide the illusion that the text is following the curve of the ring and the look like it is engraved via the emboss.
I was wondering if anyone knows of a way to isolate the pixels that are adjacent to a certain color pixel in a BitmapData. For example, if there was a BitmapData that looked something like this:[code]I was wondering if there was a proven and efficient way of doing this, because I am trying to make a collision engine of sorts that can give me the collision normal of the best fit slope of a given bitmap image. In the scenario of the last example, the slope would be 1/1, or -45 degrees. The way I have it now, I am isolating the adjacent pixels by blurring the entire image, looping through all of the pixels, and storing the gray ones in an array. from there I can determine the best fit slope of the surface of the image. The only thing is that this seems like a lot of work for the CPU. Is there a better way to isolate the black pixels adjacent to white ones than blurring the image and looping through every pixel?
I have a rotating menu that sets the selected button to the 3:00 position once clicked. I need the labels for the buttons to stay in the upright position as they rotate with the button. I have attached an image. Anyone know of an action script that would keep the labels upright?
I have a circular diagram with approximately 8 icons around the outter part of the circle. These points are all buttons. When Clicked, I want the diagram and icons to animate round to the top point (360 or 0 degrees). Then, when another icon is clicked they will all move round so that one is at the top.It would be a great bonus to have a slick easing in motion too but not essential - just a 'nice to have'.I have looked over forums and responses and there is quite a bit of info on this but I'm finding it difficult to apply it to this particular project.
I have been given the task to create something similar to the flash navigation on the link below. I have tried googling things such as "flash image rotation", "flash rotation circle", etc?[URL]
I have a rotating dial coded in AS3 but I cannot get it to follow with the mouse - It works the way I want it to if I grab opposite to the pointer (so 90 to 180 degrees from the pointer) to rotate the dial. The problem is that I am using the rotation degrees to set a value only in positive numbers ranging from 0 to 240 instead of 0 to 360. If I change the standard rotation code so it tracks with the mouse, it reveals angles -180 to +180 which would screw up the number conversion to positive 0 to 240. I am thinking if I have to change "var r", then "var tr" needs changing to get it back.
how i could make the transition from my last photo to the first photo a more correct transition. maybe my explanation was difficult to understand?? take a look at these two sites(owendawsonphotography.com / owendawsonpga.com) and look at the rotating slide show. when the last image fades out it goes to complete white and the first image comes in at full opacity. I want it to look like the other transitions in the slideshow.
I'm trying to rotate a movieClip from it's original position, to a random anglehere's what I have:
function getRandomNumber(min:Number, max:Number):uint{ var randomNumber:Number=Math.round(Math.random()*(max-min)+min); return randomNumber;} particles.rotate(angle:getRandomNumber(0,180));
I am a complete and utter newbie when it comes to flash. I've bought Flash Professional CS5, and I am looking for a tutorial/help to create a rotating banner ad similar to the one on [url]...
Example: I've got four different pictures I want to rotate within let's say 3-4 seconds per picture. Each of the picture needs its own link, so people can click to get to the correct place. I want the pictures to "fade out to the left" when changing)
I have a MC that i am moving on to the stage that i want to look as if it rolls in to position. I cant find any referance on how to do this. my code so far is:
Background info: I am using ActionScript 2.0 and Flash CS5I was working on a game and I used photoshop to save a little gif image. I imported it into flash, "broke it apart", turned it into a movie clip, and put this bit of code on it. It rotates the image when the mouse is moved around it.
Code: onClipEvent (enterFrame) { // find x and y differences
I am trying to rotate a button in my program that has a large hit box. Obviously, when I do this, the hit box is also rotated and is now in the wrong place. Is it possible to get this hit box to remain static, or to just keep it there? var turnButton:Tween=new Tween (sections.lower, 'rotation', Strong.easeOut, 0, 180, 3, true)
I have a problem with rotating and moving my map. I need to spawn buildins along the road and move them. Check the picture. What I want to do is have my player in the middle and rotate the map randomly while the buildings are sliding along the road.