ActionScript 2.0 :: MC Movement At Constant Speed Without Tween?
Apr 18, 2010
I am trying to write a script to move a ball MC smoothly across the stage, without using tweens. I have thus far been successful, but there is one problem: the way I have it set up, speed increases with distance! I need the speed to remain constant. I understand why, but I can't figure out what approach to take to make the speed constant.
ActionScript Code:
var speed = 100;
var newx, newy, distx, disty, speedt;[code].....
I am trying to get an object to track my mouse on press and i am using a tween. However, the nature of the tween is such that the time taken for the object would move would always be constant despite the distance.
I would like to make the object travel at a constant speed regardless of the distance. Is it correct for me to use a tween? If not what should I be using?The code for my tween is as follows.
map_mc.tracker_mc is the mouse cursor that would appear when onPress while the map_mc.crosshair_mc is the object that would track my cursor's movements.
is there any Class available to set the speed of the movement tween by pixel per cetain period?because, if using the standart Tween function, the speed is set by the lenght per certain period.later on if i want to adjust the original and finish state, the speed of the movement became different because the period is the same, but the lenght is chaged.
I'm tweening a movieclip from startX to finishX. The value of startX varies but finishX is a constant. But as the startX increases in value the animation appears to be quicker. How do I adjust the speed of the tween to ensure a consistant speed regardless of the value of startX?
I have a Mogli (Junglebook-like) Character that i got to move with the arrow keys on the keyboard.
I want the character to jump (so for example , he must while moving to the right of the "gamearea" , you must be able to hit a key (say for example the "control" key ) and then the character must jump ( go up ) and as soon as the key is released he must obviously come down.
And also how do one set movement speed on any particular movement.
I cannot find how to have an object follow the mouse at a CONSTANT speed. The code I keep on finding is something like this:[code]I don't know if I'm just missing some really simple detail, or some major idea, but I'm pretty sure something as easy as this is possible.
I have Adobe Flash CS 5 and have been having difficulties trying to get a created tween to move at a constant speed. I have been converting a graphic I've created to a symbol and turning it into a motion tween, however I have only figured out how to move the tween on a frame by frame basis. Is there a way I can map out the full trajectory of the tween and then set it to travel along that pathway at a constant speed rather than moving from point to point within a certain number of frames? The desired result is a green circle that will bounce off the edges of the computer screen/window as it moves along at a constant speed in the appropriate direction. I am a flash novice and have been fiddling with the program for a few days
I want to have something on the screen move at a constant speed when a button is pressed. I'm not sure how to go about it. I have this for it to move 5 pixels at a time but I want it to move continually on holding the mouse down.
I am using Flash 8 and AS2. I have been looking and looking, but I cannot find how to have an object follow the mouse at a Constant speed. The code I keep on finding is something like this: Code: onClipEvent (load) { _x = 0; _y = 0; speed = 5; } onClipEvent (enterFrame) { endX = _root._xmouse; endY = _root._ymouse; _x += (endX-_x)/speed; _y += (endY-_y)/speed; } The "/speed" part makes the object move slower the closer it gets.
I need to do an endless horizontal scroll of elements within a parent MovieClip.No matter what ever method I try, an element of 'drift' occurs and eventually the elements start to overlap.I've tried using relative recursive tweening for each element according but this method seems prone to quite a bit of error after repeated starts and stops.
//CODE START function doScroll():void { TweenLite.to(this, .25, {x:"20", ease:Linear.easeNone,onUpdate:checkPos,onComplete:doScroll}); } //CODE END
I've reverted to doing absolute tweens to a predefined position using a contant speed. This seems to be more accurate but still some 'drift' occurs.
//CODE START //_dest is predefined var speed:Number = 500; var dist:Number = this.x - _dest;
I have to load some external data in a text box and scroll it vertically with a constant speed. And also give link to each sentence seperatly.what i have done is scroll text vertically,but it doesn't show all the text line as text file could have many lines even 100+.
I have an object on the field, 'ball', and three buttons: 'left', 'right', 'stop'. What I want is that when Left is pressed, ball starts travelling to the left at a speed of 7. Same with RIGHT, and STOP stops the movement. What I don't want is that the ball moves only when you hold down the LEFT or RIGHT buttons, which is all that I can achieve so far.
and theres probably a simple solution but i dont know. I have an object travel at a constant speed across the stage area from left to right, How do i stop it at the Right side of the stage??
Basically what I am trying to accomplish is to make a rotating menu comprised of circles that are spinning at a slow constant speed, and when the mouse goes over a circle(button) the menu stops rotating.
I have made it so you can move with the arrow keys and that works out great. But, every time you click a new key the speed increases for some reason which i do not want. I want it to go in the direction with the same speed.
I have been trying to find a way to make an object that is being dragged keep the speed and angle of the dragging movement, I have been trying some physics libraries but I want to know the basics to create that effect,
I have a rock movieclip that is in an array and a timed function that places an instance of the rock on the stage every 5 seconds. So every 5 seconds a rock is placed onto the stage. What I want is when a rock is placed onto the stage it rotates either clockwise or anticlockwise. So every 5 seconds a rock appears and it will rotate either clockwise or anitclockwise. I also want the rocks to rotate at a random speed. So every time a rock appears its rotation speed will be different. I also need the rocks to move in a random direction. So every time a rock appears it will travel in a different direction to the previous rock.
I am currently working on a Flash application in which I have several vertical bars that go across the window, and when one of the bars is clicked on, the others move to either the left or the right to create space to the right of the selected bar for a large image.[URL].. I have already written enough of the script to get the bars to move to where they should be when they are clicked on, but they do it instantly--there is no show of movement between point 1 and point 2 (this being the starting and ending x coordinates for each movieclip).
If you're wondering about any of my number values, they are the way they are because the document is 800 wide, it has 5 vertical bars within it, each of them 30 wide, and the bars are 5 pixels apart when placed next to each other. Anyways, here's the script I am currently working with:
[Code]...
With this code, all the speed variable does is determine the length of the pause before the bar goes from its original x coordinate to its final x coordinate. I have tried to replace the line that reads "clip3_mc._x += speed;" with several variations ("clip3_mc._x ++;" , "clip_mc._x = clip_mc._x + 15"), but I don't think that's the issue.
I use something like this code to detect the speed of the movement of a dragged object
PHP Code:
if (!go) { this["position_"+i] = this._y; i++;[code]....
This way I can find in what direction the mouse vertically has moved and at what speed. The problem is that every once in a while the speed will be in the opposite direction. What do people use to detect the direction of the movement of the mouse?
I tried with AS2 to animate the movement of a cylinder going non stop up and down and with possibility to change speed. I managed the sliding down and the acceleration of the cylinder but it does not recognize the limit where it has to stop and make the movement backwards to starting position.[code]
I seem to have a problem here with my AS3 code.Im just trying out AS3 for pratically the first time and I keep runing into errors. Usually I tinker about and seem to resolve them, but this one stumps me, since it "should" work.
I'm looking for a piece of Actionscript 3 code which let's me adjust the speed of a movieclip.The command would tell a movieclip to play at a certain framerate (60 FPS, 30FPS, etc.)The movieclip involves a simple tween so I'm not sure if I should use a different method of tweening (only tween via AS3 code) or use a seperate AS3 script which let's me modify the framerate of the movieclip when it's played.
I changed the startframe with the currentFrame command in order to run the function from the frame that its triggered. I dont wont to put limits on startframe by defining it into the code. The clip starts playing normally. Normal speed. In about the middle I want to change it speed. So (according to the code) I just have to place the cursor on the clip in order to trigger the function (it could be with the clip of a button). The thing is that everytime that the function is triggered the clip starts -not from the frame that it was triggered- but from the beggining.
thatBall.play(); var mc_playrateChange:MovieClip; function framerateF(mc:MovieClip,framerate:int,currentFrame :int,endframe:int):void{ mc_playrateChange = mc; mc.timer=new Timer(1000/framerate,endframe-currentFrame); mc.gotoAndStop(currentFrame); [Code] .....