ActionScript 2.0 :: Moving An Object Given Rotation Angle?
Feb 13, 2005just need the code templet for moving an object in the direction it is angled at(the rotation)
View 3 Repliesjust need the code templet for moving an object in the direction it is angled at(the rotation)
View 3 Repliesjust need the code templet for moving an object in the direction it is angled at(the rotation).
View 3 RepliesI need to move a movieclip dynamically over a path. The movieclip has a front which should remain pointing to front when moving along the path. So I need an angle at which the movieclip should be rotated regularly. This is something similar to the motion guide we have in Flash.
View 5 Replieshow I can count the B point's coordinates (see attached image... or not as I am a new user...pf!). I know the arrow's rotation - so the angle (let's say it is -120), A's coordinates (0, 0) - A is the middle point of the arrow, and that the distance between A and B is 50 px.
View 1 RepliesI have a movieclip that I'd like to move from y 0 to y 500 along a -15 degree angle or any specified angle. How do I do that?
View 1 RepliesI have a movieclip moving on a path by means of a tween. At the starting point a (virtual) line on the movieclip is tangent to the path. Is there an easy way to automagically rotate the movieclip such that this line remains tangent to the path throughout the tween?
View 1 RepliesI have a script that rotates my character using left and right keys. I want the character to move forward to the direction he is pointing at when I press up key.How can I calculate the needed X and Y amounts from the rotation?
View 0 RepliesMaking a ship game because I am incredibly original.. With that aside, I have a problem. I have a function to fire bullets from my ship based on its rotation which works.. it uses this code on creation: ember ho jis ny mmujhe block kia hai
[Code]...
The above code is in my Ship class so I can easily make the bullets achieve the correct rotation. And to continually update its position, in the bullet's class:
x += Math.cos(rotation / 180 * Math.PI) * speed;
y += Math.sin(rotation / 180 * Math.PI) * speed;
So that all works well. But I have another class, EnemyBullet, which randomly generates and uses similar code to set its direction and movement. In my ship class:
[Code]...
I gather that the rotation is therefore always horizontal, but can't for the life of me see why? Can anyone give me an answer? Assuming it's simple enough because the code I used to setup the rotation is the same working code I have used to turn a movieclip towards the mouse..
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.
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I have 2 objects on stage, pane (which rotates) and topbut (which initiates the rotation) Currently onRollOver of topbut rotates pane indefinitely, what I'd like it to do is stop once the rotation has gone through 180 degrees.
[Code]...
I have 2 objects on stage, pane (which rotates) and topbut (which initiates the rotation)
Currently onRollOver of topbut rotates pane indefinitely, what I'd like it to do is stop once the rotation has gone through 180 degrees.
[AS]var angle:Number = 180;
_root.createEmptyMovieClip("temp", _root.getNextHighestDepth());
rotapos = function (movie, angle) {
[Code].....
I'm working on an interactive animation for a university assignment. Here in this scene the user is able to turn a safe dial left and right either using on screen buttons or keyboard keys. The trouble I'm having is trying to write an IF statement to detect the angle of the safe dial so when the dial == an angle of rotation the scene goes on to play the next frame of the animation.
Code:
import flash.events.MouseEvent;
import flash.events.KeyboardEvent;
[code].....
I have a stage with and height of :600x400 On this stage i have 3 squares that have a centerpoint in the middle. The square are 90 (width) and 80 (height)The first square is aligned to the left site and the second one in the middle and the third one on the right The perspectiveProjection is setup using the middle of the stage as it projectionCenter.When i rotate all squares to 90 degrees (rotationY) than only the middle one is now not visible anymore, at that point i want to switch the image inside the square. But at 90 degrees the left and right squares are not invisible.. For the left square that point wouldbe at 90 - 22, and the right one 90 + 22. Is there a way to calculate the correction value (22) in this example?
What i don't want is to give every square it's own perspectiveProjecten , then it would work but you have a completely different3D rotation.The only thing that goes wrong in my example is that the image from the left and right square are not changed at the right time, because 90 degrees on the left square does not mean it it not visible at that point.
And here is the code:
import flash.display.MovieClip;import flash.geom.Point;import flash.geom.PerspectiveProjection;import fl.transitions.*;import fl.transitions.easing.*
var squares:Array = [c1, c2, c3];
[code]....
I have a rotation value in degrees(0-360) and a value for magnitude, ie (1-10 pixels per second).
How to apply this information to determine what to add to an objects x and y values to send the object off in a given direction at a given speed ?
I am trying to place leaves in a circle to create a flower with code. I run into some problems.Is it possible to rotate the leaves so they all rotate in the direction of the center of the flower? And is it possible to calculate how many leaves can fit around a certain circle radius without to much overlapping?
View 1 RepliesHow can we find out a moving movie clip's angle. I'm trying to make a shooting game in as3, I need to know the angle of the movieclip(bullet) when it gets hits on the wall. i.e., I have a movieclip named "ball", and which is moving with some speed and the coordinates are initially created by the gun's positions.
Code:
var angle:Number = gun.rotation - 1;
var bubbleX:Number = gun.x-130* Math.cos(angle * Math.PI / 180);
var bubbleY:Number = gun.y-130 * Math.sin(angle * Math.PI / 180);
var ball:MovingBall = new MovingBall();
ball.x = bubbleX;
I need to know, what is the angle of "ball" after it hitting the boundary areas..
How to create motion blur which would be realistic at an angle? Applying simple blur filter looks fine if an object is moving vertically or horizontally but if its moving at an angle, its no good...
View 4 RepliesOne of the strangest things I've EVER seen with any software. I teach Animation at a high school. I had my students do the following, using Flash CS4, on Windows XP SP3, with Flash 10 installed. All software latest as of April 2010.
[Code]...
Basically, what I'm trying to accomplish is moving a movieclip towards the direction it's facing.I've been scoping around the net for different ideas on how to do it, but I've only found AS2 tuts.What I've done already is making the movieclip rotate around it's own center when the user presses either the left or the right arrow-key.What I'm now trying to accomplish is to make the movieclip move forward to the direction it is currently facing when the user presses up and vice versa for pressing down.
View 1 RepliesThe player rotates to the mouse when you click somewhere and moves there. The problem is sometimes when you click on a corner the player rotates towards where you clicked but sometimes starts moving sideways.
View 3 RepliesI have 2 container MovieClips (mc1, mc2), each of them has a separate x,y, rotation. I want to take a child from mc1 and addChild() it to mc2 while keeping the same x, y, and rotation on the screen so you see the added child mc as if it didnt change position or rotation, just moved to the other MC.
View 3 RepliesI know some basic trig. but how do i find an angle from an anchor point and a moving point?
adjecent = _root.anchor._x-_root._xmouse;
opposite = _root.anchor._y-_root._ymouse;
hypotenuse = ((adjacent ^ 2)+(opposite ^ 2)) ^ 0.5;
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
View 3 Repliesi'm trying to work out how to get a movieclip (of an arrow) to rotate then move in the direction it is pointing, controlled using the keyboard. Below is the code i have written so far, I can't get it to move in the correct direction. I also can't get it to keep moving after only one key press.
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressDown);var stageW:uint=stage.stageWidth;var stageH:uint=stage.stageHeight;
var speed:Number = 5;
var angle:Number =45;
[Code].....
I have a papervision camera of which turns using keyboard input, I have a radar of which I would like to orientate to direction when the camera turns.I have it all working apart from mapping my (camera) DisplayObject3D.rotationY to RadarInterface.rotation correctly.The camera (or any 3d object) works with values I'm finding hard:Clockwise: 0 to 89, 89 to 0, -0 to -89, -89 to -0 doing a complete 360.So if I were to turn 180 degrees I'd go from 0 to 90 and back down to 0 again.
View 1 RepliesIve made this rotation with AS. But Id like to make the bar to move from angle A to angle B smoothly.
How can I do this?
I have some texboxes which I need to stay a fixed distance away from another object at an angle.so I need to say textbox_mc position is 10 pixels away from my_Object at an angle of 35 degrees.The angle is changing and the object is moving, I think I can handle that if I know how to position by angle and distance.
View 7 RepliesI found a basic example of how to create something that'll shoot an object and create an arc based on an angle. I added a power Bar to it, but I noticed something bad about it.
The way it works the higher the speed is the further it goes and the faster it moves across the screen. This doesn't give me enough control. Because essentially I want fast moving projectiles but I want to also be able to shoot both near and far.
With this current system that's an impossibility.. Can anyone shed some light on how I can do this better? Here's the current way it's being done (important parts):
Code:
bullet = new Bullet;
this.stage.addChild(bullet);
bullet.speed = 1 + powerBar.scaleX * 20;
[Code].....
trying to implement a "wheel of fortune"-like activity in AS3.Here is what I have so far: [URL]The script for this spinning mc is super simple:
Code:
var speed:int = 10;
NoPolicy.addEventListener(Event.ENTER_FRAME, wheelRoll);
function wheelRoll(event:Event):void
[code]....
What I would like to do is have the rotation run for, say, 2 seconds and then slow down and stop at a random angle.
How can I calculate the angle of a 3d object based on the mouse speed?I want to change the rotationZ state based on the mouse position.
View 0 Replies