ActionScript 3.0 :: Controlling Speed Of Falling Objects
Feb 19, 2011
I have randomly placed 40 pennies on the stage using a for loop, as well as making some of them smaller. They all start at the top of the stage and, right now, all fall down the stage at the same time.My trouble is trying to get the larger pennies to fall faster than the smaller pennies. I'm not sure how to single them out by size to control the speed.here is the code I have. I am only 3 weeks into ActionScript so please be specific (maybe provide an actual sample of code to use).[code]
I trying to learn and follow some tutorials about classes and stuff like that. If you look att my code I have posted a object called "FallingObject" falls every third second in the speed of "y += 10;" I want my falling object to increase the speed every 20 second. How do I do that?
PHP Code:
var TimerFallingObject:Timer = new Timer(3000);TimerFallingObject.addEventListener(TimerEvent.TIMER, OnStartFallingObject);TimerFallingObject.start(); function OnStartFallingObject(e:Event){ var af:Sprite = new FallingObject(); af.x= Math.random()*640; addChild(af);}[code].....
I have a serious problem with Action Script. I'm about to code a new Jump&Run game with a simple gravitation Engine. And this is where I got my problem I can not solve! When moving the player through the levels, I want to move the layers instead of him. So the player stays somehow where he is but the enemies, ground, items ... move around - as in most of these games. The gravitation is intendet to affect every item/enemy (by ENTER_FRAME) and moves every object downwards until it hits the ground.
The problem is, objects of different Layers somehow don't get the right hitTest information. So when having two objects - the first on the same layer as the ground, moving both, everything is fine. But as soon as I put the object into a separate container like "itemsContainer:MovieClip" and I move that, the object doesn't get the right result for hitTestPoints. (Maybe it has something to do with localToGlobal??)
I'm trying to develop a SWF Api that consists of a game that makes random objects fall from the top, each of them has different points, and then the points the player gets should be stored into a dinamic text called score, when the player doesn't take the ball, loses a life. Then, if the player catches it, the ball disappears and gives the points to the player.
I have a fixed amount of words. Lets say 20 words. I want each of these words to be put into symbols - so i have 20 symbols (box1...box20). Now i want the boxes to fall from the top of the screen and until they reach below the screen. But (and this is where i'm lost) I want to have them fall at different speeds AND I want to control how many boxes falls at a time. Starting out with one box and when this box is out of the screen I want to control the amount of boxes/symbols entering the screen next.
A function telling that next there should be i.e. three boxes entering and falling/floating across the screen (from just above the top of the screen untill they all have reached the bottom). And i want to be able to call a function which starts X boxes - even before the existing boxes in the scenes has dropped). It would be nice to have a function, ie. fallBox(3) , which may be called at any time.
I am attempting to create a game that will simulate groceries coming down a conveyor belt. The player acts as a bagger and must click and drag the groceries into designated bags (one for cold food and one for non-cold food). When the correct choice is made the food will disappear and the score will increase +1.
I have become overwhelmed by thinking about how to do this and have not found helpful answers that actually work when I try to compile them so I decided to ask. how I can have random grocery items fall down the screen? I assumed I could create an array of movieclips and have them be called to fall down randomly, but I am not sure how this would work.
I have a perctenage bar that loads up using Xscale. But my problem is it goes to the point and doesn't animate into the point its supose to stop at. Does anyone know how I can control the speed of it?
Code:
var peep1pct=(peep1loaded/peep1total); peepbar1_mc.bar1_mc.scaleX=peep1pct; peep1loaded_txt.text=(Math.round(peep1pct*100))+"%";
I am trying to make a game where you have random objects falling vertically and must land in a bucket. The bucket is controlled by the mouse(it follows the mouse).
I'm trying to control the exponential speed of the attached movie clip with AS but don't know where to start.I want the words to scroll through slowly at first and over 4 seconds the speed increases until they are all a blur.
I've been following/combining a few tutorials across the Internet. I'm looking at controlling the speed of a video with a slider. I've currently got the slider working and the video on stage but I'm a little unsure as to the algorithm required to make such a slider work. The video I want to control needs to move from half speed, 0.5-1 on left half of the bar and to double speed 1-2 on the right hand side of the bar.
In my document I have my actionscript on Layer 1. In this I duplicate an enemy movie clip.The controls for moving the enemy are inside the enemy movie clip, so setting speed, where to start from etc.On the Layer 1, I also run a script which acts as a timer, and when it reaches set values (eg. 10 seconds) it "levels up" (basically just changes background colour). I wand this to increase the speed of the enemy movie clips so that they get faster. I have this code:
I followed infinite menu tutorial somewhat successfully but not quite for this effect:The graphic is 2400 pixels wide and the movie is 600 pixels wide. But, for some reason it's skipping, and not showing the full image:What do I need to change in the code to make it roll continuously showing everything? I'm just clue
I am currently working on a Flash application in which I have several vertical bars that go across the window, and when one of the bars is clicked on, the others move to either the left or the right to create space to the right of the selected bar for a large image.[URL].. I have already written enough of the script to get the bars to move to where they should be when they are clicked on, but they do it instantly--there is no show of movement between point 1 and point 2 (this being the starting and ending x coordinates for each movieclip).
If you're wondering about any of my number values, they are the way they are because the document is 800 wide, it has 5 vertical bars within it, each of them 30 wide, and the bars are 5 pixels apart when placed next to each other. Anyways, here's the script I am currently working with:
[Code]...
With this code, all the speed variable does is determine the length of the pause before the bar goes from its original x coordinate to its final x coordinate. I have tried to replace the line that reads "clip3_mc._x += speed;" with several variations ("clip3_mc._x ++;" , "clip_mc._x = clip_mc._x + 15"), but I don't think that's the issue.
Intended idea: User is able to set a beat speed for a music making program.
I'm trying to use for (var i:Number = 0; i < (variable); i++) {"addChild" to duplicate movie clips to visibly show where the beat is and then move the movie clips at a constant rate to the left to get it out of the way and then eventually remove the child.
Problem: The movie clip isn't moving. Once it's spawned and in it's position as defined by the function, no outside function can control it.
Code: stop(); var yesorno:Boolean; var numba:int; var origbeat:MovieClip;
I'm creating an animation where I want to simulate the increased velocity of particles with increased temperature. I was planning to just gradually have fewer frames per distance travelled on the screen, but I thought I'd check here to see if there's a less tedious way of doing this.
Here is a link to what I mean: [URL]. I am spawing enemies by this right now:
public function newPlane(event:TimerEvent) { // random side, speed and altitude if (Math.random() > .5) { var side:String = "left"; } else { side = "right"; } var altitude:Number = Math.random() * 300 + 20; var speed:Number = Math.random() * 50 + 50; var p:Airplane = new Airplane(side,speed,altitude); addChild(p); airplanes.push(p); setNextPlane(); }
I'm doing a project that I have to use scenes in, I have a sound object that i want to be able to control in all scenes. I set up global variables for the sound object and a boolean to check if the sounds currently playing like this : PHP Code: _global.sound1= new Sound(); _global.sound1.attachSound("song"); _global.soundplaying = 0;
In each scene I have two buttons a stop and a play button, Heres my code for play: PHP Code: if(!_global.soundplaying){ _global.sound1.start(); _global.soundplaying = 1; }
And stop: PHP Code: _global.stewielaugh.stop(); _global.soundplaying = 0; Doesn't seem to work, if I press play in scene one and go to scene 2 and then return to scene one the sound can be played again on top of the already playing sound object.
How to control the scalability of certain objects in a flash file. I'm trying to create a full page flash site where the scale of the certain objects stays the same, but a background image scales to how large a user's screen is. A great example of this is at "[URL]."
I want to communicate with an object within a loaded swf. I know I can use this event listener and function to do so right when the swf has completed loading:
imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadSections) function loadSections(event:Event):void { event.target.content.mc.y+=2 }
But I want to be able to manipulate a given object from the loaded swf at any time not just when the loading is complete. So basically as long as the swf is loaded, is there a way to manipulate objects and call functions within that swf?
Let's say that I've a button object (instance of Flip) and a coin object (instance of Coin) on the stage. The coin object has two frames: one showing Heads and one for Tails.
MyCoin class is as following:
package { import flash.display.MovieClip; public class Coin extends MovieClip
[Code]....
Problem: How do I reach the coin object on the screen via onMouseClick function? Let's say that the object on the stage has instance name of myCoin. I suppose that had I not done this with an external class and simply used actions from the frame I could just use the instance name as a variable. I couldn't figure to do the same it in an external class. Do I first create the object which is already on the stage?
I have a few movie clips running swf's and I need a play/stop button in one clip to control the audio in another clip. The buttons are in the _root clip and the audio is contained in an swf I load into an empty 'content' movie. I have labelled the frame containing the audio but can't seem to use the object hierarchy to access it. On a somewhat similar note, is there a way to have the root movie display the bytes loaded/bytes total of a swf loading over top of the root movie, i.e. in a content empty movieclip?
I have some code here for some falling leaves. I was wondering how it can be altered so there is a delay between a group of leaves falling and the next group falling? also to slow down at the end of the fall? [code]
I am having problems controlling my sound objects. When the user clicks on a mc on the stage a sound (voice over) starts to play. But if she decides to listen to another sound, she can click on another movie clip...Problem is that when the user clicks on the second movie clip the first sound is still playing while sound number two starts playing as well. I would like the second sound object to replace the first...shouldn't this be possible by using the mySound.stop(); before initiating the new sound object.
Here is part of my code:
Movie Clip one:
on (press) { mySound=new Sound(this) mySound.attachSound("voice_one") mySound.start(0,1);
I want to add an animated .gif file to my movie. So I created a new symbol and then imported the .gif file to the stage. This created the symbol containing the animated .gif.I dragged the symbol onto the scene where I want it. However, the animation seems to play at a different speed (fps) than normal. So I changed the fps of the symbol (at bottom of Timeline where it says "fps"). But for some reason this changes the fps of the rest of the entire movie.
I'm tweening a movieclip from startX to finishX. The value of startX varies but finishX is a constant. But as the startX increases in value the animation appears to be quicker. How do I adjust the speed of the tween to ensure a consistant speed regardless of the value of startX?
I have a movie clip on my scene which has a speed applied to it making it move across the screen. This is duplicated when it reaches the other end of the screen.On my scene I have some action script which is acting as a timer. After a set time I want it to increase the speed of the movie clips, making the game become "harder". I seem to be able to manipulate the alpha of my movie clips but can't seem to trigger the speed increase.If i use a setInterval it seems to trigger the speed increase but it does it each time the movie clip is duplicated (so the delay resets, it does not change once and apply throughout)However, where I am changing the alpha I cannot seem to change the speed.