ActionScript 2.0 :: Timer - How To Split Calculation
Jul 19, 2005[Code]...
How can we split this kind of calculations
[Code]...
How can we split this kind of calculations
So i think i have fully coded my calculator but it still doesn't seem to be performing the calculations correctly. I can't see where i am going wrong. If i perform a calculation let's say 6*2 it outputs NaN then i straight away + by let's say 5 it outputs NaN again. And it doesn't make the operators display only once, so if i click on '+' twice it will display twice in the display when it is meant to only display once and in one of my functions i cleared the display field so that it would replace the number's when the next operation is performed but it doesn't seem to be doing that. I have been going over the code several times but i can't seem to identify where the problem is coming from.
Actionscript Code:[code].....
I have not added the full code as it is too long, i have just added the parts which relate to each other. I am just doing everything entirely through actionscript, nothing is on stage apart from the display and answer text fields.
I'm trying to calculate age in flex. I've found this previous question url...[code]but I don't understand 100% whats going on.How do I go Implementing this into my code say if the date was 12/23/1990?Also How would I go about modifying this code to calculate the age if two dates are provided instead of using the current date? eg. 12/23/1990 - 10/15/1999
View 2 Replies59.99 + 10 = 69.99 is true.but if we trace it with flash as bellow trace(59.99 + 10 == 69.99)it says false.is the above condition is an exception?
View 7 RepliesI have a actionscript calculation that initially calculates a value of infinity. Is there a "if" statement you can perform until the calculation actually calculates a real number (0-100)?
View 14 RepliesIs there a way to calculate the distance between the origin of a movieClip at, say, (x:500, y:0, z:0) and one at, (x:500, y:0, z:50)?? And lets say the vanishing point is (0,0) and the perspective angle is 50.
I know that the eq for finding the distance between two points in 3D space is:
d = ((x1-x2)^2 +(y1-y2)^2+(z1-z2)^2)^(1/2)
the problem is I dont know x2 (the x value of MC2 (the one set at z = 50)).
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So got a very odd result from a maths operation:
Code:
var myNumber = 6.3 + 9.1;
trace(myNumber);
[code]....
I'm making a game based on pong. At the start of a round, the ball will go in a random direction and when the ball hits a paddle the ball will move in a certain direction depending where it hit the paddle. The more centralized the hit is, the more straight the bounce is. Here's the tricky bit: the ball may hit either a vertical or horizontal paddle and I want the xspeed(horizontal movement) or yspeed(vertical movement) of the ball to increase/decrease in proportion to the opposite speed while keeping the same general speed of the ball(it can decrease and increase). Here's an example(you might want to get a pen/pencil and a piece of paper):
Let's say the ball is moving at 45 degrees(so it's going downward right) and hits a horizontal paddle smack dab in the middle, thus it goes at 270 degrees(straight up). So, at first the xspeed and yspeed are both the same, then the xspeed is zero and the yspeed is at the max(to the general speed).However, let's say that the ball hits the same paddle but at the edge(either edge will do the same) thus making the ball go at a near 360 degree angle, making the xspeed near max and yspeed almost zero. Like I said, I want the two speeds to increase/decrease in proportion to the general speed, this is so that xspeed or the yspeed don't exceed the general speed.
I need to do a simple calculation and have it update and display the result without me having to click a button.On the stage I have two text fields.The one on the left is a input text field with the instance name of "input" (without the quotes)To the right is the other text field. It is a dynamic field with the instance name of "output" (again, without the quotes)When typing into the input field I want it to multiple the value by 10 and display the result in the output field.If I then change the input value it needs to automatically update the output field.
View 4 RepliesIs there a way to calculate the distance between the origin of a movieClip at, say, (x:500, y:0, z:0) and one at, (x:500, y:0, z:50)?? And lets say the vanishing point is (0,0) and the perspective angle is 50.
And its not just straight geom because we dont know the ACTUAL x value of the second MC. It thinks its at x:500 but when you look it will look farther to the right than 500
see: [URL]
EXAMPLE 1
Code:
a = 98587
b = 0711
c = a - b
This results with c = 98130 which is wrong it should be 97876.
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I have XML data that looks like this: 197,168,198,168,204,168,206,168,207,169,208,etc This stuff is XY coordinate pairs, X1, Y1, X2, Y2, X3, Y3, etc. and are used by a drawing function to trace out a particular freeform shape. This array of data is usually 200-400 items long.Here is the AS code that is handling the reading of the XML and the drawing of the shape. This all works wonderfully:
[code]...
I am looking at the array and grabbing some points out, namely the first and last XY pairs, which I need for something else. That's the origXexp, origYexp stuff.The real problem is that I need to run a mathematical calculation on the data in this array. While this is a little hard to explain, I need to create a variable, let's call it expert_area, and then sequentially rip through that long string of numbers and do the following math (I'll use the simple X1 Y1 example): expert_area=0 expert_area = expert_area+((X1*Y2 - X2*Y1)/2)
where we move through the long string a pair at a time. So the first calculation would be (X1*Y2 - X2*Y1), the next would be (X2*Y3 - X3*Y2), (X3*Y4 - X4*Y3), etc. I've tried building loops to get the length of the expertArray[i] and then using that as the basis to proceed through the data. But everything I try either produces no results, or gets Flash stuck in an infinite loop. I'm unsure of where to put this, and how to construct it.
The following is the code for the press button:
Code:
on (press) {
var charges:Number = Number(charges_txt.text);
var payments:Number = Number(payments_txt.text);
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on the dynamic text labeled PERCENTAGE I cant get it to give me just 2 decimals.
I´d like to know how would I make a formula for the calculation of speed.It´s not as simple as distance divided by time.I want something different.I have an helicopter.This helicopter is landed.He will take off with a small speed, but increasing speed.What I want is.This helicopter movement. In other words, increasing vertical speed, in a given time, say, 2.4 seconds, in a give distance, say, 100 pixels.After that he keeps vertical speed constantly. So I think the helicopter will start with its vertical speed slow, increasing, then, decreasing untill it reachs its constant vertical speed.
View 1 RepliesI am trying to center an image in the middle of the stage and scale it proportionally to the correct aspect ratio based on its loader's size when the image is loading.
In my main app runner I do:
private var rec:Rectangle = new Rectangle();
private var img:BitmapDisplay = new BitmapDisplay();
stage.addEventListener(Event.RESIZE, setRect);
img.imageURL = "some/path/to/image.jpg";
addChild(img);
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I'm trying to work this out if anyone can help. I have a function:[code]....when I pause the movieclip set at 30fps the sec,min stop but the frame var keeps running in the onEnterFrame loop. Basically I am trying to count frame by frame in a movieclip, and every 30 frames the frame var will reset to zero.
View 9 RepliesBasically I have used PerspectiveProjection so I may rotate multiple images about their centre so they don't appear differently rotated because of their x-position on the stage.My problem is calculating the width of the rotated images. When I rotate an image 45 degrees, my width ends up being ~146, but based on the following (my comments from my code), it should be closer to 141:
Code:
// ^C
// / |
[code]......
I'm trying to display a range of dynamic textfields, using an array.
I can place everything on the stage fine, but I just can't figure out the maths behind placing each textfield next to each other horizontally. So, despite the length of the word, the spacing between each textfield is the same, e.g. 10px.
I'm sooooo eager for this one little calculation!
Code:
var myArray:Array = new Array("little", "looooooong", "huuuuuuuuuuuuuggeeeeee", "tiny");
var container_mc:MovieClip = new MovieClip();
container_mc.x = 80;
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im new to Action script 3 and im having problems i cant get a calculation to work across multiple frames and then to have the answer passed to an other frame plz help
View 1 RepliesI am working on a very simple game in Flash. I want to make all the animations framerate agnostic, so that I can change the framerate without affecting the flow and speed of the game.I read somewhere that if you want to do that, you simply create a Timer object and attach an event listener to this timer.
What if I have many objects that have to listen to the same timer? See the code to understand what I am trying to do. At this stage nothing breaks, but the event does not fire.Here is the Main class, the one that runs on swf execution:
public class Main extends MovieClip {
private static var _stage:Stage;
private static var _timer:Timer;
[code]....
I am in a requirement where I need to calculate the bandwidth usage of rtmp streaming. Is there any way I can calculate the number of total bytes I have download during the rtmp streaming?
View 2 RepliesI've created a series of calculations, and I've got that part down. Now, I just need it to show up in the movie.
I've created the dynamic text box in Flash (CS3), but when I hit test, it won't show up.
After all the calculations, I should have a figure that I call totalmoney. My dynamic text box is called total. The user doesn't need to hit anything for it to appear. It just appears as part of the movie.
Here's my code:
stop();
var startDate:Date = new Date(2010,0,12); // use your startyear, startmonth, startdate in the new Date() parameters.var currentDate:Date = new Date(); // assuming user's clock is correct and in your timezone. else use server
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I want to get a value between 1 and 50 placing a value of 100 which will be the variable computerTotal:
Code:
computerPlay = Math.ceil(Math.random()*computerTotal);
Here of course it will display a number between 1 and 100 (computerTotal = 100)
What i want is to have a random number between 1 and the half of computerTotal
How could this be accomplished?
I ve a bit of missunderstood about functions: as i read the functions works:
basically 2 types:
named (can be lonely)
unamed (need and object)
- can i define a function wherever i want? ( _root, MC...) and call it from everywhere?, before or after i created it?
- if the variables of a function are local variables of that function. How can i store the result of a calculation of the function, in a variable outside it?
I'm not 100% sure thats the problem, but It seems so. One other thing it could be, is maybe the screen doesnt update untill an event listener has completely finished?
Anyway here is my problem: My app does some pretty heavy calculations when the user clicks on a certain button. From testing, the calculation can take up to 3 seconds to complete. What I want to happen is, as soon as the user clicks the button, a "please wait" appears in the middle of the screen. 3 seconds later, after the calculations have completed, the "please wait" sprite disappears again.
However I cant seem to make that happen. Right now, when the user clicks the button, the please wait sprite does not show up at all. Using trace statements I'm pretty sure whats actually happening is, after the 3 seconds of calculations, the please wait sprite is set to visible and then invisible at essentially the same time, so you dont actually get to see it on screen.
Heres the code:
Code:
private function mouseDownListener(e:MouseEvent):void {
pleaseWaitSprite.visible = true;
trace("now visible");
[code]....
The trace statements "now visible" and "now invisible" show up at exactly the same time in the output window, even though there is 3 seconds of calculations between them. I guess the same thing is happening with the visible code.
Ive tried e.updateAfterEvent() but not surprisingly that didnt help. I think I need something more like e.updateDuringEvent() ... ?
I have am wanting to do a quick calculation based on the mouse position.here is what I am trying to do.I have an item the site on the stage
stage.width = 400;
object.width = 900;
object.x needs to be at its most -900 and at its least -225.
and based on the mouse position on the stage object will scroll within these bounds.I have all the functional done but just need to know the basic equation to find these points.
I'm making a simple calculator, where user can enter values into textboxes and then hit the calc button. E.g.
this.sales_txt.text = "8.50"
this.buying_txt.text = "3"
var marginPerLitre:Number = parseFloat(this.sales_txt.text) - parseFloat(this.buying_txt.text)
trace(marginPerLitre) // = 5.5 <--
I need the output to equal 5.50
What is the difference between Timer.stop() and Timer.reset() functions because it seems that the 2 functions do the same thing? I image Timer.stop() to stop the timer and when Timer.start() is called the timer starts from where it stopped. For example, if I have a 3 sec. timer (3000 ms). If I stop the timer after 2.5 sec. and start the timer again, I would expect the timer to expire/trip within .5 sec.
View 1 RepliesI have a ActionScript 3.0 project and I have a timer that is running on 1000 millisecond intervals. I would like to delay this timer for 1500 milliseconds perform an action and start the timer again after the delay. I thought I could do this easily, but I'm having trouble, would it be better to stop the timer and perform the action and then listen for the action to be completed to start the timer again?
View 1 RepliesIn my case, the timer I make doesn't reduce its time whenever a function is called. What code will I change or add in order to reduce the time in my timer? [code]At this point the timer.start(); is placed on a frame so that the timer starts as it enters the frame.
View 1 Replies