ActionScript 2.0 :: Creating New Sound Objects For Each Explosion?
Nov 7, 2004
i'm making a game with tanks at the moment, and there will be explosions happening from side to side on the screen. i was thinking that it would be good to pan the sounds, so explosions on the right of the stage would play on the right speaker etc.
i tried to do this by creating new sound objects for each explosion and then setting the pan for each, individually, but it seems that when i set the pan for one sound object, it sets that for all of them. is there a way around is?
Is it real to make my stage shaking by actionscript? For example, shake the stage with all object after big explosion....But without touching objects (without their movement). Just cool effect. So?
Is this the correct, most efficient way to recycle objects when creating an array of objects?
package com { public class CreateList extends MovieClip { //this is the object I will be recycling private var newProperty:PropertyRow; //this is the array I will use to reference the objects
Is it possible to take two Sound objects and combine them into one Sound object so that one Sound plays, and then the second plays right after it? I can just play the first Sound and then the next right after it, but it would be much cleaner to combine them before playing the audio.
I am a newby trying to create an animation in CS4 AS3 which simulates a gas explosion in a test chamber. I have a button that when clicked will produce a simulated spark inside the chamber which then will snowball into a gas explosion if the variables are correct.
Does anyone know how to create a simulated explosion in CS4 AS3 ?
I was hoping for assistance on how to recreate an explosion effect like Flash 8 adn MX used to have. It seems to be missing now. It is not in the presets. I tried to break apart but something is missing. How can accomplish this? I am trying to explode and IMAGE not TEXT.Particle tutorials seem to explode into hundreds of parts. Im looking for 12 to 16 exploded pieces. I'm not the great at AS2 or 3 but Again this is for an image not text so the simple Break apart doesnt seem to be working.
Ive attached the associated file, Its simply a partical generator that initially creates an explosion of particles which disipate after they stray a certain distance, but how can i remove the original particle movieclip from which Its formed?
How to recreate an explosion effect like Flash 8 adn MX used to have. It is not in the presets. I tried to break apart but something is missing. How can I accomplish this? I am trying to explode and IMAGE not TEXT. Particle tutorials seem to explode into hundreds of parts. I am looking for 12 to 16 exploded pieces. Again this is for an image not text so the simple Break apart doesn't seem to be working. I am Using Flash CS5.
I want to make an explosion and move other movieclips on stage depending on how far they are from the explosion point. If one mc is only 10px away from explosion it should go another 90px and if it is 75px away it should go another 25px. I can't get it to work (I don't remeber anything about vectors in math class..)
I'm using Flash CS3, actionscript 2 to build a site in which I would like to have a line of text animation to slide off the screen, but I'm looking for something similar to almost a 'sideways explosion'.... it will be synched to the sound of a golf club swing, and I'm look for some way to get that instant explosion, with the letters plowing through each other and away as they fade off the page....
just wondering how i can add a small explosion like thing when the ball hits the yellow circle, and not just a picture appearing on the hit (game attached, and using adobe Cs5)
Here's a link to a particle explosion generator with many options to play with and it saves a transparent png sprite sheet: [URL] The same particle engine is used in my latest game:Tank Rush. But since my next game will use only sprite sheets for effects, I created this generator out of the tank rush engine.
I'm trying to create a for loop to set the color objects outlineColor1...100 to the value defined in variable _root.outlineCol. Everything works fine when I set the color to these objects via 100 lines of code but I'd like to replace them with a for loop of course. I suspect the syntax in the first part of the second line is incorrect but I'm not sure.
for (var i:Number = 1; i <= 100; i++) { outlineColor[i].setRGB(_root.outlineCol); trace(i); }
I am trying to create a library of transition effects. Each transition type or preset is its own class. In the Client/Main class I would like to create the transition type I need based off a static constant, hoping to save myself from having to write a long switch statement to select which type of transition class to instantiate.[code]I am not using the getDefinitionByName utility correctly, what am I missing here? Is there a different way to achieve class instantiation by passing in the name of the class as a string.
this is a wierd problem I am facing in flash I need to create a dynamic global variable where the variable's name is stored in another variable. say I need to create a global variable , _global.fam , but "fam" is stored in a variable temp="fam";
now how can I declare the global variable 'fam' using the variable temp.
But the loophole here is that after creating the global variable I should be able to access the variable as
This piece of code gives me an error because i have an equation on the left side of the equal sign, logically it makes sense, but flash doesn't like the code how would i do some thing like this?[code]
My goal is to create multiple objects that fall downwards. The problem now is that the object stays in the left upper corner. I've linked the object to actionscript with the name "object". Can someone help me?
This is my code:
Code: var namer:MovieClip = this.createEmptyMovieClip("objectHolder", 1); for (i=0; i<=count; i++) { var newName:String = "object"+(count);
I am trying to make a sound crossfading between the loops (an example would be: same as in a "Winamp" media player you toggle the Crossfading function in a Modern Skin and select a duration of it). Say I got a loop of 10 seconds, altho it is not perfect as its cut of the song without a proper editing tool. Any way I could accomplish it by using the ActionScript?
Are there any built in utilities for playing/creating MIDI style music in AS3?I'm not looking for something that will play .mid files, but something that will be able to play a "Middle C " tone, either as a piano tone, or as a cheap computer tone.
I'm doing a project that I have to use scenes in, I have a sound object that i want to be able to control in all scenes. I set up global variables for the sound object and a boolean to check if the sounds currently playing like this : PHP Code: _global.sound1= new Sound(); _global.sound1.attachSound("song"); _global.soundplaying = 0;
In each scene I have two buttons a stop and a play button, Heres my code for play: PHP Code: if(!_global.soundplaying){ _global.sound1.start(); _global.soundplaying = 1; }
And stop: PHP Code: _global.stewielaugh.stop(); _global.soundplaying = 0; Doesn't seem to work, if I press play in scene one and go to scene 2 and then return to scene one the sound can be played again on top of the already playing sound object.
Is it possible to take two Sound objects and combine them into one Sound object so that one Sound plays, and then the second plays right after it? I can just play the first Sound and then the next right after it, but it would be much cleaner to combine them before playing the audio.
I have some sounds in movie clips, this is because that is the only way to be able to select SYNC Stream mode (to keep the movie in sync with the narration). Thus I don't want to use Sound Objects because they can get out of sync...
Is there any way to control volume (so I can mute) with out using Sound Objects ?
I have 4 buttons. Each are a movie clip that has 2 frames (the down and over).the rollover has a click sound to it. Is it worth my while to do that with AS? or just put it up in the timeline (the sound)
I came accross this very comprehensive webpage about sound objects in flash mx about a month ago. Since there has been 2 or 3 threads started about working with sound just today, thought i'd share it [URL]..
Now, I have a file, prefs.elf, that contains my preferences in the following formatlocation:USAaccountID:48996151894Now, what I'm hoping to be able to do is create an object with the labels as the object.So, I have an object, preferences, which I'd like to be able to get at these values through - like this: preferences.email or preferences.location. can read the file and toss these in an array really easily, but I'd like to do it a little more eleganty with objects.My main question is, how do I create the sub-objects to hold the value? In other words, how would I create preferences.location, or preferences.accountID without explicity specifying them in my code
i've had good feedback and help from these forums before so thought i'd pick your brains again...
I'm looking at making a sim/game based around random results. The experiment im supporting has (for example) 100 rubber ducks in a bag, you pick out 30 and mark them with a cross and place them back in the bag. Then you pick another 30 and note how many of the marked ducks you have found again.
I have some knowledge of Flash and have managed to make a random dice simulator and a few others. I figure the best way is to forget about manually marking the ducks but instead have a drop down box where you can sellect how many of the 100 will be marked.Then have an action button which produces the results (in numbers?) underneath each corresponding duck (1 normal yellow, one marked).