ActionScript 2.0 :: Finding Angle Between Two Lines
Nov 17, 2007
I create a line first by clicking first and a second point. Then I create a second line by clicking on the second point of the first line and second click somewhere else. Now can I find the angle between those two lines?
I have been working on a map viewer based blitting technique. As part of the map I need to draw approximately 50000 lines and performance is currently really poor.
My code is on the main timeline.I call a function loop to draw lines between them.The lines are drawing between the right x, y values BUT between those values on the main stage, not those values within the kite.For example, dot1_mc is at x100, y0 inside kite. the line that should go from its center, draws from stage x100, 0.How do I draw the lines inside kite so that they draw between the dots?Heres my code that draws the linesPHP Code:
function loop():void{ lineDrawing.graphics.clear(); var a:Point = new Point(kite_mc.dot1_mc.x, kite_mc.dot1_mc.y); var b:Point = new Point(kite_mc.dot2_mc.x, kite_mc.dot2_mc.y); var c:Point = new
I am trying to create a mindmap where the user can drag points about the screen. I have gotten as far as drawing the line via actionscript, and drag+drop the points (defined as movie clips on stage). This is the existing script - I don't know how to get the lines to follow the points. Something to do with ENTER_FRAME or updateAfterEvent?
var line:MovieClip = new MovieClip(); line.graphics.lineStyle(1,1); line.graphics.moveTo(ptOne.x,ptOne.y);
I'm using Flash CS4 Pro.In Motion Editor, the way that the blur works, it allows you to blur an object on X and/or Y axis.That means you blur horizontaly or/and verticaly.I would like to make a blur motion at another angle, by example 30 degree.
i have a movie clip that follows my mouse to create a fading line.the thing is that i want that movie clip to change its angle according to the mouse movement.Right now the mocie clip is kind of changing its orientation but it's also gettin cray and is not fluent.heres the code of the part that draws the mouse
private function drawMouseLine(e:MouseEvent):void[code].........
say I have two points: 0,0 & 1,-1If i were to get the angle between these, it should return 45.But the function i have created below returns -45, and If i give it the points 0,0 & 1,1 it returns 45.
ActionScript Code: function point_direction(x1:Number, y1:Number, x2:Number, y2:Number):Number {
I have a carousel built and it works fine, but there is an angle on it that I want to get rid of. When the images move along the carousel, I want them to always stay the same on the X axis. Here is the code, I have tried mangling it in every possible combination, but it is outside my AS3 knowledge on how to get the angle changed.
import mx.utils.Delegate; var numOfItems:Number; var radiusX:Number = 1150; var radiusY:Number = 50; var centerX:Number = Stage.width / 2; var centerY:Number = Stage.height / 6; var speed:Number = 0.002; [Code] .....
how to get angle of mouse its very simple.use this Script (copy and past in your file). A sample file which runs only on CS4 is attached.
//Start............................................. .................................................. ................. // Make a line (o-----------------------) and take its left side as center named 'mcArrow' mcArrow._x = mcArrow._y =200;
I'm at a bit of a coders block, and I'm sure it's quite simple. I tried using the following:Code:((angle-180)%360) + 180But for angles < 180 degrees, it works just fine, but after that it get's a little funny. I know why it's doing that, I'm just looking for a way to fix it.
take that same input text box and rotate it on an angle. preview. my type cursor shows up over it but it won't let me type anything int he box (or it if it typing, it's not showing up... which is half of the point).
I have the xspeed and yspeed of a round ball, xspeed is distance ball moves to the right each frame and yspeed distance ball moves down each frame.I have 3 different gradients of slopes, one is at 15 degrees off the horizontal.How can I calculate the xspeed and yspeed of the ball after a collision with, for instance, the 15 degree slope.
I need to limit an angle so it fits into a segment. I have drawn and links to a diagram below to better describe what I am after. I am trying to calculate this for a computer program, where I have an angle (slope), and a point (the mouse pointer). The distance does not matter to me, just the angles. If the point is within b1 (green area) then that's fine. But if the point is within b2 or b3 (red or orange) areas, then the angle should snap back to the limit of the green area (along the line s).
The main problem I am having in figuring this out, is snapping the angle to the correct side e.g. If the point is in the red area, then the angle should snap to the angle s on the red side and vice versa. I am also having trouble because s could be any angle, so I am being tripped up because I can't just do something like this:
I know 3D rotation is well documented on SO and many other sites, but despite reading countless explanations I still haven't figured out where I'm going wrong. My background is in art and design, not math and programming, and I'm never really certain if my angle of attack (no pun intended) is the right one. Rather than paste a patchwork of my dismal code, I'm including an image describing my problem. What I'd really like is a step-by-step worded breakdown of how to solve it. Pseudo code is useful, but I will learn more if someone will just aim me in the right direction or point out common pitfalls.
I'd like my text to be positioned on a 45 degree angle. Is there an easy way to do that? (In the worst case, I could always make a png out of the text). But, I hope that there's away to do it in Flex. I don't need an animated effect.
var angleText:Text= new Text; angleText:Text.text = "My text is angled!" angleText:Text.x= 200; angleText:Text.y= 300;
I have a method that takes a "distance" and "angle" parameter. How can I take the angle parameter to get x and y values, and incorporate the distance into that?
I am assuming that I would have to do something with a right angle triangle.
How can change the angle of a premade BevelFilter with AS3.0? (made in the Flash interface, not generated by ActionScript). I tried doing: ActionScript Code: myObj.filters[0].angle = 225; But it doesn't seem to change not even when I trace the value out. When I trace myObj.filters[0] I get returned [object BevelFilter], meaning that the filter does exist.
i am following a tutorial from a book, Learning Actionscript 3.0, A Beginners Guide, where it discusses how to move an object in an agle. I have managed to get the app working fine, but i'm tryin to test it out in different angles but everytime i change it seems to go into the same angle.[code]Can somebody tell me why for everytime i changed the value of the degrees, it does not updat the movement of the ball please
I have a code, that draws a horizontal line, then it turns into a slope, and at the end of the slope it draws a circle. Here's a code:
Code: var xspeed:Number = 1; // defines increments for x of slope var yspeed:Number = 2; // defines increments for y of slope var hspeed:Number = 5; // horizontal line increments
[Code]....
Create document 800x700 and put this code into main timeline. Now test movie As you can see, everything works great. But there is a problem. The circle is being drawn at 0 degree angle. But I want the circle to match the angle of the slope, so it looks like the slope and the circle are both at the same angle.
Okay so quite an ambiguous title but what I'm trying to do is cast a shadow off shapes from a light source. Simple enough and I have it working but I just can't work out how to fix the problem of when the light source is at a certain angle to the shape I'm casting a shadow from.I know it's the whole 180 to -180 thing, but I just can't think of a work around.I've attached the swf and fla so you can see for yourself.Basically the code works by chucking points of the shape in an array and then arranging the array by the angle of each point from the light source. No big deal. From there it just takes the first and last point in the array and draws a shadow from there. Sketchy for the time being I know, but I just don't understand why it's doing what it is.