ActionScript 2.0 :: Speed - Random Number Generating For Slower CPUs To Keep Up?
Jan 22, 2004
generating a lot of random numbers and running them through movie clips to generate random letters. I've set the frame rate to 21 (which translates to 19 on a Mac... close as you can get it seems) but Mac users see everything in slo-mo. Alas, folks with slower PCs also see stuff in slo-mo so I'm thinking it's the math stuff screwing things up rather than the mac stuff.
Does anyone know of a way to simplify random number generating for slower CPUs to keep up? The problem might also be that there are a ton of math-calculated alpha transitions that I could kill if necessary. I'm also wondering if "setInterval" times are treated differently per computer -- some machines seem to treat an interval of 1000 as though it's 10,000. Is this a function of the cpu speed? I keep running into speed problems like this with AS and it kinda sucks. A modern day version of the old browser/DHTML display issues. They work fine on my machine, but not everyone has a new PC.
Dear Guys I Want To Generate A Random Number Between 2 Number BUT Without Generating 2 Same Number I Mean If For Example Already Generated Number "2" Next Time Did Not Generate It , Is There Any Solution
I Want To Generate A Random Number Between 2 Number BUT Without Generating 2 Same Number I Mean If For Example Already Generated Number "2" Next Time Did Not Generate It,
I need to make a random number series something like " LK208T38". I can make single random number but dont know how to produce a series. May be we can store the characters in array and display them.
I looked everywhere on the internet and couldnt find how to generate a random number that had one decimal place.I am trying to generate numbers between 12.0 and 13.0 randomly.Below is my code... I know its wrong because of Math.round and Math.random, but i cant seem to find anything that deals with a decimal place.
addEventListener(Event.ENTER_FRAME, fl_EnterFrameHandler_1); function fl_EnterFrameHandler_1(event:Event):void{volt.text = Math.round(Math.random()*(1)+12).toString();}
I'm trying to make a kids score board where there are 20 icons all with scores behind them between 1 and 20 and a kid chooses an icon, clicks on it to reveal their score, thenthe score is added to their teams running total at the bottom of the window. (There are 2 teams) The thing i have a problem with is generating the random numbers and also where exactly to drop in the actionscript in the timeline. I've tried different variations of the Math.Floor(Math.Random) but i cant seem to get it to produce the numbers i want!
So basically I am making a round robin function, for someone, basically a round robin, matches every player with every player, im having alot of trouble with this, its quite difficult heres an example of the site i've been copying off (his matches are preset though)
[URL]
My current code generates about 10 "undefineds" each launch I do My code gets the input entered (which is the amount of players) It generates how many players based on that input my graph I have is 10 columns long, and 19 rows down I need to match player
1, vs 2 - 20, 2 vs 3 - 20, 3 vs 4 - 20, 4 vs 5 - 20
I have an object which I want to rotate between -45 and 45 degrees, but I want that to be based on the mouse position. If the mouse position is at zero, I want the object to be at -45 degrees. If the mouse position is at the stageWidth, I want the object to be at 45 degrees. How would I accomplish this?
I am having a really frustrating problem with creating 2 random numbers. When I run the program, everything works fine, until I hit my object and go to the screen "math". Once there, all it shows is one number in one of the 2 boxes. Below is the code used to generate the numbers. I used the "trace" command to see if it was actually generating the numbers, and it is. The problem seems to be with pushing that number into the variable and displaying it to the user.
I am generating movieClips dynamically using attachMovie and then using a setInterval to animate them. However, if I repeat the operation the second set of mcs move twice as fast, the third set three times as fast etc. I can't for the life of me work out why.
I am working on this piece of flash: [URL]now, what I want to do is have cars going along the roads at random speeds, or just travelling along the roads in random orders, whichever... anyways, as you can see, I am going to have a menu on the left hand side, which targets text into the scroll box on the right, and I want that to be able to happen without the movie re-starting everytime the cars finish going round, so the cars are going round and round in the background, and the layer on top is static. Will that happen automatically or not?Basically i need to know how to do random speed or random intervals, and then the layer thing.
So I got this from the tut on this site and it's works great.I can't figure out though how to make the speed random as well as the movent. I want all my little clips to move at random speeds in adition to direction.
What I'm looking for is to have a button on the screen. When clicked it will generate a random fact. I'd like to have around 25 facts, although the number doesnt matter at this stage.
I'm only learnigng flash and actionscript at the moment so my thoughts are a bit confused. Would I store all the facts in an array and use the math function to generate a random number that will access the fact stored in the array? not sure how the code would look like.
I have an engine for platformer game and I need to generate random blocks while moving and of course delete old ones, when the hero leave pervious position.Here is the code for generating random platforms when the game starts (costructor):
ActionScript Code: public function TheGame() { bla-bla...
[code]....
As you can see, I create a loop which creates 10 platforms in different positions.My goal is to create a function which will delete blocks from the array which are not in the stage anymore and create new blocks when screen is moving up.
hi, i'm generating two random numbers, between 1 and 4, which must be different to each other each the two numbers are picked. i've tried the following:
var firstRandom = Math.random()*3+1; var secondRandom = Math.random()*3+1; var boxA = "box"+(Math.round(firstRandom));
[code]....
and i still get two numbers the same occasionally. why isn't it comparing the numbers?
I am making a game where random letters and words are generated into movieclips, thats the background. I built it using arial as my font, however I then decided to go with a fixed width font to make sizing the movieclips to the words much more straightforward. Yesterday this worked fine, the font i am using (Liberation Mono) is installed on my computer, all the textboxes which use this font have the character embedding on them, and I have not changed any of the movieclips, only non-relevant code. So I run it up again today and none of the words appear. Thinking it might be some code changes I made I go thourhg tracing out everything, only to find the wrds are being generated, and written to the textbox absolutely fine. I switch back to Arial just as a check and bang it works again.
I'd like to create a very simple random addition equation.I have: 3 dynamic text boxes (r1_txt, r2_txt, a1_txt)I want the first two to be random numbers and "a1_txt" to display the sum of the first two random numbers.Everything's perfect up to the point of adding the two numbers together and dropping the answer into a1_text. What do I need to do to my last line of code?
I am using 16(4x4) grid pattern, in that i need to generate a random number which should not come horizantally continuous three , vertically continuous three,and diagonally continuous three.i am using as3 for coding.
I'm assigned to do the portfolio section for my company's website and my supervisor has specifically told me what he wanted in terms of navigation and layout. Basically, he wants each portfolio piece to be square and in the form of 7 x 7 square grids. Each square's dimension is 100x100 px. He wants each portfolio piece to load randomly every time the page loads, so that it makes a shape of jigsaw puzzle-like if the piece is less than 49. Each image needs to be imported externally so that when we have more portfolio, we can simply added it to the array. Each portfolio piece should behave like a button that links to a bigger image.I was able to get it to the point where the squares are generated dynamically on 7x7 square grids ( I used script from "Flash Hacks" book by Sham Bingal) Now I'm trying to develop the script to get it to work like my supervisor wanted.
I am new to AS3. Trying to create a dice that generates a random number.Almost got there, but I can't get the dice to stop continuously generating a new number.[code]
We are in the process of builing a statistics simulation for a client. One of the requirements of the simulation is to first generate a set of 1000 random numbers from a Normal (or Guassian) distribution.Does ActionScript have the builty in functionality to generate random numbers from anything other than a Uniform distribution?If this functionality is not built in, does anyone know of a component or pre-built script that can provide this functionality?How hard would it be, if either of the two options above are not possible, to generate random numbers from a Normal(Guassian) distribuion using ActionScript?
I'm trying to write code for webcam tracking + drawing generative lines. Main idea is that person passes the camera and it creates random size and colours lines. After lines fill screen up to 35%, screen become blank (as in the begining). So my questions are: 1. how to create random size and colours lines that appears by person tracked movement? (example could be that person is creating generative art by lines) 2. what functions should I use to count percents of filled screen? (I want that after 35% screen become blank as in the beginning. After that it just continue process from the beginning)
I am trying to write a script that generates a random letter, then sends that letter to random destinations on the stage. I have been unable to get it to work. I think there may be a conflict with my code, something that is incompatible with the as3 changes.
Im going through this method for generating a random image into a movie clip [URL] I was just wondering if theres a way to check if say for example image 4 has loaded into the movieClip previously (just before)...and if so....not load that image and randomly pick one of the other images
I have a dashboard I created using Flash CS5 using CS5.5 and ActionScript 3.It seems that while this dashboard is running, the FPS gets slower and slower over time (over several hours) I am thinking that I might have a memory leak but I am not sure how to find out.The project is a Flash Projector exe that loads 8 independent swfs.Each swf file essentially calls a web service and gets XML dataThey then dynamically create a bunch of TextFields,assigns an event listener (Event.ENTER_FRAME) and animates across the screen.When the TextField goes off the screen, I clean up the Text field by removing the EventListenerremoving the TextField and setting the TextField to null.