ActionScript 2.0 :: CS3 Rotating Movieclip To Another Movieclip?
Apr 1, 2010
im using CS3, AS 2.0
how do you rotate the position of one MC to another. for example a triangle, i have one mc that rotates to face the mouse position but i want another mc to rotate towards the player
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'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 have been trying to convert this effect into AS3 but have been having majour issues : rotate clip
I have an object (class) with a handle, when dragged I would like the clip to rotate with the mouse (much like rotating an object in photoshop). I have put my code into an ENTER_FRAME event, and have been using a matrix object to do my rotation (is there an easier way?)
Code: private function rotateClip(e:Event) { myMatrix.rotate((Math.floor(180*Math.atan2(mouseX,mouseY)/Math.PI)+90));
[Code].....
was my attempt at converting the code from the example link. I've also tried various other methods using trig to no avail.
how can I make the green movieclip rotate in the point that the claw has catch it. To give an impression of physics. Here´s the image, to give you an idea:
The point (x,y) that the claw catches the colored movieclips below is not unique it can be any number. As long as the claw catches the colored movieclip.
How do I make an mc constantly rotate? I know this must be simple but i dont know how to do it. I just want it to rotate around its middle. How would i do this?
I've created some code that rotates an arrow up or down when the user clicks on it, depending on whether the timeline is on frame 1 or 5. The problem I am encountering is that rather than rotating visually, it just flips to the correct degree (in this case, 0 or 180).
Code: function turndown():Void{ for(i=0; i<16; i++){ this.upDownMC._rotation += 11.25; }} function turnup():Void{ [Code] ......
How can I rotate a movieclip so that when I move it, it will rotate slightly depending on the angle of the ground. The only thing I can relate this too is the old school sonic games. How would I find the curve of the ground and apply it the moving character?
a movieClip that contains a polygon and some circles at the angles of the polygon. I want to use the circles as rotation handles.Now the code below works but it terribly, terribly slow.I've seen a couple of other examples of rotation using the mouse position, but I want the polygon to rotate via the handle; I think that means the angle of rotation needs to be updated each time the mouse moves.Is there a cleaner/more efficient way to do this?Also, this works only for one direction right now no matter the x/y direction you move the mouse.
public function mouseDownRotate(event:MouseEvent):void { // get the global x and y of the dragged piece (offset so it looks like it's rotating around the polygon's center
I have a movieclip that I am using greensocks transformManager with so the user can rotate, skew, and scale the clip. This works fine, but I am trying to add a crop tool. If the image is rotated, when I send the image to the crop tool it measures the height of the image by the bounds of the rotated image, not the actual height of the image if it were square (re: not rotated).
So, what I tried to do what, after sending it to the crop tool, rotate it back to 0 before getting the bounds using this code:
[Code]....
I don't understand the math here. Shouldn't it just rotate 3rads in the positive direction to equal it out? How would I return it to 0;
I have a MovieClip, that is representing a character in my game. Id like to "create bullets" shooting out from the tip of my characters gun. Problem is that when my character turns around, also the point rotates around the MovieClips pivot.
Is it possible to anyhow easily track this point, so that I could dynamically create new objects at the same location.
I tried to add a new MC as a child to my character, with the initial position at the guntip. In some systems child-objects "follow" their parents around, but it didnt seem to work here.
Is there any other "native" way of doing this, or do I just have to have a Polar-coordinates representation of the point relative to character-MovieClips origin, and add the MC rotation to theta, so that I can calculate the X and Y coordinates?
I am working on a snowboarding game, And have two points of collision detection on the board: x-----xOne at the Front of the riders boardOne at the Back of the riders boardThese two points of collision are placed within the rider.movieClip, and not on the _root timeline, as the rider movieclip can rotate etc as it rides through different gradients of slopes. I have used a largely basic method to obtain the X,Y positions of each collision point, using the following method:
Code: var backX:Number = _root.rider._x+_root.rider.backDetection._x; var backY:Number = _root.rider._y+_root.rider.backDetection._y; (The same for the frontX and frontY) As you can see, it simply adds the offset of the detection points positions from the riders x, y therefore when the rider movieclip is rotated during gameplay, the rotation is not accounted for and it still searches for collision in exactly the same positions.
I am using this for collision checking: Code: this.hitTest(backX, backY, true) Which is placed on the ground movieclip (what the snowboarder is riding on). Any better way of doing such collision checking, or how to account for rotation? is localToGlobal() the answer?
I am trying to make a line point to wherever the cursor is when I stumbled upon the Math.atan2(); function. It appeared that i would put line.rotation = Math.atan2(1,1); to get 45 degrees or pi/4, but I was wrong. It barely moved the movieclip at all. So what I'm trying to do is to get this movie clip to rotate along with the mouse so the line is always pointing at the cursor. Also, how would you get movieclip to move along the line created by the line of these two points?
I have made a Car Game using Box2D [in Flash] and I have one remaining bug, which I cannot fix. I added graphics and put them on top of the Box2D body. Everything went as good as expected, but after X rotations the movie clips for the car-wheels, stop spinning. I do something like this wheelSprite.rotation = wheelBody.GetAngle() * 180 / Math.PI. I ran a separate program and I saw that, if you do X.rotation += variable and you increase the variable every frame, after ~30 000 (value of variable) the MovieClip stops rotating, so I reset it to 0 after ~28 000. What do I do? The wheelBody.GetAngle()
I want to make a drag and drop movie clip with rotating control in 360 degrees.I made a movie clip with 30 frames with a button in centre which can rotate the object in 360 degrees.At this stage it is functioning.when i tried to add the drag and drop action to the movie,the button for rotation is not working.
My client has a simple shape that they want the user to be able to animate, i.e. it looks like a single square on the stage, but when you grab it and drag, a load of squares appear and fan out from the corner of the first. I was thinking, I can easily achieve the first part of this by attaching, say 20 movieclips of my square to the stage, but I'm not sure how to approach the back/forth draggable aspect of this.
I've created a movieclip that is supposed to begin the movie with a rotation (it's a globe) and at a specific frame it should beginning to fade out. I've inserted the folowing code to the rotation and for this action it is working perfectly Code: onClipEvent (enterFrame) { i = getProperty(this,_rotation); setProperty(this,_rotation,i + 0.5); } But, when I try to insert any other line for the _alpha, a sintaxe error occurs and the rotation doesnt works.
I posted a question regarding how to make a ladybug move around the screen and I managed to make a class that loaded a ladybug png then using a timer moves the bug around the screen... but I have a huge problem...this has been bugging me all day and cannot find a solution... The ladybug moves around the screen but rotates towards the moving direction before moving. The problem is that the ladybug is rotating at 0,0 axis and not at the centre of the movieClip. Is there a way to offset the registration point so that the ladybug rotates centred?
I've written a simple MovieClip replacement that converts an existing imported MovieClip to a sequence of BitmapData. This removes the requirement for Flash to render vector data in the MovieClip on each frame.
But BitmapData has a huge memory footprint. I've tried converting the BitmapData to a ByteArray and using the compress() method. This results in a significantly smaller memory footprint. But it has proven impractical. For each redraw, I tried uncompressing()'ing the ByteArray, then using SetPixels to blit the data to the screen, then re-compressing() the frame. This works but is terribly slow.
So I was wondering if anybody else has an approach I could try. In Flash, is it possible to compress bitmap data in memory and quickly blit it to the screen?
I wonder how native animated GIFs work in Flash. Does it uncompress them to BitmapData behind the scenes, or is frame decompression done on the fly?
I have a horizontal scrolling movieclip that scrolls when the mouse is left or right of a certain point of that movieclip. However, it only moves slightly then stops when the cursor goes over it, it doesnt actually scroll normally...
I am trying to activate a rollOver-function when the mouse rolls over a movieclip inside of a movieclip.On the main window (root), first you rollOver a button where a window shows up with more options (movieclips).From stage, my first movieclip is called "catapultas_read_more" which leads to amother movieclip called "pic1_mc". The label that is going to play when mouse over on pic1_mc is "rollOn".I tried this.gotoAndPlay("rollOn); directly inserted to the movieclip, but the movieclip inside pic1_mc never starts
I have movieclip which contains child movieclip. when child movie clip finish to play i want to run a function in a parent movieclip. so I made a custom event dispatcher in the first frame of the child movieclip:
My goal with this actionscript is to create a new movieclip for each top-level XML node and include in the movieclip two separate textfields, an image, extend the movieclips to two row if necessary, rotate each movieclip differently depending its parity and add a hover event based on the movieclips instance name. I have achieved each goal except for the hover bit. The reason I cant access the instance name outside of the for loop is because the instance name only lasts for duration of the loop. Here is my current code (at pastie address).