ActionScript 3.0 :: Deflection Velocity - Use That Angle To Move The Character Away From The Object?
Apr 17, 2012
I am trying to make a little game its just a project to help me get my head around the maths,I receive an angle and I want to use that angle to move the character away from the object are there any good tutorials for understanding this principle, or even what the term is for this?
I can sorted Vertical and Horizontal collision. But I'm having trouble with collisions at an angle, e.g. a 45 degree ramp. My cousin says I have to work out the trajectory angle from the Xv and Yv but the closest I can get is:PHP Code:
i am following a tutorial from a book, Learning Actionscript 3.0, A Beginners Guide, where it discusses how to move an object in an agle. I have managed to get the app working fine, but i'm tryin to test it out in different angles but everytime i change it seems to go into the same angle.[code]Can somebody tell me why for everytime i changed the value of the degrees, it does not updat the movement of the ball please
i'm trying to work out how to get a movieclip (of an arrow) to rotate then move in the direction it is pointing, controlled using the keyboard. Below is the code i have written so far, I can't get it to move in the correct direction. I also can't get it to keep moving after only one key press.
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressDown);var stageW:uint=stage.stageWidth;var stageH:uint=stage.stageHeight; var speed:Number = 5; var angle:Number =45;
I have found a ton of tutorials with code that teaches you how to move a character, or move objects with arrow keys.... but I have found nothing that teaches you the code that allows the character in a video game to move an object around. like for example a character needs to slide a block across the ground so he can jump on it to reach platform that higher up.In my platformer game, I have figured out how to jump and move the character back and forth among the platforms with gravity, and thats as far as I have got.
We got an object tweening from point A to point B, and we can learn a few things from it using the onUpdate function.The program can be constantly storing it's actual x/y position and compare it to the previous position, versus time elapsed.I've seen several approaches but none seemed very impressive.Also, perhaps there is an engine (or more) that can return the object's current speed via the unUpdate function.How would YOU retrieve the object's current speed/velocity (pixels per second or millisecond) during a tween ?
i want simulate Billiard ball in my project. but my code does not work good. when start with (for example) 34 degree , when hit with wall(stage in this example) return with true degree. in flash , as3
I have my character movement down, and now I want the create a map. I want the screen to move with the character, and eventually I will have it so that at certain spots on the map, the screen will not let you move and stop and enemies will come out.
I've created a walk cycle using bone tool on a character but i don't know how to make it move from one part of the screen to the other. The character is made up of 6 layers, 4 of which are armatures and 2 have motion tweens.
A) When I hit the UP key to jump the character continues to move up as I hold the key down.
B) When I stop moving forward the frame of the stickman symbol for walking keeps playing and I want it so the frame labeled "idle" will play when I release right or left.
C) Is it possible to have an action for holding 2 keys at once? I want to have it so i can hold SPACE and RIGHT/LEFT to run.
My character's name is character. When left and right are pressed it tells me what's being pressed when I run it - it says there's no errors with the code. My character doesn't do anything though! [code]...
I am trying to find a way to have text start in a specific column depending on the character count.
Basically our site will have 3 columns. For example if the text only has about 300 Characters - it would start in the right column. If it had between 301 & 600 characters - it would start in the middle column and run to the right column. If it had more than 601 characters - it would start in the left column and run to the middle then right column.
I got a character to move. I want the player to be able to move the character to a button then press spacebar on it. Which will take them to another frame.
This is the code I got for the button but the trouble is u can press spacebar anywhere to go to the next frame.
on (keyPress "<Space>") { _root.gotoAndPlay(23); }
I am trying to assign buttons my on my 'gameScreen' to move my character. though I am receiving an error msg saying: Error #1010: A term is undefined and has no properties.at Mainas()
I have some texboxes which I need to stay a fixed distance away from another object at an angle.so I need to say textbox_mc position is 10 pixels away from my_Object at an angle of 35 degrees.The angle is changing and the object is moving, I think I can handle that if I know how to position by angle and distance.
I found a basic example of how to create something that'll shoot an object and create an arc based on an angle. I added a power Bar to it, but I noticed something bad about it.
The way it works the higher the speed is the further it goes and the faster it moves across the screen. This doesn't give me enough control. Because essentially I want fast moving projectiles but I want to also be able to shoot both near and far.
With this current system that's an impossibility.. Can anyone shed some light on how I can do this better? Here's the current way it's being done (important parts):
I'm making a shooter. Whenever my bullet starts flying and I move my character the bullet keeps moving with it. The rotating gun is in the body movieclip layer so it follows the body around and I can move the gun is there anyway to disconnect the bullet from also moving around with the body ?
Code: stage.frameRate = 30; var angle:Number = 0; var radiansToDegrees:Number = 180/Math.PI; var degreesToRadians:Number = Math.PI/180; var currentGeweer_mcRotation:Number; var Bullet_mcHolder:MovieClip = new MovieClip(); addChild(Bullet_mcHolder); [Code] .....
this works fine, just wondering if anyone has another way to handle it. it seems excessive to have 4 handlers for touch input, but i cant figure out any other way.
TOUCH_OVER and TOUCH_OUT check a switch statement to enable/disable buttons within buttonContainer.
TOUCH_BEGIN and TOUCH_END are used to store points and get a "swipe angle" (only if TOUCH_END is not over a button)
my only problem is i started having glitch's i think becuase so many listeners including: ORIENTATION_CHANGE, KeyboardEvents, Event.DEACTIVATE
this is why i ask if perhaps im missing someway to simplify the touch input listeners
how to do an object move towards the mouse when i move the mouse the towards the object and backwards when i move the move away, something liike the menu on [URL]
I know this is very noob, but I need a simple AS move and loop. Move an object across the stage and once out of site, loop and start over again? It needs to be a slow and endless loop.