ActionScript 3.0 :: Creating Inverse Kinematic Tail For Predator Class
May 17, 2011
I've managed to create a flock with an eagle chasing it around using some available code. How to create an inverse kinematic tail for the predator class like a line of eagles chasing the flock. I've uploaded my code in a zip file.
I have a 3 ball chain which works perfectly. My question is what is the best way to attach a separate mc to the end of that chain? Can I use attachMovie and set its coordinates X and Y to that of the last of the chain, or shall I create an attach tail function.
wait for the two interfaces to load.you will see several buttons , now drag the "mix-me" button on the bottle or in the rectangular area on the bottom.a few moments later, a mixmovie appears. this mixmovie contains actionscript code to scroll the different recipes left and right.
now here is my problem.
I loaded the ****tail.swf file into an empty movie clip with instance name content_dummy. It loads perfectly but the actions in the ****tail.swf file seem all to be gone.This does not happen with the loadmovieNum method but I would prefer to have it loaded into the dummy movieclip, because it is more manageable ?
Newbie here. (sorry in advance if this has been asked already) I've seen a lot of mouse trailer effects with action script but I'm trying to find a way to make a similar 'trailer' or 'tail' effect to follow an object that is tweened on the stage. Anyone know how to do this? Example: sphere symbol is tweened and follows a guide in a arch. I'd like to apply an action so there is a tail to it that nicely trails the sphere to make a realistic looking comet shooting across the sky. (with bunch of dust or small stars sparkling behind)
I have been plagued with this problem for a while now, and this is my first time EVER posting on a forum.I am trying to add add a 'swash' tail from the Metroscript font to the last character in an input text field.
As a UI specialist, I am often asked to build tool-tip displays and other sorts of popups that display text. One of styles clients seem most keen on is text in a comic-book balloon. I would like to create this balloons programmatically (as opposed to embedding or linking to rendered graphics), because these balloons will have to change size at runtime, depending on how much text they have to hold.
Balloons are easy to draw for the most part: circles, rectangles or rounded-corner rectangles. The tough part, for me, is the tail (the little arrow-like part of the comic balloon that points towards the speaker). If you google comic balloon, you see that there are many varieties of tails. They ones clients request from me most often are curved. E.g...
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The tail will always be on the bottom of the balloon, and it will sometimes point left and sometimes point right. I have been trying to come up with tail-drawing algorithms for a while, but I'm not happy with the results. I'm basically stumbling around in the dark, changing variables, looking at the results, and using trial and error to try to move closer to the magic numbers that will work. "Work" just means a result that looks pleasing, which I realize is subjective. Most of my clients will be a happy with anything that looks reasonably good and professional.
I want this result to scale. And it would be great if it could work with as few inputs as possible, maybe just isFacingLeft, tailWidth and tailHeight (Which could maybe be a percentage of the whole balloon). Maybe an adjustable curveAmount.
If it matters, I'm using Flash/Actionscript, but any system that has some sort of turtle graphics engine should work pretty much the same way: I'm working with that standard flipped Cartesian grid (y increases downward), x and y coordinates, the ability to move a pen, draw lines and draw curves.One caveat: Flash only allows me to draw 3-point bezier curves -- start point, control point, end point.
Note: balloons won't have to scale after the are drawn.
I was reading about the "bones" tool in Flash CS4, and the IK library that comes with it, but I don't have access to CS4...so I'm wondering if there is a smilar tool and library for CS3 users, who may want to create these effects with Actionscript.
I am trying to find where the IKManager is located on my file system, so that I can import it into my project from Flex Builder. Though this class apparently comes standard with CS4, it's nowhere to be found on the filesystem. Can anyone point me in the right direction? Is it in a swc file?
is it possible to perform inverse trigonometric function using AS3? Actually , i want to calculate the angle of incidence of ball to the wall then reflect back it to angle of reflect.
Is there a way to generate an instance of a class that implements an interface based on the name of the class?
I am trying:
var ClassReference:Object = getDefinitionByName("movement.OuterSpaceMovement") as IMovement; var m:IMovement = new ClassReference as IMovement; trace("startup..." + m);
-But I am getting an error message ReferenceError: Error #1065 (OuterSpaceMovement) not defined.
I have several classes that implement the same interface (IMovement) but I need to be able to generate new instances of these classes and then pass these instances as a datatype (IMovement datatype) to other classes...
So then I tried:
var ClassReference:Class = getDefinitionByName("OuterSpaceMovement") as Class; var m:IMovement = new ClassReference() as IMovement; and this doesn't seem to work...but the following var m:IMovement = new OuterSpaceMovement();
I'm trying to create a new instance of a MovieClip when the original one has been used. Would sound easy enough. Just use: var
instanceName:ClassName = new ClassName();
the class name/mc in the library im trying to duplicate is MCg1 so
var instanceName:MCg1 = new MCg1(); right?
However, the particular object in the library i'm trying to duplicate has a base class that is an external class file (just to control it's drag drop functionality)... i.e baseclass is not set to the standard flash.display.MovieClip, or whatever the case maybe. So i end out with a: TypeError: Error #1009: Cannot access a property or method of a null object reference.
i am trying to edit a flash template with flash cs4.the problem is that there are some pictures in there that are hidden ( dont ask how is that possible becoz i dont know). to see this pictures i have to use distribute into layers. as i want to change this photos the problem is that after i change them i dont know how to do the invers of distribute into layers.... and as a result the template doesent work as it has to.
I've taken this problem far and wide, and it's a common one, too: Someone wants to use a mask inversely, hiding the masked object instead of revealing it. The only coded solution is to create a bigger "stage" mask with the inverse mask cut out. I understand the process, and have a slight grip on methods of executing it. Too bad it still will not work properly. I have employed two solutions to no avail. There was this simple option, and then there was this slightly harder option.
And where it works for some people, it is not working in my instance. If you look at my files, the masks cut out rather strangely. Is there something different about this situation that requires a different line of code, or am I simply using it wrong? To show you how they worked out, this is the goal: And this is what I ended up with after option 2: Because the object will be squishing and changing shape, creating the mask frame by frame would be a hassle. Changing the shape of a solid mask is a lot easier than moving the particular points of a "stage" mask manually.
I'm creating a slideshow where each slide can have:- a video or a still- 1 audio track or many (up to 3)- 1 button or many (up to 3)I was thinking that each slide can be it's own object, and then I would pass the video, audio, buttons, etc., into it as parameters:
I have a class that represents a turret in the center of my screen.When I hold down SPACE, I want it to create a "bullet"-object that moves in the direction of the turrets cannon, every frame the SPACE key is held down. I am having problems with this cause I am getting this error when I am trying to create the object:
Error #1009: Cannot access a property or method of a null object reference.
This is where the error occurs:
ActionScript Code: public function chaingun(x_:int, y_:int, rot:int, cd:Number, spd:Number, sprd:Number, life:Number) { this.Cooldown = cd; this.Speed = spd;
[code]....
PS: What happens is that when I press the SPACE key, the "turret" class event handler runs the function "Shoot_Chaingun" and that function creates a new Chaingun-object (which actually is a bullet), that inherits the x, y, and rotation of the turret, along with some additional varaibles, including lifetime. Then upon creation, I use "addChild(this)" to add it to the main stage, and "removeChild(this)" once it's lifetime is up.
EDIT: And also, I just realized I don't have a MovieClip linked to this chaingun class. How do I make sure that every time a chaingun object is made, the MovieClip is also loaded?
TypeError: Error #1009: Cannot access a property or method of a null object reference. at Tail/CheckCollision()[Tail::frame1:5] I have 2 movieclips, Head and Tail placed on stage (frame 1 and exported for AS) , head is the instance name of Head, Tail has tail_1,tail_2,tail_3,tail_4 instances, I'm trying to detect collision between those two. When head hits any instance of Tail class I want to remove tail_3 and tail_4 how can that be done?
I'm wondering if there are any nice ways of inversing a black and white / monochrome bitmapdata in AS3 which don't involve going through and setting each pixel by pixel?
For a site im working on I want an object to move thats hanging on a piece of wire made with the bone tool to move when my mouse is moved towards it so it would swing when the mouse is placed near.I thought using a simple code to move the movieclip attached to the bone would work but it just moves the movie clip and forgets about the kinematics. this is the code i used:
ActionScript Code: stage.addEventListener(Event.ENTER_FRAME,followmouse); function followmouse(event:Event):void { var dx:int = box.x - mouseX;
If you click the scroller in this .fla I've attached the text jumps away at first. The jump increases when you increase the [x]*dydrag function in value. I want the text to follow the inverse motion of the scroller very smoothly.
I want to create a rectangular box and add it to the stage. Easy enough.
At the moment I create custom classes and attach them to movie clips in the library via linkage, but in my example there is nothing to attach it to as it does not exist. How can I create a "generating class" like this?
I just want to call it with a call like
createRectangle() or possibly have some parameters createRectangle("200", "400")
Version: Flash CS4, AS3 is it possible to turn a given sprite into a Class with a given string as its name? The resulting class should then be available under that name in the current domain's definitions.ie.
createClass(someSprite, "someName"); .... var someClass:Class = getDefinitionByName("someName") as Class;
I am trying to create a class out of some code senocular wrote on another forum. The code controls the changing of a display object from one color to another. It's called InterpolateColor.I have managed to create a class out of the original code but I am trying to make the class static so that I don't have to create an instance of it in my controller class... I just want to access it by importing it at the top and then saying something like ActionScript Code:InterpolateColor.interpolate( _myMC, 0xFFFFFF );The problem, I keep getting errors when I try and change the class initialize line to ActionScript Code:static public class InterpolateColorWhat have I done wrong in my translation to a class that is preventing me from accessing this in a static way Here's the whole class:
first of all i `ve to say, that i am a total beginner in as3.. and also my english is not very well, but i hope u 'll be fiendly to me =) so lets go.. i am thinking about to create a design class for my project .. this class should load a xml-file, which contains some container: