I wonder if box2d has some options for doing that?I am trying to apply angular velocity atm, but don't know where to stop rotating.So object which needed to rotate to 90 degrees, can't stop rotating....
I've got this object which when I click and hold I want to auto rotate around smoothy and when I release to stop rotating, is there any way to do this. Also I have another object which when I click a hold to rotate with the mouse. So when I click and hold a rotate the mouse clockwise the object rotates clockwise but do not move.
I've been using BitmapData.copyPixels() to draw graphics onto a canvas (Bitmap).I need to rotate the resulting graphics without the use of draw() because it's vastly slower.How can I rotate the target graphic? I'm assuming that there might be a formula or library that I can use which will first reorganize the pixels that make up a graphic based on an origin (point) and radians.I'm pretty certain that I'm not capable of creating such logic, so if there are any known libraries that do this, that would be awesome.I'd like to achieve something similar to XNA's SpriteBatch.Draw() method, which accepts rotation as its 5th argument.
I have 100+ of the same movieclips on the stage at the same time, all positioned differently.i'm getting really tired of clicking on one of them, then clicking in the instance name box then typing "i65", then clicking on one of them, then clicking in the instance name box then typing "i66"...
is there anyway flash can fill this information in for you? or a plugin anyone's heard of? this isn't really an actionscript question, I'm not so fussed about selecting the different movieclips based on getChildAt or any of that stuff, I'd just really like a faster way of assigning instance names.
I am having some dificulty making a path for this enemy i'm trying to create... cause i want him to rotate + move, then stop, then shoot, then rotate back and move off screen... Its easier if you see it.. you can download the swf file in the zipped archive to demonstrate what i mean. I did it there with tweens. Anyway.. i tried and make it but i'm a little stuck on the stopping part... you can also see what i did in the fla file attatched...
Is there a way to duplicate objects, like lines across the screen quickly without using AS3 at a fixed distance apart? I tried using Ctrl+D but it has a distance for 7 pxl apart. I want to change that to 1 pixel. Is there a way to change this setting or a tool in flash IDE to perform duplicating quickly?
im going through something that is driving me crazy.... i have the following code:
[Code]...
what it is supposed to dois the images fade in, then a mask animation loops... but what is happening is that the image flickers really quick, then it fades in... not sure why this is happening.....
Any tips or methods(encryption, plugins etc) to load flash files (i.e. swf) as quickly as possible at the client side? consider files size is between 5MB - 10MB....
I've got an animation (arrows following paths on a map), and I need it to repeat about 10 times per second, so that there's an endless stream of arrows following their paths.
I have a button with animations on scroll-over. How can I 'duplicate' this button, as I want several more buttons with the same template, just different text (and different functions called)?
Sorry for the foolish question, but the Duplicate button is frustrating, as when I change the text in the new button it changes the text in the other button. It's like I'm changing a template.
Perhaps it is a misunderstanding of symbols? I believe symbols are basically template classes...is there a way to generate a new instance of a button symbol?
It seems the drawing API can quickly slow down a movie, just by drawing a bunch of static (unanimated) lines on the screen. In contrast to movieclips, of which it can handle thousands without slowdown. Makes me wonder why it doesn't just handle drawn lines as movieclips? Why does the linedrawing become slow so quickly, and is there any way to prevent this from happening?I written a quick test, and it appears to slow down, while drawing, after just 300 lines, while only after 2000 mc's the fps start to dip slghtly, while placing them. I also tried drawing every line in it's own layer but it remains much the same.
I have a custom swf player, in which content is preloaded. Some of the third-party Flash content (from Captivate) I load in the player needs to be unloaded and loaded again in order to completely reset its content (rewinding, going to frame 0, does not work). Does anyone have an example of a good way to do this, as I am rather new to Flash?
I'm creating a movie with a swift flies quickly across screen, but in playback it always appears as if there are two or three swifts flying together almost on top of one another, a sort of stuttering effect in the playback. I've tried altering frame rate/frame number ratio; tried viewing the swf file in the external movie player, but nothing seems to improve it.
Is this lack of smoothness a basic problem in Flash with moving objects, or is it something to do with my Flash preferences, or even my computer settings? What are the standard ways to try and increase smoothness of playback in Flash?.
What does a web designer need to migrate to Flex quickly? A: tell me how I can get good fast B: tell me why it would be unrealistic to learn Flex quickly I want here both sides of it.
TELL ME WHAT I NEED - Projects I need to complete in Flex - Tutorials - Key concepts - Other technologies in a nutshell (webservices, SOAP, AJAX, HTML5 etc.)
[code].....
This Flex reference should include everything needed for beginning Adobe Flash Builder 4
I have set up a grid class that contains theoretical cells. I have a method collectCells() which accepts a starting point, radians and distance as arguments. I want this method to return an Array containing all the cells that are along a given angle and that are within the specified distance from the starting point, e.g. The easiest way for me to do this is just loop through all the pixels in the given direction and pick cells up as I go, something like:
[Code]....
This is obviously really poor, as the loop will be as long as the distance I specify - extremely slow. I tried something different, creating a nextCell() method which accepts the last collected cell and radians. The method threw a point 25 pixels in the direction specified by radians, collected the resulting cell and then started over from that cell for a given amount of cells.
I didn't really think about this approach clearly enough, and once done realized that I had a problem, being that the actual path I'm testing gets broken each time the next cell is sought, e.g. Where the green dotted line is the desired path, and the blue lines are the paths that make up each nextCell() call because the check is made from the centre of each cell. What is the correct way to efficiently collect the cells in a given direction over a specified distance (pixels)?
I am copying a bunch of shapes from my stage to a set of bitmaps for filtering.
Is there a faster way to do this? Is there a way to copy everything over together from the stage rather than how I'm doing it by copying the shapes in my array one by one?[code]...
So here is my script for a class that I want to disappear quickly after being shown..ActionScript Code:class DescriptionText extends MovieClip { var timer function onLoad(){timer = 0;}
I'm trying to make a nice trail effect for a drawing/particle thing. I've got it working pretty nicely except that when you draw/move the mouse too quickly gaps appear between the particles. Increasing the frame rate doesn't help. so I'm not really sure what the best way to go about this is?
PHP Code:
private function enterFrame(e:Event):void { particle.x = mouseX;[code]..........
I'm sending through a socket from java to flex client some data and the flex side can't seem to handle it right. In the java i'm looping over 8 objects and for each object I create a long string 1:lsls:2:3:justexample then the java does writeToSocket("1:lsls:2:3:justexample") for every iteration of the loop. But in the client side, it seems that only 2 out of the 8 arrived. what can be the problem?
I have a flash file that has three main buttons on top. When a button is clicked the timeline moves to a that frame (designated with a label) that loads in a particular external SWF corresponding with the button. Those movies are loaded into the same empty movieclip called "presentation"using:loadMovie("splash.swf","presentation"); In one of the external loaded SWF's there is a tween animation (on first frame using TweenLite), that takes place upon loading the SWF. The issue is that when I click a button and go to another frame (which loads another SWF) mid-way through that animation, and come back to that same page with the animation. The animations starts mid-way as if it was running in the back, such as fading in things that shouldn't be faded in yet, etc..? Any clue as to why? EDIT: Maybe this is the cause? The animation code in the first frame of the loaded SWF:
//Animate the bouquet var bFadeIn:Tween = new Tween(bouquet,"_alpha",Back.easeInOut,0,100,1,true); //106.95 bFadeIn.onMotionFinished = function() {
I've developed a game that records how long it took to complete the game. At the end of the game it shows the user how long it too to complete. I want to be able display message to the user depending on how quickly they took to complete the game. I have set up a dynamic text box called "message" that will display the message, but I am struggling to figure out the syntax for :
If gametime is less than 60 secs then message = "well done thats very quick" If gametime is between 60 and 80 secs then message = "Not bad at all" If gametime is between 81 and 100 secs then message = "Its good but not good enough" If gametime is between 101 and 120 secs then message = "You can do better than that!" If gametime is between 121 and 140 secs then message = "Too slow, you need to practice" If gametime is greater than 140 then message = "Did you fall asleep?"
I am having problems with this function, which is called when a button is pressed. I am loading a JPG with a movieClipLoader into a newly created movieclip, and while this is loading the other is still viewable and is faded and deleted when the new JPG has fully loaded, using the code below:
ActionScript Code: function loadBigPicture(iValue:Number, firstTime:String):Void { this.createEmptyMovieClip("myBigPicture"+iValue, this.getNextHighestDepth()); trace(_level0["myBigPicture"+iValue]);
[Code].....
If the button is pressed extremely quickly again and again, the intervals begin to stop working
The buttons on this drop down menu ocassionally get stuck when I roll the mouse over the button too quickly. I am working in Flash and running in the project of Flash Player 8.
I'm a complete newbie regarding Flash development, but I've been tasked with automating SWF creation from an AVI source (and quickly!). Once the SWF is finished playing it should endlessly loop from the last frame to about 5 seconds prior to the end frame. Think of a speaking character, followed by some idle movements. We want the idle movements to endlessly loop. What I've done/need to do is:
1) Automate the creation of the AVI. Done.
2) Convert the AVI to SWF (using FFmpeg). Done.
3) Write Actionscript to detect the last frame, and then jump to some other frame.
4) Merge the SWF with the actionscript and produce a new SWF which is then placed on a website.
Being a newbie to Flash, I'm overwhelmed by the array of options out there for something so simple in concept. I'm looking for a command line solution so everything can be completely automated. My questions are: Can steps 3 & 4 be done with the FlexSDK? What would the steps be to get something like this accomplished?
I have created this menu with 5 buttons. The script attached to these buttons tells a movie clip to play certain sections of the clip to create the mouse over mouse out effect. The problem is if I move the cursor away too quickly the rollOut does not happen and the button is left in rollOver state.
I have made a rotating images but the images are not moving smoothly. You can see the example at:-URL...Does anyone know why the images not moving smoothly?
I am doing an animation with a movie clip that needs to follow the mouse on the Y axis only smoothly and needs to stay inside a fixed dimension. (e.g. the mc could moves 200px left or 200px right maximum) And I want it to stop smoothly too when it reach the limits.
I am developing a ipad game using flash CS5. When I run it in flash or web browser, it run quite smoothly but when I published it into ipa file and run it on my own ipad, it became very very slow. Since my game has many stages and characters, the amount of symbols may up to more than 50. That makes the flash file more than 100mb (but the ipa is only 11mb) All of the symbols are exported in frame 1.
1)if I used preloader and exports the symbols in frame 2, will my game run more smoothly? is one preloader when the game is loaded enough? or it is need for every game scenes?
2)Is there any other technique that a big game developed in Flash has to follow in order can be run in low configurations devices?
3)Why many other big game can run so smoothly although it contains a lot more characters and background than mine?