ActionScript 3.0 :: Cascading Particles/stars Etc?

Feb 10, 2009

I need to get something similar to this done in a short period of time, so I don't have much time to play around.

Does anyone have a similar code/tutorial or anything that resembles this?

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Compare <em>regular italic</em> and
<strong>bold text or event <em>bold italic.
</em></strong>
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ActionScript 2.0 :: Stars / Space Zoom Effect?

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I'm using the following code to spin a couple stars on the stage when the mouse rolls over them. Can't figure out how to make the stars slowly decrease in speed after the user rolls off though.

[Code]...

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ActionScript 2.0 :: Random Movieclip - Tracing All Stars With _x Values

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So. I have this relatively simple code

[Code]...

when I run it, there's this wierd random star just in the middle of the screen. I tried tracing all stars with _x values of 0, 200, undefined; _xscale values of 0, 100, undefined. There was nothing. I don't know why it's there. I don't even know if it has code in it. =/ Does anyone know what it is? Btw, I know it looks like crap ... sorta more like a glue gun than stars ... I have a better looking version, I just used this to try to disect the problem.

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i want to finish it in the end! i have this code which generated 20 stars and an ai player collects all of them (going for the one which is closest to it). This code was courtesy of -lauri... the code was

ActionScript Code:
import flash.events.Event;
import flash.display.MovieClip;[code].........

what i have currently is a player who moves around with the arrow keys collecting stars which appear at random moments... i wanted to make it so that the ai can also collect these stars and i am pretty sure that the code for that would be linked to what.

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I have an idea for something at work. I want to have stars hanging by strings from the top of my flash document. if the user mouses over these stars I want the star to lightly swing in the direction the mouse went over at. Almost as if you had a cardboard star hanging from the ceiling and you tapped it with your hand. I know this probably includes friction but my tests don't seem to work out the way I want. Does anyone know how to achieve this?

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I made this simple AS3 game that generates a random amount of stars on the stage. The user has to count the number of stars, punch that number into the input box and hit submit.The problem is that if the user wants to play again, he/she will have to go through the hassle of closing and re-opening game. That's why i'm now wondering how to make a reset button that re-generates the stars for the user to count again.URL...

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I've made it so when you die in my game, you explode into 20 particles which usually lags the game, especially if it's being played in a browser. I'm pretty sure that it's just because of the graphics,why it's causing so much lag? I've included the AS2 just encase.

Code:
//variables
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onEnterFrame = function () {[code]...

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Pushing Particles Away From The Mouse?

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I've been working on a little particle generator that produces intractable particles. When you click your mouse, they will move in a straight line away from where you clicked. Seems simple enough, but I can't quite get the formula right.

I want to pass two points and a magnitude scalar value into a function and have it move the particle along the line drawn through the two points, and only as far as the magnitude specifics.

For example:Let's say the particle is at the point P(10,10) and the mouse clicks at the point Q(15,15). I pass both those points and the magnitude 10, into my function.

The function then calculates the angle the particle should travel (45 degrees or PI/4 radians) and sends the particle to the point O(20,20), again, as specified by a magnitude of 10.

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Code:
stage.frameRate = 60;
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[Code]...

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ActionScript Code:
import flash.geom.*
import flash.display.*

[code]...

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[Code]...

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You notice that their are 'particles' falling from the position of the mouse but for some sort of stupid reason they get stuck at a certain point in time.

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I'm new to the forums here and new to AS3 (I have some AS2 experience, and lots of general programming experience).nd I've made a few tweaks, including most significantly, fading out and killing particles after a certain amount of time. But I have a problem: I can't figure out why some of my particles live longer than they should.In more detail:In particles.as, for each dust particle that gets generated, the fadeOut function should get called after half a second, and when that tween is done, the killParticle function should get called. This seems to work for most particles but every now and then a few particles will stick around (i.e. the fadeOut function won't get called)Watch the animation: linkOh, and I'd love to know if there's anything I can do to increase performance as well. This is pretty cpu-heavy right now.All my .fla file does is include particles.as. See code below.particles.as

Code:
import fl.transitions.Tween;
import fl.transitions.easing.*;

[code].....

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ActionScript 3.0 :: Make A Bunch Of Particles Jump Around?

May 4, 2009

I'm basically trying to make a bunch of particles jump around. I've used the draw tools to draw a small red puff. When you click the puff shoots up from the cursor a few pixels before falling down.
 
how to call the information from this .as file in another file. This way I will take out the click functionality from the file I have done and have the puffs shoot out automatically at the mouseX and mouseY coordinates.
 
I eventually want to have these puffs shoot out from a character as it runs across the screen in a game I have planned. It will make it much easier to have these puffs called from a seperate file I believe.
 
Here is the code I have so far:

[Code]......

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Flex :: Create Particles Structure From Text?

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I want to take any Text sting and form from it text formed by particles in actionscript 3 (In flash flex) I see I need some lib for this. but all libs Ive seen do not have such functionalyty by default...

So I want to get something like this

So Is there any sych lib? or way of doing it with some lib?

It should be Free and Opensource (any license like GPL, LGPL etc will be ok).

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Actionscript :: Redraw Hundreds Of Particles In Flash?

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I am just starting to learn flash/actionscript 3 and decided to code up a simple particle simulator.The very initial design simply involves filling the screen with a buncha particles which scatter away from the cursor if you were to click.This works, but is a bit unresponsive. I am using graphics.drawCircle() to draw the particles, and each particle is inherited from Sprite.

Listener for mouseclick event:

private function mouseClick(e:MouseEvent):void
{
trace("click");
var now:Date = new Date();
trace("Before: "+now.getTime());

[code]....

How should I make this more efficient? I plan on doing collision detection and other physics interactions later, and this is already a bit slow even without the hefty number crunching code I intend to add later.

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ActionScript 3.0 :: Generate A Random Number Of Particles?

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I am trying to generate a random number of particles (say between 1 and 4) per second, which would float up the screen from the bottom at a random X value (width is 1280 px). These particles should be a random size (say between 2 and 5 px in diameter) and a random opacity (say between 20 and 50%).

and all of this should be going on in the background while the rest of the flash actions are taking place.

How would I do this, I have been experimenting but have had very little success. It is something that I could easily do in after effects however I would like to keep file size small and allow for continuous uninterupted play.

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ActionScript 3.0 :: Add Particles From An Array Inside To A MovieClip

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ActionScript Code:
var myArray:Array = new Array();
for(var i=0; i<10; i++){
var p:Particle = new Particle();

[Code]....

I have this array of particles and I was wondering how can I add this particles inside a movieClip, in other words I would like to add particle "p" to a movieClip that I have on the stage with an instance name of "mainMC".

Also, is it possible to display the number of particles (p) inside mainMC in a text field? On this case I know it will be 10, but this will change.

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