ActionScript 3.0 :: Flying Object Leave Glitter Behind That Floats To Ground
Oct 21, 2010
I've got an object flying through the air, but I want it so that the object leaves a trail of glitter behind itself and that glitter floats to the ground. What would be the best way to do this?
I got an object (called tempEnemy) which is flying around and shooting. The problem is that I can't keep the value tempEnemy.rotateTo positive, i.e. It shall be between 0 and 359 degrees. Currently rotateTo ranges from: rotateTo < 0 (bug) && rotateTo > 0 && rotateTo > 359 (bug). tempEnemy.dX = tempEnemy.destX - tempEnemy.x; tempEnemy.dY = tempEnemy.destY - tempEnemy.y;
//I added 180 because my tempEnemy object was looking and shooting to the wrong direction tempEnemy.rotateTo = (toDegrees(getRadians(tempEnemy.dX, tempEnemy.dY))) + 180; if (tempEnemy.rotateTo > tempEnemy.frame + 180) tempEnemy.rotateTo -= 360; if (tempEnemy.rotateTo < tempEnemy.frame - 180) tempEnemy.rotateTo += 360; tempEnemy.incFrame = int((tempEnemy.rotateTo - tempEnemy.frame) / tempEnemy.rotateSpeed);
Trying to create an object flying around using random movement. Instead of a straight line bounce-off-the-wall movement, I'm trying to get it to move in a curved path like a bee flying around.
Flash is known to behave in very unpredictable ways ways when it comes to manipulating data. I'm curious that if there is any performance/memory benefit to using Numbers instead of ints aside from values that need precision. I have heard that some basic operations in Flash may convert multiple times between the two type to resolve the expression. I've also heard that Flash runtime, under the hood, actually maps ints to non-precision Numbers/Floats during runtime. Is any of this true?
I have a flash object which dimension and position are as same as the HTML button. The button is under the flash object. I want when the flash is clicked and hovered, the button has the styles as if it is clicked and hovered at the same time. I am trying to call: ExternalInterface.call("mouseEventHandle", elementId, eventName); in flash to pass event to JS. And in JS(coffeescript): window.mouseEventHandle = (elementId, eventName) -> id = '#' + elementId switch event when "down" then console.log("down") when "up" then console.log("up") when "enter" then console.log("enter") else console.log("leave") # leave the function is responsible for styling the HTML button. The question is how to style the button under in JS? Or is there other way to achieve the goal?
I have made racing games in the past, but never a side scrolling type.Im trying to make one similar to this: http:[url]...But how would you keep the player on the ground? well not stuck to the ground because we would want the player to be able to use things like ramps.
im making a 2d game with platforms and walls and floors and such, i've got most of the physics i need. gravity, speed, ect. But when he is supposed to stop after "hitting the ground he just goes straight thru. The ground he should stop at is a mc called bg and inside is a mc called platform. what am i doing wrong?
Code: onClipEvent(enterFrame){ //Keeps Character from going thru the floor, roof & walls if(this.hitTest(_root.bg.platform)==true gravity = 0; }
i'm currently making a flash game which has ground and water.And its going to be big.For someone whos 13 like me i have problems.The script was edited recently so sorry to anyone who was working on it.the issues are underlined.here the script.
I have three movieclips in my library (Ground1, Ground2, Ground3). Depending on the game level I want to use a different one but I reference the ground movieclip through out the game. How can I declare the variable (i.e. var ground:Ground1
So I can set ground to a different library clip like this: if(level == 1){ ground = new Ground1(); } if(level == 2){ ground = new Ground2(); } if(level == 3){ ground = new Ground1(); } ground.scaleX = 10; ground.scaleY = 10; worldSprite.addChild(ground);
I have gotten to a point with my platform game where I am completely stuck. I have the player movement working fine but the only thing is, it doesn't fall off the blocks.
I have a Floor class which references the Character class and tells it to stop jumping when it is on a block through a hitTestObject. I have tried to research how other games have added functions but can't seem to find one which will work in mine.
I'm working on a game engine with a friend of mine, we plan to make it open source so other people can use it too for their own games. We basically have everything done, but I really want to add multiple ground instance support. I would like to use an Array, to call upon all ground layers on the stage, and put it into one call name for my gravity function. So I wouldn't have to have various strings for each ground instance.
Code: var groundArray:Array = [ground, ground2, ground3]; var groundtile:MovieClip = groundArray[1]; addChild(groundtile); This is my gravity.. [Code] .....
What I have so far works perfect without arrays.. When I add my above array, I don't get any errors.. but I fall through the ground.
I am using away3D and I have come across a stumbling block I cant get anyone to answer. I have tried EVERYTHING and I am not getting an answer on away3D forums.I place objects in 3D space. where the houses start at different y -value and z -value for reasons I dont know so they can look level.IT takes about 30 sec to load but here is my example of the problem . The objects move on the ground when they should not. I am just moving the camera. I dont underatnd how you place objects in 3D space in away3D.Here is the issue with my program after MANY hours of endless fiddling. The y value of the plane. It looks the same with value at -100 or -140 but it works at -140 where it is under all ojects. AT -100 it looks under all objects but doesnt move properly. Objects and the plane (ground) dont seem fixed.
// plane = new Plane({material:mygrass, name:"plane", z: 200,y:-100,x:-100, width:1000, height:1000, pushback:true}); plane = new Plane({material:mygrass, name:"plane", z: 200,y:-140,x:-100, width:1000,
So in my level 1, here's what I wanted it to look like:on enter frame, a few of my "drag-gable" buttons are going to fall to the ground, bounce a little bit and stop when they ran out of speed.Attached the file that I've already scripted the drag n drop on each button, now how do i script the "fall to the ground part"?
So I have a ground that's supposed to be, for the most part, curved. How can I find the utmost y point of the ground at a given x? The ground looks like so: The function I have right now sort-of works, but seems very inefficient. You input an x parameter, and the function loops using hitTestPoint with a constant x and a y that increases until it hits the ground. Then it returns that y value. Is there a better way to do this? This method seems like it would get slow.
Im trying to add flames while my spaceship is flying. When forward button is pressed the flame appears from the center of the ship and when the right or left button is pressed the flame appears from the right or left side of the ship, I tried to use gotoAndStop, but it only shows frame by the last pressed button, if I press two keys at same time I see only one flame. What should I do to see two frames at the same time?
I am having trouble getting a spaceship to fly through space in 3 dimensions. I was wondering if anyone knows of like some good example source code for 3D plane flying movement?
Or if someone could point me in the right direction for the Trigonometry equations,
Well, basically i need to make my game so my mc doesnt fall through the ground when he jumps or walks, coz so far all he does is jump, then fall through the floor.
trying to color objects that are flying around in my space game.When I shoot and hit them - the affected enemies shall blink. The graphics are pre-rendered (i.e. there's an rotation array and function where the degrees and their appropriate rotation for the objects are stored / calculated for better performance).
So - my idea was to enhance that rotation function with a functionality for additional coloring; but the colored AND rotated objects shall be stored apart of the normal rotated objects. To accomplish this I made a nested array:in row one there are 360 rotated graphics of one object and in row two there are 360 graphics of a rotated and colored object.
Problem: Coloring works but they are not rotated (always at 0 degrees).
Code: public function createRotationWithColorBlitArrayFromBD(sourceBitmapData:BitmapData, inc:int, offset:int = 0):Array { trace("sourceBitmapData.width=" + sourceBitmapData.width);
When I implement the hitTest all the objects stop flying. Is it becaus too much is happening and the CPU has to think - I don't think so - my game is so basic. By the way, somewhere along the line I will use loops and arrays but at the moment I know what's going on in my code.
I have been looking all over the internet for a tutorial to which will show me how to re-create this effect on images.[url]...
I dont want to install these 3rd party components, because the project I am working on at present, may in future need to be edited by other designers/developers.
How should I code/setup a camera animation where the camera zooms in on an animation (just cubes) and when it reaches the appropriate view the animation starts?
I am trying to create a movieclip in which different colored birds are flying..I am tring to duplicate two or more MovieClips at the same time..but only either of them Works How should I modify the code so that I can achieve that ?
PHP Code:
function birds() { for (m=1; m<=10; m++) { firstEnem y= "bird"+1;
I've created a flying bird movieclip. Now I just want to make a flock but I don't want to use action script. I can reuse the same movieclip but then they are all identical. They are all flapping their wings at the same time. Which isn't really realistic. And any changes I make to one of them, they all change. What I want to do is say, if I click and drag my bird animation into the stage three times I'll have three flying birds. But now I want to change them individually. For example, have each flapping their wings at different speeds etc. Is this possible?
im trying to create a basic spaceship flying game and the first problem ive got is controlling the ship.the controls i need are thrust and left-rotate and right-rotate. much like this,[URL]..at the start this tut mentions 'game control tutorials' does anyone know where these are? i think i would find these useful. the above tut doesnt go into scripting.