ActionScript 2.0 :: How To Use Position As Function Of Time
Mar 26, 2004
I am new to AS and need to know the relation between position and time in AS.
If we have this code:
onClipEvent(enterFrame) {
speed = 1;
this._x += speed;
}
nd a framrate 16 fps, how can we calculate the time it takes to move the MC from position A to position B? I mean how can vi control the speed here as a function of time (say as a function av fps)?
and a framrate 16 fps, how can we calculate the time it takes to move the MC from position A to position B? I mean how can vi control the speed here as a function of time (say as a function av fps)?
My goal is to change the time for setInterval each time the function is called. Planning to replace myInterval = 5000; with a randomized number. My problem is getting setInterval to recognize the myInterval variable from the function.
I have an AS3 program that calls a function multiple times. The function must return multiple variables, so I created a class for the function to declare an object containing all of these variables. For example, here's my class:
package { public class PER { [Code].....
Let's say the calling program calls the function, which returns the variables into data_set1 (where data_set1 depends on input variables arg1, arg2, arg3) using:
var data_set1:PER = function_name(arg1, arg2, arg3);
The calling program does some stuff, then calls the function again, but returns the variables into a new variable name, data_set2:
var data_set2:PER = function_name(arg4, arg5, arg6);
My intention is that data_set1 and data_set2 are different (e.g. not linked together).
My question is, given that arrays are passed by reference, will data_set1 be modified to agree with data_set2 upon the 2nd function call? Why or why not?
I'm trying to make a game in actionscript 3, problem is.. now i have made a few enemies inside movieclips, with there own actions inside the movieclips. and i'm not sure how to call them on to the stage to appear at a certain time and location.[url],...
as you can see.. the enemies appear in a pre-deterined order.. which is like most games, and i wanted to know how should i proceed to do that?
should i make an array of enemies, then store another array with the type of enemy inside, location, and time it appears?
then how do i call them sequentially onto the stage?
1) I'm trying to change the position of two different MovieClips instances to the same .x position. It works individually, but as soon as I put this code in, it says that it cannot assign it to a non reference value:
2) I have a whole load of variables which are all going to different .x positions at the same event trigger - something similar to this, but there's around 30 of them:
Is anyone else having trouble with the new tweening in CS4? Every time I enter a numeric value to position a movieclip it changes it! I'm getting very frustrated trying to do the simplist things - even when I move the clip manually it puts it back where it was. Am I missing something here?
So updateDisplayList is for laying out, positioning and sizing a component's children. It seems a waste to me, however, to have all that code running every time a render is called, even if no changes have been made to the relevant properties or child properties.The way I get around this for performance's sake (working on mobile) is to set a flag inside of my overridden updateDisplayList that lets a big part of my own sizing/positioning code run only the first time.Is this a bad idea/ big mistake? I just can't see the benefit to letting it run every time otherwise if I don't expect anything that affects sizing/positioning to change.
I'm creating sort of a game in Flash, which requires invisible hotspots changing their position in time, relative to the stage. The question is: can I simply keyframe the hotspot position and have it work, or is there something that I should consider?
I have a logo made of 28 circles which I need to animate using flash cs3...so far I have made the logo randomly animate using this There are two things I need to achieve...the circles on the stage start from the position they lay on the stagereturn back to those positions after say 45 seconds...
how to animate a piston like the one above in flash cs5? Should I use bones? if so how? At the moment the only way I can see to do it is to step through one frame at a time and move the linkage rod and piston into the correct posistion.
I've declared a global variable called thumbSpace.I have an xmlLoaded function that loads in thumbnails from an xml file using a loop. I have an event listener call the thumbLoaded function when the thumbnail is done loading.The thumbLoaded function returns the width of each thumbnail.
Code: function thumbLoaded(event:Event):Number { return event.target.width; }
Inside of the xmlLoaded function I have the following lines of code:
Code: thumbSpace += thumbLoaded();
I keep getting the "error message 1136: Incorrect number of arguments. Expected 1."� I'm trying to use the thumbLoaded function to set the X position of my thumbnails.
Any smart people out there who can tell me why this function Im working on to automatically sort the depths of objects placed on the 3D plane is only working intermittently? It seems to work every second or third iteration?[code]Is getChildAt(i) reliable? IE does it return the same order each time it runs or is it based on depth? looking at the manual suggests that it's probably the latter so I guess I'll need to make my own array ordered by the time the sprites were added to the parent and work from there. Is there a better way?
I just finished a simple music player... For testing purposes. I upload it in the following address:http:[url]....with 10 music songs that I had recorded from radio stations(added the last 2 twice for testing).The problem is that when a song has totally loaded, stop action taken needs about 1 second to be applied!I.e. When I press "STOP", the sound continue to play for 1 sec before stop. When I push "pause" it takes one second for the music to stop!
However when using resume (second time pause) the sound starts instantly! Thus I guess there is an issue with stop()function of the SoundChannel object that I am using to stop the sound. Also notice that when unpause the music, it continue ~one second before the last sound - which means that I saved the soundChannel.position number (and also call soundChannel.stop()) in correct time, but it didn't stop immediately - bug!?
This only happens when the application runs through a browser(plugin v. 10) - programmed in CS3.
PS1. Notice that ,this also happens when I change Volume too. Thus because Stop and Volume are parts of SoundChannel, I guess there might be a bug with SoundChannel in online plugins..... :/
PS2. Notice that ,this also happens when I close the browser (firefox). Even if browser is closed the music continue for 1 sec the same way as when pressing stop!.. Thus I guess it's flash bug!...
time-out feature on my timeline? I have certain spots in my timeline where i want a time-out to occur after 5 seconds of the user not clicking anywhere or doing anything. I am familiar with mouse-listener functions... but only used them for something that i was going to make time-out after an already pre-determined time...
can i make the animation appear randomly but with time limite ?example:if the random number allow that the animation appear, the animation must stay 3 secondes then dissapear even if the random number is changed before the 3 secondes are finish.also when random number allow that the animation disappear, the animation must stay hidden 3 to 6 secondes randomly but at least it must stay disappeared 3 secondes .
this is my first attempt at defining a function all by myself and surprise it don't work! I'm sure you can see from below what I'm trying to create.
[Code]...
Basically dependent on the hour the text displays a relevent welcome message. Once I cracked this I was going to use the same code to alter an animaton of a scene to reflect the time of day.
I have a function that calls another function once every 30 seconds. Each time it calls the function it updates the variables each time. My problem is that it only wants to call the function one time. All the variables are correct but it wont call it again.
I have a bunch of mc's, called like mc1, mc2, mc3 and so on.
What I'd like to do is to tween those in order, with the tween class. So when mc1 is finished, I want mc2 to start and so on.
This is of course possible when writing something like
Code: var testTween:Tween = new Tween(...); testTween.onMotionFinished = function():void{ var testTween:Tween = new Tween(..); }
But when you got like 36 pieces or something, this tween gets really big. Is it possible to use some kind of loop to get the same result? Or maybe a function that gets one movieclip at a time?
I have an online app that allows a user to select as many strings as they want from a dynamic textbox, then run a function on them. Can you do that without a for loop so that it runs the function on them all at once?
how could I find out how long is some function executing?is this number, however small, always consistent for the same function or there may be differences (taking in consideration that only one function is running at each moment)?
this is my first attempt at defining a function all by myself and surprise it don't work!
I'm sure you can see from below what I'm trying to create.
stop(); daytime = function () { myDate = new Date(); var h = myDate.getHours();
[Code]....
Basically dependent on the hour the text displays a relevent welcome message. Once I cracked this I was going to use the same code to alter an animaton of a scene to reflect the time of day.