ActionScript 3.0 :: Shaking Stage With All Objects After Big Explosion
May 14, 2011
Is it real to make my stage shaking by actionscript? For example, shake the stage with all object after big explosion....But without touching objects (without their movement). Just cool effect. So?
i'm making a game with tanks at the moment, and there will be explosions happening from side to side on the screen. i was thinking that it would be good to pan the sounds, so explosions on the right of the stage would play on the right speaker etc.
i tried to do this by creating new sound objects for each explosion and then setting the pan for each, individually, but it seems that when i set the pan for one sound object, it sets that for all of them. is there a way around is?
I want to make an explosion and move other movieclips on stage depending on how far they are from the explosion point. If one mc is only 10px away from explosion it should go another 90px and if it is 75px away it should go another 25px. I can't get it to work (I don't remeber anything about vectors in math class..)
I used this (attachment) code to "shake" an image onMouseClick. It works fine on click, but when I change the CLICK event to ROLL_OVER and the corresponding function onRollOver, it doesn't work anymore. Does anybody know how to adapt it so that it works without problems onRollOver?The script is controlling the object Shakingimg, which is the MovieClip with the image I manipulate. And the Rollover effect should occur when going over this same image (maybe that's part of the problem).
I have drawn colored rods which I have placed in the library and have put one of each on the stage with instance names likeblueRod_mc, etc.I place them around with time-line code like blueRod_mc.x = 300.0;I have now created an Actionscript class called Problem.I build a new object from Problem which I have called Riddle.But when I put blueRod_mc.x = 300.0 in a method (of Problem),I get the message that blueRod is not accessible.So I triedstage.blueRod_mc.x = 300.0;That did not work either.
I'm writing a web based flash app that's written entirely in AS3. I have objects on the screen as part of a GUI. I would like the user to be able to resize the window, or make it full screen. I would like everything to auto-scale with the resize, but also remain in the same relative position on the stage.
I am a newby trying to create an animation in CS4 AS3 which simulates a gas explosion in a test chamber. I have a button that when clicked will produce a simulated spark inside the chamber which then will snowball into a gas explosion if the variables are correct.
Does anyone know how to create a simulated explosion in CS4 AS3 ?
I was hoping for assistance on how to recreate an explosion effect like Flash 8 adn MX used to have. It seems to be missing now. It is not in the presets. I tried to break apart but something is missing. How can accomplish this? I am trying to explode and IMAGE not TEXT.Particle tutorials seem to explode into hundreds of parts. Im looking for 12 to 16 exploded pieces. I'm not the great at AS2 or 3 but Again this is for an image not text so the simple Break apart doesnt seem to be working.
Ive attached the associated file, Its simply a partical generator that initially creates an explosion of particles which disipate after they stray a certain distance, but how can i remove the original particle movieclip from which Its formed?
How to recreate an explosion effect like Flash 8 adn MX used to have. It is not in the presets. I tried to break apart but something is missing. How can I accomplish this? I am trying to explode and IMAGE not TEXT. Particle tutorials seem to explode into hundreds of parts. I am looking for 12 to 16 exploded pieces. Again this is for an image not text so the simple Break apart doesn't seem to be working. I am Using Flash CS5.
I'm using Flash CS3, actionscript 2 to build a site in which I would like to have a line of text animation to slide off the screen, but I'm looking for something similar to almost a 'sideways explosion'.... it will be synched to the sound of a golf club swing, and I'm look for some way to get that instant explosion, with the letters plowing through each other and away as they fade off the page....
just wondering how i can add a small explosion like thing when the ball hits the yellow circle, and not just a picture appearing on the hit (game attached, and using adobe Cs5)
Here's a link to a particle explosion generator with many options to play with and it saves a transparent png sprite sheet: [URL] The same particle engine is used in my latest game:Tank Rush. But since my next game will use only sprite sheets for effects, I created this generator out of the tank rush engine.
I am creating a program and have some objects that animate from off the stage to on the stage. When I run the program in the flash player the objects that are off stage are visible. Is there anyway to stop this from happening. I suppose I could create a layer with a frame in it that could cover the off stage objects, but I am just wondering if there is a better way.
have a bunch off mc's that are controllable through buttons and using the key controls, but i need to make it so they stay within a 600*600 area within the stage
Almost finished constructing a web site (my first) now suddenly, in all the files, none of the objects are appearing on the stage only their registration points(the white circles right?). If I isolate the object it appears.
how would I go about creating a flash application that has the ability of extending beyond its object width and height on a page? I've seen those crazy flash ads which beg you to hover over them only to have it take over 3/4 of the page you are viewing. How are they doing that? Is it a combination of Javascript and Flash? Or, is it actually a really big stage that is somehow hidden in the HTML? Or (better yet) is there a magic way of pushing flash objects beyond the stage and out into the HTML?
I'm studying the code for a vertical shooter game that is given in the book "ActionScript Design Patterns 3.0." The author is explaining the factory pattern and so covers just that aspect of the code -- doesn't cover hit testing. I would like to figure out how to do hit testing for this example because it's similar to something I am planning.
The code for the game consists of 12 classes, abstract and concrete creator classes, abstract and concrete product classes and a Main class. These classes instantiate the ship and weapon objects at various points in their execution. I made a separate Collision class and I'm trying to find all the objects on the stage using this Collision class so I can hit test them with each other. Here's my code:
Is there a way to fix this code so I can access objects on the stage? Am I missing a cast somewhere? Or do I need a different approach to find objects on the stage in a multiclass game?
I have a problem with this code:[code]There are two overlapping objects on my stage: character_mc and vanish_mc. As soon as i start the scene [Ctrl+Enter] vanish_mc is VISUALLY removed. But the code still sees a collision somehow. How can i Entirely remove the object vanish_mc?
I'd like to be able to access some objects which are on the stage before compile time (e.g. in my .fla file). I can do this fine from the document class using the names I've assigned to them, but I need to be able to do this from other classes (instantiated at runtime) too.
What is the best way to go about this? Can I use the stage variable (this isn't looking likely from what I've read so far) somehow? Or do I need to pass in references to these objects from my document class when I create the instances of the class that needs to access them?
I'm having an issue accessing items on the stage from some imported code. I found this topic that discusses the same issue... [URL]
I'm not sure I totally understand how to go about this. I don't understand how to make the object global so I can access it from any class. (I have the same problem with an array I'm working with).
I have exported a page from InDesign to FLA that contains an InDesign multi-state object (MSO) and when I bring it into Flash and export as a SWF, the MSP just cycles through all the contained images. There's an Adobe KB that states that this is a known issue and that ActionScript can be used to stop the MSO from cycling. Does anyone know the ActionScript used to stop this?
I increased the size of my stage to 1280 x 1024 and now objects on the periphery have disappeared. When I zoom in they appear, but when I zoom out or export the movie the objects in the center are there but the objects around the edge do not appear. If I add an object and drag it to the edge I can watch it disappear as I am dragging it, but when I zoom in it is there. I have no masks and I need to create the video at the higher resolution, so I cannot resize the stage smaller.
I would like to start drag objects which is located in stage.There is movie clips in the stage which also encloses so many objects.when i click on any of the object it should be startdraged..Do u have any solution?
addEventListener(MouseEvent.MOUSE_UP, targetMC); function targetMC(MouseEvent:Event):void {
I am using math.random to randomly drop objects from the top of the stage. I had it working with one object. But as I wanted to increase the number to 6 objects, I added the following code: But I am "stuck" and so are the 6 objects at the top of the stage.[code]...
We are making a simple Flash game intended for mobile phones via Flash 5.5 using ActionScript 3.0.We are animating an array of objects vertically until they hit another object at the top of the stage.We instantiate each element of the array with one of 10 MovieClip animations.Each object has two event listeners; one to animate vertically and another to listen for a mouse click(which removes the object from the stage).We run into an issue when more than 10 objects are on the stage at one time.The issue is that the objects disappear sporadically and without explanation. We assume the problem is due to some type of memory/ garbage collection issue.Below is a snippit of our code that dispatches the MovieClip instances onto the stage.[code]What can we do in order for the MovieClips to not disappear?
Ok. So there are serveral methods to implement Collision detection like R-trees, Quadtrees, BSP trees Recursive Dimensional Clustering (RDC). Or maybe more.My problem is that I have about 6-8 enemies on stage, some of them moving some of them static and also I have the Hero who is shooting with three types of missiles at same time. So I get about 70-100 objects on stage at a time.My question is, which algorithm to use for this type of problem, and which is the common practice? Also which is the most efficient?I was thinking of implementing Quad trees but I read that thy can be slow, or I am wrong?