ActionScript 3.0 :: Bouncing Effect Whilst Player Is Going Down Hill?
Sep 19, 2011
Im making a sidescroller/Platformer. I did not want my levels to be staright. so there is some variation in the terrain. But if the player is traveling down hill it kinda bounces. And i do not want this...
I am trying to work out a way to achieve the bouncing ball effect over text known from karaoke players? I would like this to be done programmatically with actionscript, so the ball follows the text and the soundfile (looking for pauses or DB rises?maybe not). I have heard its a question of finding the right algorithm? Its use will be in a language lab-like flash app based on Communication server, where the user can :
1) Hear the correct pronunciation of a sentence (with bouncing ball over text) 2) Record their own voice 3) Compare the two
I'm trying to make a UCI (user created interface) for the music player, Cowon D2. Basically, I am trying to create mirror effects for album art movie clips.
I have searched high and low but have been unable to find a suitable solution which would work on Flash Player 7 with Actionscript 2.0. I had started to lose hope but decided to ask on this forum as a last attempt.
I have previously just flipped the movie clips then set alphas on them. However, it does not look very nice. I would prefer a gradiented mirror image.
BitmapData and Matrix classes are however not supported by Flash Player 7.
I'm working on a site [URL] where I'm using an elastic effect on a window that will display the content. Code for elastic is on a frame: rate = .3; decay = .4; window.goal = 50; window._xscale = window._yscale = 0; window.onEnterFrame = function() { [Code] ..... Now all of this code works fantastic when I publish the movie for the Flash 6 Player, but when I change it to the latest Flash 7 Player it doesn't work.
I would like to know if there is a way of maintain the stroke size whilst resizing my object with actionscript.I have an object that imported from Illustrator with a 7pt stroke and would like that stroke to maintain its aspect even when resized to 10%
The site I'm developing at the moment has an FLV at the beginning which is used as an intro animation. I'm streaming it in using netStream but I've run into a problem.Is it possible to have th flv pause on the first frame of the video and then play once enough has been buffered? At the moment it shows a black screen sometimes.
I thought that a way to combat this would be to have a screenshot of the first frame that I display until it starts playing and then just remove it once the video gets to frame 2. However, I don't know how to track whether the playhead has gone past the first frame in flvs.
I've got Flash content that needs to run within a web page off a CD. It works fine if I change the security settings in the Flash Global Security settings screen but that can only be accessed online. So...an the security violation be overcome with a cross-domain XML on the local drive somehow?
I need to be able to continue rendering a SWF file whilst it is off screen or minimized. Taken from the adobe website: "This is an automatic feature in Flash Player since version 10.1. Flash Player minimizes processing when SWF content goes off-screen."
I have extensively searched around for a solution on this. One solution suggested was to use the HTML parameter "hasPriority" and set it to true which will ensure some things are not paused. SWF content will stop rendering regardless of this when off screen or hidden.Does anyone know if it is possible to disable this automatic feature so my SWF will continue to render off screen?
I have a Canvas (lets call it the Drop Box) which users can drag and drop external files onto. Next to this I have a ViewStack, of which one of the layers is a Canvas with a TileList. I have successfully managed to code it so that the items dropped onto the Drop Box appear in the TileList. I simply capture the darg drop event (lets call this event A) and dispatch a new one that the TileList is listening for (lets call this event B).
However, this only works if the ViewStack selectedIndex is set to that of the Canvas with the TileList. If the Canvas with the TileList isn't selected then the event listener which is added to the TileList at CreationComplete level (event B), won't be called until after the drag drop event has dispatched (event B). This means that something is firing before something even has a chance to listen for it!
I've tried looping until the Canvas with the TileList is completely drawn, but this causes the app to hang.
I've also tried passing the event to the Canvas and storing it locally, but when I attempt to access the clipboad of the event I get an error (dead clipboard).
Effectively I want to only dispatch the event to the Canvas after it's had a chance to load, and add the event listener to the TileList.
i have a big flash file that loads in but takes a noticeable amount of time to download. Its a header and i was just wondering if i could have an image instantly appear and then when the flash is downloaded seamlessly overlap it? Just wondering if there was an HTML to do this?
I am trying to resize a 2 or more movieclips, but when I resize them I want them to have a relative postion to one another for example decreasing the size of two movieclip touching each other, I would like the movieclips to maintain a relative x,y position.. so if decreased or increased in size they will still look the same.This movie clips are on the stage, so I can not attach it from the library.
Could anyone please tell me how I can change the number of milliseconds at which a setInterval function repeats, whilst the movie is running? I am using setInterval to call a function which duplicates a movieclip and I need the duplication to happen over decreasing amounts of time. The problem seems to be that the setInterval function only needs to be set once, so declaring it again with a new interval value isn't an option.
I'm currently design an application that when a button is pressed it expands to display further information.A major issue I am faced with is that if the button is pressed whilst contracting so that it expands again, the co-ordinates are saved from when it was clicked, meaning it will never return to its original state.
I either need a way of disabling the mouse click on the button whilst the TweenMax is doing its job in contracting the button, or by extracting the coordinates from an array. I've managed to get the array of coordinates from my menu class into the main class, but can't work out the best way in order to stop the problem from occuring.
I am using a mx:Resize effect to change the width of an image in Flex (leaving the height to look after itself) but I want the image to remain vertically centered on the page. Whilst I could calculate the aspect ratio of the photo, and work out the new y value to keep it centred, I would have to include a mx: Move effect too, and I am hopful that Flex has a simpler way. This is for a photo gallery where images are loaded at run-time, and swapped about.
So I really would like to avoid recalculating the aspect ratio and vertical position every time the updateComplete event fires, I tried putting my image inside a mx: VBox with verticalAlign="middle", thinking that the box would do all the centering for me, but this only seems to happen when the app first starts - i need it to gradually adjust the position during the period where the effect plays (to keep it central even when part-way through).
Ok i have been looking at a racing game and have used the tutorial from this link here:[URL]...What i am having trouble with is trying to create a scrolling background whilst keeping the car static in the centre of the screen. Ane example of what im trying to do is here:[URL]...So i have tried incorporating the code from that scrolling background example, into the car racing game itself but i am having trouble doing so. Is there any way that the code used from the scrolling background can be input into the racing game example to create this scrolling background effect?
Basically, what annoys me is that when I click a segment to activate the interpolated event, the datatips disappear for it's duration. Whilst this is only half a second, it still detracts from user experience. Is there anything I can do to avoid it??
then you will see that when you hit the walls or boundrys you "bounce" off them. I have accomplished stopping movement when hittest occurs but how shall I get the car to "bounce" off the walls. It would be great if you could supply the full code as I am not a great coder.
I am trying to make an effect on a button that when I mouse over it, it keeps jumping up and down smoothly and when mouse out it stops. I tried this but the result was really bad:
i have just came across the tutorial with physics/bouncing ball - so far i have encountered no problems in understanding it, but just a question:how do i stop the ball bouncing? do i have to equal it to a certain value or just drop in another if/else statement, because now the ball seems to bounce forever, since it gets every time multpilicated by a negative number.
I've got this ball that bounces around the screen. There are a bunch more that are made with the duplicate movie clip command. I want them to bounce off eachother, as well as the walls. The problem is, I cant just put the code on the original ball because then balls want to bounce off themselves which creates problems. So my question is, is there some kind of loop I can use to make it so each duplicate ball will bounce off the others but not itself?
I followed the tutorial about gravity, with bouncing, and I wanted to figure out how to test when it has stopped bouncing.
What I am trying to get at is say I had the objet bounce from a point, then when it has stopped bouncing, move left or right. Think of a person dropped from a plane with a parachute. He has to wait until he is firmly on the ground before he can start moving...thats what I want to do.
im was wondering if anyone knows the script for a ball bouncing off a paddle. I want the ball to bounce off the paddle in different directions depending on:
1) which side of the paddle it hits
2) which direction it came from
Ive only got this so far : script for the paddle
onClipEvent(enterFrame) { if (this.hitTest(_parent.ball)) //if this movieclip hits the movieclip 'ball' tellTarget(_root.ball) //tell the ball to:[code]....
I've been trying to recreate the yugop examplewhere the balls seem to bounce off each otherbut the difference is, they can also rest on top of each other.click to add more balls.
I have an image and I want it to have a reflection and to apply an effect onMouseOver so that image bounces (like a rubber ball) until it stops.I found this example (http:url]....)that does exactly what i want (except I want it to bounce just one time per mouse over), but this is for Flex and I cant manage to translate it to Flash.