ActionScript 3.0 :: Constrain Circle In A Circle On Startdrag?

Jan 6, 2012

I have been trying to get this right for hours now it cant be as hard as I am finding it! but basically I have a circle and in that circle is a circle and all I want is for the inner circle to not be able to leave its parent. that's it but I just cant get it to work.

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I have a draggable slider that looks like this:

The blue bar has the instance name track and the pink dot has the instance name puck.

I need the puck to be constrained within the blue area at all times, and this is where my maths failings work against me! So far I have the puck moving along the x axis only like this:

private function init():void
{
zeroPoint = track.x + (track.width/2);
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[Code]....

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ActionScript 2.0 :: Calculate The Direction And Speed A Circle Has After Colliding With A Static (non-moving) Circle?

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I'm developing a game atm, and I need some help on the mathematics/coding of colliding circles (and their change in x/y speed). What i need to know is how to calculate the direction and speed a circle has after colliding with a static (non-moving) circle. I know how to detect a collision between the two, but I'm not sure about the maths I need to give the circle the right speed and direction after the collision

If i do know how far away the two circle-points (in the middle of each) are to each other (in both x and y coords) would it be easy for me to find the new speed and direction of the large circle in the example above? I know that I somehow should use the angles to pretend the circle hits a flat "wall" (as it only hits one point), and then calculate the new speed/direction. My only problem is that I'm not sure how to decide the angle of this flat "wall" and how x and y speeds should change when colliding with a wall that is angled. Does anyone here have any insight, links or tips on how I can du this?

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I want to create circle, and put 8 points on it. So, user can drag each point in order to change it's shape.

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I have some following code:

Ref. - How to draw a continuous curved line from 3 given points at a time

package{import flash.display.Sprite;
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[Code].....

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On my enterframe I have:

Code:
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[code]....

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[URL]

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Code:

("animation", false, 0, 0, 300, 300);

but know joy...

my code:

////Button Listeners/////////////

Code:

// BtnNav listeners
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[code]....

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[Code]....

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[Code]...

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[code]...

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[code].....

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How do you get all the points that are on a circle?

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This is the sequence of the animation [url]...

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