ActionScript 2.0 :: OOP: Balls That Bounce Off Each Other?
Dec 18, 2006
I have a simple ball class where it bounces and such and stays on the stage based on boundaries. right now im using a for loop to attachMovie("ball",...) in my main fla file
which is basiclaly my movieclip that has the AS 2.0 class pointed to it. It bounces fine using the tutorial on Kirupa(by senocular?) i want these balls to bounce off each other too?
I'm trying to make two balls that bounce into eachother and walls for a school assignment. My problem is I don't really know the maths to make this work myself so I've tried to get help from others who don't know AS but who do know the maths, but I couldn't get that to work. Then I found a site that had exactly what I was looking for, but it was in AS2. I've tried to translate it to AS3 but it doesn't work properly either. The balls either get connected to eachother and stay that way or go out of the stage. This example is here:[URL] Attached my files. Probably lots of redundant code in my code from previous attempts at solving it, but I don't think it affects anything as it is now.
I have a number of random balls bouncing around the stage.What I am having difficulty with is making them bounce off each other when they run into each other.The balls bounce off the walls just fine, but I can't seem to figure out the hitTest thing.
This bounces the ball off each 'wall'. how to add more balls (using actionscript - ie not copying and pasting on the stage) and to make the balls bounce off eachother too?
I have a number of random balls bouncing around the stage. What I am having difficulty with is making them bounce off each other when they run into each other. The balls bounce off the walls just fine, but I can't seem to figure out the hitTest thing.
I have balls (...sounded pervert) that are created by duplicateMovieClip, yes, they spawn, but right on top of each other, and I don't seem to be able to do anything to them, I tried ball+i.onEnterFrame = function(){} typed in several different ways ("ball"+i, ["ball"+i] etcetc...) And I just couldn't find How to refer to them. i'm trying to spawn them to random positions and make them move in random directions (got the moving part already coded but like I said I can't name them -> can't use it atm.)
Short version: How to refer to balls that are created by duplicateMovieClip?
I want to detect perfect collision between two balls. i mean. when balls move in ENTER_FRAME. their (x,y) are updated with such a large value that it sometimes miss the complete collision. and also how to find the collision point.
I've got this ball that bounces around the screen. There are a bunch more that are made with the duplicate movie clip command. I want them to bounce off eachother, as well as the walls. The problem is, I cant just put the code on the original ball because then balls want to bounce off themselves which creates problems. So my question is, is there some kind of loop I can use to make it so each duplicate ball will bounce off the others but not itself?
I've been trying to recreate the yugop examplewhere the balls seem to bounce off each otherbut the difference is, they can also rest on top of each other.click to add more balls.
I want to write a game in which there will be some balls on the stage, that will move randomly. They must have unique starting speed and angle and should interfere with each other just like real billiard balls. Is there any physics engine in AS3 that might be useful for this purpose, or will I have to write and model their behavior from the scratch?
I'm looking at creating a game which involves many bouncing balls on the screen, and the user can sortof select one of those balls and take it out... The balls should be able to bounce of eachother and the walls. I've tried implementing this from scratch, following the tutorials at [URL] - but it's not quite working for me, and if I need the game to become more complicated- probably best to use an existing engine. So is there an existing engine that will work very fast and well for this sort of thing? At a glance- it didn't seem like box2d or flixel would work for this... but what do you say?
Following is the code I paste in the first frame of layer1..it was working before I added for loop..I am tring to explode all six balls on the stage clicking..but what is missing ?How can I get it work ?
for (var i = 1; i<6; i++) { ball[i].onPress = function() { ball[i].gotoAndPlay("explode"); }; }
I want to show the number of balls increasing as the frame numbers increase, and I also want to show them decreasing (reverse the frame no) how can I go about doing this? I also need the current frame to be in the middle of all the total frames so when I go to the right balls wil increase and go to the left balls will decrease..
I now have this but only one ball bounces when the flash movie is runvar array:Array = new Array;var dx:Number = Math.random() * 20;var dy:Number = Math.random() * 10;var velX:Number = 5;var velY:Nu
I wish to have a numeric stepper which allows me to choose the no of balls I want, then when i press the button I want all these balls to fall down..but when I press the button the x no of balls are generated but not falling down.
im building a sound toy that has four balls that can be thrown around and will bounce of each other. when each ball collides i have a chord to be played through a hit test for each pair. im having a problem with getting good collisions between balls and also using hit tests to trigger sound.
I have a machine that shoots canon balls into three different barrels, each on a different x axis, I need to be able to shoot at an arc into the target barrel, the target barrel will be randomly determined right before the ball is fired, the barrels will be randomly placed from stage to stage
the friction and gravity applied are constant variables, how can i determine both the correct x and y veleocity to shoot the balls out so that they end up in the correct barrel. I don't want to hard code any variables
I'm trying to make a program that grabs info from a text file then uses the info in the file to assign where certain balls will rotate (eventually I'll configure it to looking like dots rotating around an invisible sphere)Now, I can do these two things separately, load info from a file and make blue balls rotate around given points... but I've been tripping up hard on making them work together, and I think my problem is in how I handle the events and events listeners to work with the code, you'll need to start a new flash AS3 file Then on the stage create a circle with the oval tool convert the circle to a symbol named "BlueCircle" and name the linkage class as "BlueCircle" then paste this code...
Code: var longLatLoader:URLLoader = new URLLoader(); longLatLoader.dataFormat=URLLoaderDataFormat.VARIABLES; longLatLoader.addEventListener(Event.COMPLETE, onLoaded);[code]....
I would like to know how to "bounce" a movieclip. Not sure if that is the right term for what I'd like to do.URL...When you click a button the background images kind of bounce into place.I know how to control a MC but how would you make that bouncing effect?
I have this code in a button. I want more exaggerated easing, but more importantly, a "bounce." What I mean by this is on rollout, the button seems kinda sticky and jiggles back and forth a little.
I've created a class which simulates an action for example a ball bouncing about a screen thus I'd create it like so:
Code: var Ball1:ball = new ball(x,y);
How would I go about adding this to a loop, in a sense of every frame add another ball till you reach the maximum balls currently after looking in help, google and forums this is all I could find
I have this code to make a ball bounce. it works fine, however, everything on the stage bounces. I only want the ball to bounce.
Here is my code /* Actionscript 3.0 Bounce Effect. ball = movieclip instance name*/ var velocity = 0; var gravity = 2; var speed = 0.03; var ground = 300; Object(this).ball.addEventListener(Event.ENTER_FRAME, fl_bounce); function fl_bounce(event:Event) { [Code] .....
I'm pretty new to Flash and I've ran into a bit of an issue. I'm trying to convert a AS2.0 code into a AS3.0 code, more specifically I'm following this guide:
I need help with one of my Flash projects,I'm trying to use gskinners shape based collision detection, but for some reason I cant get it to work, but im pretty new to using classes, so I dont understand the structure too much. Can i get a tutorial on how to use the gskinner class? im using the as2 version.heres the code, bare with me, there's a lot here. in all codes, mc1 is the track outline MC, and mc2 is the car
basicly im making a 2D top down version of WipEout HD Fury, so file structure is something like this (the .fla is called wipeout as3 because i was initialy coding in as3 and never changed the filename).wipeout as3.fla (the flash file containing all the MCs and animations, but only enough coding to import all of the external code files, as well as the VCam and its script) the code is;
Code: Select all #include RaceControl.as"
the RaceControl.as is used to determine the Car's control scheme, and refers to a physics code called RaceCar.as. i found it on the interwebs, all credit to matt carpenter;
Code: Select all// Race control
// Create key listener[code]........
the Bounce Function is my own work, and is what i want to happen when a collision is detected.now, the movieclip used for the car is my own drawn design, as is the track, and i want to use GSkinner's shape based collision to detect the collisions properly. so far i have the car driving around quite happily but i need it to collide with the walls of the track, rather than drive right through them.
Okay, so I have a movieclip of a letter (done in photshop to look like jelly). I want to animate it to fall from above, bounce on an invisiable plane, squash when it hits, and squash and go back up and decrease it each time until it comes a rest.I have the bounce but I need to squash.
"How do I get 2 circles to bounce off eachother correctly??". I am currently making an air hockey game. I have seen great physics explanations, and great swf's, but I can't seem to do it myself. I know how to get the puck to bounce off the walls, and that code is very stable/simple, but the hitter-against-puck collision is very elusive. Bit-101 has some great swf's on flashkit forums about the exact same thing I am looking for. I have heard of somebody on super samurai giving a great explanation. I have seen a physics student's explanation. It seems to be a lot of code involving the radii of the circles, and the only thing I really understand is this:
r1 = radius of puck | r2 = radius of hitter | d = distance between them if r1+r2 > d, then they have collided.
Here is my puck-against-wall code: onClipEvent (load) { speed = 0; dist = 0; dx = 1; dy = 1; [Code] ..... So anyway, obviously that code is inside of the puck.