ActionScript 2.0 :: Bounce For A Bit Then Come To A Rest With No Vibration And Hit Test
Feb 23, 2007
This code does what I want except for all the vibrating once the mc has stopped bouncing. I guess it's still bouncing. I threw in a 'delete.onEnterFrame' if _y==floor, but that doesn't give me the desired results. I want it to bounce for a bit then come to a rest with no vibration. I'd upload a basic .fla, but I'm restricted from uploads at work. All you need to do is create a 100x300 .fla, make a mc with the instance name of box_mc, place it at 10y, 25x and paste the code into the actions panel.
I am working on a file that emerges with a vibration / random alpha effect, but I don't want the effect to last forever... I want it to stop.Here's my code, which is placed on the first keyframe (actions) in the timeline:
var vibration = 0; var xShift = random(vibration * 2+1) - vibration; var yShift = random(vibration * 2+1) +- vibration;[code].......
After a few moments, I want it to come into focus (end of timeline has a normal image, in focus).
I'm in the process of creating an earthquake that takes place in an office setting. This will require the entire room to rumble. I found the following script that makes things rumble fairly well when I slap it on a movie clip:
I have text which I have created to vibrate using this code onClipEvent (load) { // movie width/height height = 150; width = 500; this._xscale = this._yscale=temp; [Code] .... How to get vibration becomes more violent over time?
I'm trying to test a custom Flex 4 skinnable component, using the FlexUnit UIImpersonator class. If I run my tests from a FlashBuilder Spark only project everything works fine. If I try to test from a project with the mx component set on the classpath I get a "getElementIndex not available in non Flex 4 projects" error.Can I unit test spark components in FlexUnits visual test environment while still having the mx component set on the classpath?
UIImpersonator delegates it's method calls to a "testEnvironment".The implementation used for this "testEnvironment" is decided by the VisualTest EnvironmentBuilder class and the FlexEnvironmentBuilder class. If the FlexEnvironmentBuilder class can find the "mx.core.Container" on the classpath it returns a MX environment, else a Spark environment. Only the spark environment has valid implementations for Flex 4 relevant method calls on the UIImpersonator - like the addElement method.
My buttons only work when I click on them on the stage while having the "enable simple buttons" option on. They do not work if I try to "test movie," "test scene" and publish it to a SWF. Nothing responds whenever I am in these modes. I am using Adobe Flash Professional CS5 Actionscript 2.0.
i have a movie that has worked fine in past during Html test but ive been doing some dubugging using the flash test latly and it runs fine here but when i go back and try to test in Html mode no errors come just the movie never fully starts (starts up about as much as if there was an error).
I have two scenes in my flash file and in scene 1, first button takes you to frame 2 where movie clip is -works
on (release) { gotoAndStop("scene1",2); } second button takes you to frame 3
but on scene 2 that performs same function as scene 1, the first button
on(press){ gotoAndStop("scene2",2); }
instead of going to frame 2 goes to frame 3. and the second button goes correctly to frame 3.that happens when i test scene! when i test movie all buttons work properly.
In FlexUnit 1 it is possible to access the name of the currently-running test using the TestCase.getName() method because all tests subclass TestCase. In FlexUnit 4, however, there's no base class for tests; the tests are identified by annotations. So, how can I replicate the getName() functionality in FlexUnit 4?
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 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 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 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'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.
I am just restarting my flash adventures and am trying to learn AS3. I can a real quick code request. I am trying to make a MC bounce off the sides of the stage. When I use the following code, the MC gets stuck going -2 then +2 at the edge of the stage.
[Code]....
How do I get it disregard the first part of the if/else and then go the other direction? know this is a really beginer question,
I can only get my character to bounce off of walls above him, and to the left of him! when going right or down, he just goes right through.. I tried a lot of combinations. Little push in the right direction please?
Code: private function loop(e:Event) : void { //if (goingLeft) this.animGus.gotoAndPlay(51);
I'm running some AS3-based animation, a simple bounce effect. A ball lies above a line, gravity as acceleration increases it's negative velocity by 1 each frame. When it penetrates an arbitrary line it is move up accordingly and velocity is set to a high positive number (24).
At 40FPS, and with a high positive velocity set to the ball, the critical frame where it hits the "ground" doesn't always render (maybe four out of five times fails), yet tracing outputs that it did indeed go across the bounce areas. Here are the 4 critical positions where 456 would be where it was wrapped to the ground:
to play only once and then stop but the camera flash to keep looping.The sound is on a separate layer, but whenever I put the 'stop' feature in the ActionScript, it stops the WHOLE THING, so the camera flashes only once.Again, I want the camera flash to repeat, but the click sound to play only once.
I'm doing a FB app with the Graph API in Flash. I've got everything working which consists in uploading some images created by the user in the app. The only part that I'm missing is how to tag these photos as with the Graph API it is not possible.
So I was wondering if it's possible to call a method of the REST API even though I'm using the Graph API.