ActionScript 3.0 :: Rotate A Sine Wave To An Arbitrary Angle?
Aug 5, 2011
I want to be able to take a general sine wave y=Math.sin(x) and rotate it around some other angle, so instead of going strictly left-to-right, I'd like to go from, say, the top left corner toward the "center," or from the bottom right to the center, or any other arbitrary angle. Like this: I want to be able to use that wave as a "path" for enemies in a game, but I cannot seem to wrap my head around it. I've tried matrix transformations, but I was missing something there, too, because the origin was wrong.
I want to make a movieclip move on random sine wave. (sine path)I m trying to do this for a week and cant get it good.I want to make the curves random. and acceleration too.(it will be a fish like character swimming)Like as in this game : http:[url]..........(the small character which swim and move smoothly)this is the portion of code im using now.
var tempEnemy:MovieClip = _root.attachMovie("enemy1","enemy_1,1); tempEnemy._x = 500; tempEnemy._y = 0;[code]..........
I have a logo that I made in Fireworks, and it looks decent, but I was wondering if anyone could mimic it with movement. For example, if someone could use actionscript to make it "wiggle" or wave like a flag in the wind, that would be awesome.
Notice how the blue line itself stays at about the same thickness (it barely starts getting thicker), but the shading around it thickens as it goes more and more to the right.
I'm generating a sine wave and playing it as a sound. But When I call SoundMixer.StopAll() it's causing a click when sounds stops. I think its because it's cutting the sound off in the middle of the wave, I was wondering of a way to make the sine wave slowly ripple out before i stop it. Is there already functions to do this in Action Script 3 or is my sine wave function i need to modify here is my code for the wave.
function sineWave(event:SampleDataEvent):void { var sample:Number for (var i:int=0; i<8192; i++) { sample = Math.sin((i+event.position) * ((2 * Math.PI)/44100) * freq); // freq is just any frequency event.data.writeFloat(sample * .15); event.data.writeFloat(sample * .15); } }
There are a couple of problems i'm having with this - the first is how to work out how to find where the tip of each sine curve is (ie the frequency) and the second is to work out how to rotate each object so that it slides sideways along the sine wave(note file is 800 x 600)here's my code: CarouselTest.as:
I am sooooooooo lost. I need help in making a movie clip go in a wave motion with only action script. basically I am trying to make a game and I am so lost on how to make the enemy come in and fly in a wave motion from the left to the right in an up and down motion. I thought it would be easy but I must be using the wrong code since my enemy plane is just fly from left to right and not going up and down.
I need help in making a movie clip go in a wave motion with only action script. basically I am trying to make a game and I am so lost on how to make the enemy come in and fly in a wave motion from the left to the right in an up and down motion.I thought it would be easy but I must be using the wrong code since my enemy plane is just fly from left to right and not going up and down.
i want to create a sine wave and its speed will change depends on change in freequency and wavelength . and stop the wave movement when we click stop button.[code]
Flash Tranformation Matrix via JsFL. I have to write a JsFL script that creates a text on my Flash scene, and rotate it with a random angle. Imagine I want to create and rotate a "Hello World!" at 45 degrees, my code looks like that:
rotateAngle = 45; //creates my new text at x:0, y:0 coordinates fl.getDocumentDOM().addNewText({left:0, top:0, right:10, bottom:10}); fl.getDocumentDOM().setTextString('Hello World!'); var mat = fl.getDocumentDOM().selection[0].matrix; [Code] .....
The problem is : the rotation applied to my text is 58.3 instead of 45. I have to admit that I'm kind of noob with matrix... so I used the "matrix transformation for rotation" here : [URL].
Essentially I'm just trying to rotate an object (mc) clockwise or anticlockwise depending on the value of a variable called 'angle'.If 'angle' is positive it should go anticlockwise.If 'angle' is negative it should go clockwise.
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 a specific request or a general pondering really.I know you can create a sine wave type thing with as, could you then perhaps create movie clips, letter by letter that would move along and up and down on this sine wave?could you then, instead of setting the size and scale of the sine wave have it react to the input levels of a mic.i've been hunting for something that will help for a while and have drawn a blank
is possible to draw a border around an arbitrary Shape (or Sprite) dynamically with ActionScript? From the IDE is really easy, just select the line color and click the Shape with the paint tool (S).How can we the same with Actionscript?
Is it possible to draw a border around an arbitrary Shape (or Sprite) dynamically with ActionScript? From the IDE is really easy, just select the line color and click the Shape with the paint tool (S).
I'm trying to figure out how to tile a rectangle (the stage) with an arbitrary number of rectangles. Simple tiling where all the tiles are the same size and simply stacked in a grid.I'm doing this with a resizable layout and a number of tiles that is arbitrary and will change over time.
Given a more or less 4:3 or 16:9 monitor I would like a solution that tends toward minimizing the perimeter of the tile and being similar in aspect ratio to the screen. I realize that if I have a prime number of tiles that I won't be able to make a nice grid, but other than that it seems there should be some way to do this.Lets say I have 231 tiles I need to arrange. The factors are 1, 3, 7, 11, 21, 33, 77 and 231.If the screen is really, really wide 1 x 231. Wide but not not as crazy wide as before 3 x 77. And most likely 11 x 21 is what I would need.So is there an easy way to do this on the fly? Is there a pre-calculated way to make it easy?
i have some arbitrary signal data which i'd like to get a frequency analysis of. it's not audio data. is there a way to coerce AS3's computeSpectrum() call into doing this work for me ?
Below is code that populates a menu. Everything seems to work great, with no errors thrown, except for one crucial part. My megaPages array has the values ["HOME","BABIES","BRIDALS","MISC","WEDDINGS","ABOUT"], but the actual text that displays on screen (which is produced by megaPages) is like this:
As you can see, some of the text is arbitrarily being truncated. I've traced the text strings as they get passed through the various functions at various stages of the menu-build, and they are always right, but somehow when each DisplayObject make it on screen, letters get ommitted (notice though that 'HOME' abd 'ABOUT' are fine). I don't even know where to start with this problem.
I have a floor plan of a building in PDF that I want to visualize as a map, using tools like MapBox, FusionMaps, or AmMap. I am willing to redraw the floor plan if needed. What format should the map data be in? What kind of tool can I use to create that data?
I have several custom functions that I import as .as files, but I frequently have to modify them to suit projects, which makes standardization and version tracking harder.Is there a way to pass arbitrary expressions to a function when it's called? For example, if I write the function,
Code: function foo(){ for(i=1; i<=1; i++){ trace(i); } }
would there be some way to attach an additional expression after the trace function during the function call? As in,
Code:
foo(do_stuff_here);
where the function would act as if it had said,
Code: function foo(){ for(i=1; i<=1; i++){ trace(i);
[code]....
but without modifying the original function?I realize I could add an expression to the original function within a conditional, and toggle it via an argument within the call, but since I don't know what I'll add next, or whether I'll need it next time, this would become impractical quickly.
I am trying to create a similar effect to what is used in CityVille for dropping coins and experience icons, they do a custom move animation and it first moves a little bit up and then down. It looks like it is following a spline or a sine function.
I'd like to convert an arbitrary string (or for easier process a string hash) to a float number between 0 and 1. The purpose is to create a function that returns a color code for a given string so the user always sees that entity in the same color that is generated from its name.OP included this code in comments (included here for readability):
var hashed:String = MD5.hash(input); // creates a 32 long hexa const max:Number = Number("0xffffffffffffffffffffffffffffffff"); var hashedHexa:Number = Number("0x" + hashed);
Basically I need to have text from a dynamic/input textfield to appear in a wavy line pattern automatically. Now I'm pretty sure it can be done fairly easily with the right knowledge but I unfortunately lack that knowledge.
The idea I had was that a string is broken into individual letters and each is placed along a sine curve of a set length/width - the string/characters are repeated if necessary in order that the full width of the curve is covered. Also note that the text need not be rotated to match the lines, only _x and _y values need to be adjusted.
I have to produce a design with dynamic text similar to this (my ascii art skills are crap so please imaging that these are wavy lines rather than zig zags):