ActionScript 3.0 :: Rotating A Circular Set Of Links To A Specified Point/Angle?
Jan 27, 2010
I have a set of links (movie clips) arranged in a circle. When one of the links is clicked, I would like the circle of links to rotate until the selected link is in a certain position - straight down (90 degrees) in this case - and the others to maintain their positions relative to the clicked link (ie: they all move, but the distance between them is maintained). The behavior is intended to be like a bullet rotating into a chamber on a revolver, or - more accurately - like that of a Ferris Wheel. [URL] Here is my mangled version of the AS from the site linked above:
ActionScript Code:
// setting variables
var centerX = Stage.width/2; // Stage Center X
var centerY = Stage.height/2; // Stage Center Y
I have a slider which I want to use to rotate an image around it's center. This normally is easy but my problem is the clip is made dynamically and the size changes so I can't use the default registration point and I need to assign the center point before I rotate it. I found the rotateAroundExternalPoint function which rotates around a center point fine. How to get it to rotate to a certain angle and then have it stop at that angle. The rotateAroundExternalPoint increments the rotation rather then allowing me to set the angle to rotate to. Is there anyway that I can set what angle to rotate my clip to? It right now increments the rotation by the x coordinate of my slider bar (slider_position.x).
Code: import flash.geom.Matrix; import fl.motion.*; var mat:Matrix = clip.transform.matrix; addEventListener(Event.ENTER_FRAME,EnterFrame3); function EnterFrame3(event:Event) { var center_point_x = clip.height / 2 var center_point_y = clip.width / 2 // MatrixTransformer.rotateAroundExternalPoint(mat,center_point_x,center_point_y,slider_position.x); clip.transform.matrix = mat; }
I am trying to place leaves in a circle to create a flower with code. I run into some problems.Is it possible to rotate the leaves so they all rotate in the direction of the center of the flower? And is it possible to calculate how many leaves can fit around a certain circle radius without to much overlapping?
I have a circular rotating menu made up of a few buttons. When the mouse rolls over the a button in the movie clip (rotating menu) it stops. My question is how do I apply easing to it, here is the actionscript I applied to the buttons:
I have a rectangle A which does not rotate / move. I place movieclips having image B in A. Now I rotate this movie clip B.When the width / height of movieclip B with image is equal to width / height of A, then on rotating B some of the part come out of the A. hit test will not work in my case.solution to stop rotating B when it crosses A.
I am trying to rotate one movieclip while retaining the angle on the movieclips that are inside the first mc. In AS2 I can put this code one the movieclips:
How to do a Farris Wheel rotating animation in an angle? I tried frame by frame and it doesn't look that good and smooth. Something like this angle: [URL]
I am looking for a way to find a vector if I know one point and 1 angle. Like I have A(x, y) and a vector starting from A(x, y) with an angle. I would like to know the position on a point X (x, y) that can be anywhere on that vector. I only know the coordinates of A and the angle. Possible?? I guess it has to be a function...
I trained on flashMX back in the day and haven't done anything since so now I've got CS5 it's a bit like being at school again! I have a circular dial sat in the middle of the screen with an arrow placed on it's edge. How do I get the dial to rotate so it always faces the mouse pointer?
Does anyone know the code for finding the global positioning of X & Y co-ordinates of a click of a button which is constantly rotating, and then secondly the code for when you click on the button it displays a movie clip on top of it -(position of x & y when clicked) at the angle that you clicked it (so underneath the buttons are still rotating so other people can click them where they are)to explain the context, I'm trying to design a mock up of a circular interactive table when someone comes up to it and clicks on one of the buttons that are moving, it reads where the person clicked it and opens up a new box (movie clip) where they clicked it (at the angle) so its not upside down if you are at the topI've included my .fla file which shows the four buttons moving and a little diagramexplaining what I'm trying to do.
how I can count the B point's coordinates (see attached image... or not as I am a new user...pf!). I know the arrow's rotation - so the angle (let's say it is -120), A's coordinates (0, 0) - A is the middle point of the arrow, and that the distance between A and B is 50 px.
Flash noob here using cs3/as3. I'm trying to create a simple banner which fades between 2 images, looped. (This I can do!). What I'd like is to have each image link to a different url. I've tried changing the images to buttons with the following actionscript:
on (release) { getURL('http://www.mysite.com', '_self'); }
but get the following error: Mouse events are permitted only for button instances even though they are buttons! I thought this would be really simple, but obviously not! Any ideas are gratefully received.
I have a banner that I'm creating, it has 5 images that rotate via motion tweening. I've created an invisibile button (and also attempted to create multiple buttons) so that when you click on a specific image it will bring you to that URL. So far I have only gotten it to work for the final URL. No matter which image I click on, it only brings up that last URL.
Here is my code:
btn1.addEventListener(MouseEvent.CLICK, buttonClickHandler1); function buttonClickHandler1(event:MouseEvent):void { navigateToURL(new URLRequest("http://www.google.com")); }
concept I can't wrap my mind around.If you've been the the sitehe has a "picture map"I've seen this used at other sites too.But what the rotation. The pictures always rotate around the point you click on.I just don't get it. I understand the momentum and all for the swing though
So let's begin. I want to build a wheel which you can spin, similar to a roulette wheel. You can do this both ways (CW and CCW, this issue causing the bug, actually). The wheel has some acceleration to it too, and I achieve this by measuring the start and final angle of the drag movement, using Math.atan2(dy, dx). The problem is the following: atan2 outputs the following angle scheme, assuming the point relative to which the math is done is in the center of the circle.
atan2 returns a value measured in radians, so I'm using the classic angle*180/Math.PI formula. I've changed this original scheme into the following, using some simple math to shift the angles a bit, to resemble more accurate circle angles (going up to 360 degrees) The problem that I'm facing at the moment is should the user decide he wants to swipe clockwise, and moves through the right point, where 0 turns into 360 or 180 turns into -180, the whole angle difference thing is capsized. It registers a CCW movement (as if the user swiped his mouse all around the circle). So, I'm looking for some ideas as to how I can work around this small issue.
how can I make the green movieclip rotate in the point that the claw has catch it. To give an impression of physics. Here´s the image, to give you an idea:
The point (x,y) that the claw catches the colored movieclips below is not unique it can be any number. As long as the claw catches the colored movieclip.
I have the 3D rotating cube. Each panel of the cube is an image pulled in through actionscript. When you click on one of the panels, the cube straightens itself to show only the face you've clicked on. This is all great. However, I want to be able to click on that face again and have it link to a URL. This is where I get lost.
I feel like I'm ALMOST there - I've gotten it to work so that I can click the panel and it links to a URL, but right now every panel links to the same link. I haven't figured out how to make each panel link to its own separate URL. Here is the portion of code in my .FLA where I've added the linking action:
Code: setupFaceAction = function (cube) { for (var i = 0; i<cube.faceArray.length; i++) { var face = cube.faceArray[i]; face.onPress = function() { if (!cube.fading) { [Code] .....
This is the line I added to make it link when you click the panel after it's facing forward: Code: cube.getURL("[URL]", "_self");}
So I assume I need to set up some sort of array so I can have multiple links that correlate with the appropriate image. To make it clearer, I've attached all of my files, so you can see all the code. You'll find actionscript in the .FLA and two external actionscript files. I think "cube.as" may be where I need to do the work.
I searched online and found this script that is supposed to rotate and image but I'm not sure how to use, where to put in the degree angle that I want my sprites to rotate by. Also, I get an error. 1084: Syntax error: expecting identifier before leftparen. 1084: Syntax error: expecting rightparen before leftbrace.
var point:Point=new Point(spr_box.x+spr_box.width/2, spr_box.y+spr_box.height/2); rotateAroundCenter(spr_box,45); function rotateAroundCenter (ob:*, angleDegrees) {
I have a MovieClip, that is representing a character in my game. Id like to "create bullets" shooting out from the tip of my characters gun. Problem is that when my character turns around, also the point rotates around the MovieClips pivot.
Is it possible to anyhow easily track this point, so that I could dynamically create new objects at the same location.
I tried to add a new MC as a child to my character, with the initial position at the guntip. In some systems child-objects "follow" their parents around, but it didnt seem to work here.
Is there any other "native" way of doing this, or do I just have to have a Polar-coordinates representation of the point relative to character-MovieClips origin, and add the MC rotation to theta, so that I can calculate the X and Y coordinates?
I'm working on creating an animation in which there are insects randomly moving around - based on tutorials on this site. Does anybody know how to make the insect rotate so that it always points towards the direction of travel.here's what's on my movie clip:
I'm actually coding this in Java (with which I have just a few days experience), but as far as the logic goes, I thought this would still be an appropriate place. I'm making a Tetris-eque game and having trouble with rotation. Each shape (rectangle, L, "step", etc) consists of 4 or 5 smaller squares (image below), and I want to be able to rotate the pattern of squares 0, 90, 180 and 270 degrees around a designated point.
x = originX + cos(angle) * radius; y = originY + sin(angle) * radius;
I thought I understood these, but apparently not, since I can't seem to get it working� For each shape, I would declare the x, y coordinates for each of its smaller squares, relative to one another. Then, I'd send these values to a function that should take the pattern and rotate it according to the specified angle. In Java (to the best of my knowledge), the upper-left is always the "registration point" for graphics. So, I set the relative coordinates for the squares of each shape such that the left side of the leftmost square is at x = 0 and the top side of the uppermost square is at y = 0. Here's an example, the shape of a plus sign (+).
Code: //top-center x = squareWidth; y = 0;
[code]....
no rotation (just the shapes)and this is what happens when I implement the rotation adjustment.
I am trying to make a line point to wherever the cursor is when I stumbled upon the Math.atan2(); function. It appeared that i would put line.rotation = Math.atan2(1,1); to get 45 degrees or pi/4, but I was wrong. It barely moved the movieclip at all. So what I'm trying to do is to get this movie clip to rotate along with the mouse so the line is always pointing at the cursor. Also, how would you get movieclip to move along the line created by the line of these two points?
What I'm trying to do is make a dial-type of interface, where you click on a point on the edge of a circle and that point will rotate to another point at the top of the circle. What I can't figure out is how the make "Point B" rotate to "Point A", where "Point A" is always fixed at the top of the circle and "Point B" (and Point C and Point D, etc...) are located along different points on the edge of the circle. I'm using the tween function to rotate, so what I need to figure out is how to get the difference in the rotation between the two points.
I am trying to rotate some points around the center of the circle(0,0), however I'm getting weird values from the output. I've commented the problem code..
Code: var r:Number = 10;//radius var y:Number; var x:Number; var a:Number = 90;//angle of which the semi-circle is facing.. could be a random angle. var ax:Number;//rotated points [Code] .....
I am using the semicircle in BitmapData collision checking with getPixel(), with a moving circle...
I've been trying to figure this out for a while now and cannot get it to work. I have a movieclip that can be moved up, down, left and right with the arrow keys, and reflected/flipped using the arrow and control keys together. However, I want to be able to use the arrow keys and shift to rotate the movieclip about a point with x co-ordinate 230 and y co-ordinate 180, regardless as to whether or not the movie clip has been moved up, left, etc.I've tried several different codes based on examples I've found online, but none have worked. I cannot make sure the centre point of rotation never changes.