ActionScript 2.0 :: Rotating An Object Automatically On Click?
May 15, 2005
Given up on the other thread, others tell me its gonna be quite a bit of hassle!What I want to do is as follows; I want a vinyl record on the stage to begin slowly rotating, until it hits full speed, on a mouse click. All automatic.I imagine this will involve adding a speed number to a basic rotation script. When it hits a certain speed, I want an event to be triggered.
I'm trying to automatically set up a rotating animation via the Timer Event. There's a Movie Clip called main_mc that's X position is changed with a Tween. Can the Timer Event run multiple events or is it only 1 per Timer?
Code: var auotT:Timer = new Timer(5000); autoT.addEventListener(TimerEvent.TIMER, onAuto); autoT.start();
[code]...
Or do I have to create a timer event for each part?
i am currently having trouble with my object rotating to face another object.currently it works fine as in this picture, my object at the origin will be able to rotate and move to the object in the 3 quadrants except the quadrant with positive 90degrees to 180 degrees, my object will rotate a few full rotation for some time while moving to the object does anyone know why? the sentence that i use to rotate is rotation += (foodLocationDegrees - (rotation - 90)) * .2; whereby food is calculated using
how can i grab an object and rotate it with an object which is on it rotating [meaning that the second object is on the same possition on the first object?] can i make it being horizontal all the time?
I have an array of knobs, they all have functions so that you can click-and-drag left-right or up-down to make them rotate back and forth.when i have one knob on its own the code works fine. but now that i've put them in an arrary i've confused myself with the code.i have a var currentKnob:MovieClip and a var KNOB:Movie Clip the reason i have a currentKnob var is so that when i'm tracing the click-on knob, as3 will know which one is being clicked. i've got confused on where i should include currentKnob in the functions, and where i should include KNOB in the functions.i think just by looking at the code someoen can probly figrue out where i mixed the two up, but i have tried lots of combinations mixing the two up and keep getting the same error:[code]
I built one of those click-and-drag rotating images. basically you click on it and drag left to right and it will scroll through a series of images in the timeline to make it appear like the object in the images is rotating he problem is I want to be able to click-and-drag the mouse up-and-down, AND left-and-right. Right now I can program it to do one or the other, but not both. if i put left,right,up,AND down in the code it ignores one or the other.
currently i have a function in which my object fish will move to a food i am having trouble getting it to rotate nicely to the food currently my function is as below.if the food is above the fish my fish rotation is 0 which is facing up, if the food is below my fish i will give it a rotation of 180 which will make it face down , however the rotation is too sudden it does not give a nice and realistic effect of rotating to the food.how can i make it when rotating to move some distance and at the same time rotate? because it cant rotate to the food in the same spot as it would not be realistic.
public function moveToFood():void { var foodTarget:Food = fishArray[fishArray.length - 1];
I'm trying to create a rotating tab on a timer. [URL] Something like that. Is there any way to create something in flash so that typically, the above sequence will just loop but visitors to my site will have the option of clicking and viewing one individual tab?
I really just need help automatically loading one swf once the other is done playing without a button click.a.swf has several buttons. When a button is clicked an animation plays within a.swf. If button b is pressed, once it's animation plays in a.swf, I need it to automatically jump to b.swf.I have no idea where to go.
I am creating a slide show that loads external SWFs on a button click as well as switching slides automatically.. This is pretty much the exact example of the functionality:
[URL]
I have the action script that loads external SWFs on a button click, but I don't know how to make it so that the slides switch after a few seconds on their own as well as on a button click. I know it has to do with a timer - but I have no idea how to do that (i'm super new to AS) Here's the code I'm using so far:
var Xpos:Number = 0; var Ypos:Number = 0; var swf:MovieClip;
I recently used one of those XSPF Flash player buttons on a website and of course it worked, played back music automatically, stops when you click button... but one weird thing I noticed is the song being cut off before it ends... One song I have is 4 minutes long, and only plays for 1.5 minutes..
Im making a clone of lunarlander in flash mx and i cant quite figure out how to make the ship's movie clip rotate left and right.How can i make a movie clip rotate left and right?
The problem is that I would like the fish image to "turn" and face the direction of the mouse. Currently, as is, the fish follows the mouse fine when the mouse is moving to the right, but when it goes to the left the fish swims backwards rather than turns and swims the correct way following the mouse to the left.How would I modify the script to get the fish to turn and always swim forward when going left and right?
I'm a beginner at this, so this may sound like a dumb question, but I don't have the time to figure it out on my own.I'm trying to get a group of symbols to remain in the configuration that they are in, but rotate around a fixed point, and actually make them move in this circular path instead of a straight line.
im having trouble getting this rotation function down pat. i have a turret that should be rotating towards another moving object. it should find the shortest direction to rotate. basically what ive done is converted action script rotation from using -1 -> -179 to 180 -> 359. but now im having issues when the object it is tracking passes over the zero degree point. the turrent then rotates around the other way. here is the code. my mind is getting a little boggled. it is being passed the x difference between the objects, and the y difference
Ok so I'm a noob when it comes to Flash so this may be really simple but then again it could be extremely difficult I don't know. I need to create a Flash document that contains an object that can be rotated 360 degrees using a scroller using pictures of the object probably in jpeg format.
I need to get a certain object to rotate by set degrees (my navigation for this project is organized on a wheel--6 sections on the wheel), and I would like to have buttons that tell this object to smoothly rotate by set degrees (intervals of 60 degrees in this case).
What I have in mind are 5 buttons that control the rotation: 1. 120 deg. ClockWise 2. 60 CW 3. 60 CCW 4. 120 CCW 5. 180 CCW
I wrote some code for the thing I was working on, yet the problem is that when you grab the wheel and spin it again, I want it to stay in the same position and rotate instead of reseting.
(The holes are markers)
I don't mind if you just want to upload it. But if you do, follow my method (I don't know, say for example using masks or something), and just add new variables if needed.
On the web there's a bunch of tutorial on how to rotate an object around a point ,or a stage axis..But how do we rotate this object around its own axis?
getting a certain object to rotate by set degrees (my navigation for this project is organized on a wheel--6 sections on the wheel), and I would like to have buttons that tell this object to smoothly rotate by set degrees (intervals of 60 degrees in this case).What I have in mind are 5 buttons that control the rotation:1. 120 deg. ClockWise2. 60 CW3. 60 CCW4. 120 CCW5. 180 CCW
I want to rotate an object using the arrows on the keyboard when the mouse is over the object and it should not be possible to rotate the object when the mouse is not on the object. I know how to rotate the object, when the mouse is over the object, but when I put the mouse outside the object I can still rotate the object. How do I make the rotation stop?
I am trying to make an object smoothly rotate towards the mouse. ActionScript Code: var rot:Number = 0; var smoothing:int = 5; stage.addEventListener("enterFrame", step); function step(e:Event):void { // point_direction is a function I have created that finds the angle between 2 points. I know this functions works as it is supposed to rot = point_direction(obj.x, obj.y, mouseX, mouseY); obj.rotation += (rot - obj.rotation) / smoothing; } This code works, except when I pass the mouse over the center of the object on the left side it seems to spin the long way around. So if I move the mouse down the center of the object on it's left side, it will spin a long way counter-clockwise to reach the mouse instead of the tiny length if it had spun clockwise.
I'm working on creating an animation in which there are insects randomly moving around - based on tutorials on this site. Does anybody know how to make the insect rotate so that it always points towards the direction of travel.here's what's on my movie clip:
I'm using the mc_tween2.as tween class and the slideTo method for moving objects around on the screen.
What I'm trying to do is to have the objects rotate "x" degrees when clicked. Right now, they move, let's say, 20px across the x-axis. But I want it to move 20px while rotating 15 degress clockwise. Is that possible using this method?
I know there's a way to rotate objects using the _rotation feature, but that doesn't move it using any tweens; it just "snaps" it into place. I'm looking to rotate the object using a tween, while sliding sliding around using the slideTo method.
I have one sprite that I can rotate freely, and a second one that rotates based on the first. So, for example, Sprite A is rotated from 0 degrees to 70 degrees. I want Sprite B to gradually adjust its rotation to match A's using the shortest path. (Rotate clockwise 70 degrees, rather than rotating CCW 290 degrees.) I'm intending for it to re-calculate the shortest direction on the fly, so using the previous example, if Sprite A was 70 degrees, and B was rotating toward 70 and currently at 50 degrees, and I suddenly rotated A to -20 degrees, B would switch directions rather than take "the long way." (This part I should be able to figure out on my own once I understand the basic method, I'm just including it to make sure my intentions are clear.)
Does anyone know the code for finding the global positioning of X & Y co-ordinates of a click of a button which is constantly rotating, and then secondly the code for when you click on the button it displays a movie clip on top of it -(position of x & y when clicked) at the angle that you clicked it (so underneath the buttons are still rotating so other people can click them where they are)to explain the context, I'm trying to design a mock up of a circular interactive table when someone comes up to it and clicks on one of the buttons that are moving, it reads where the person clicked it and opens up a new box (movie clip) where they clicked it (at the angle) so its not upside down if you are at the topI've included my .fla file which shows the four buttons moving and a little diagramexplaining what I'm trying to do.