ActionScript 3.0 :: Animate By Increment And Then Change Direction?
Nov 15, 2011
i'm trying to animate a movie clip by subtracting from its y value and then when it reaches a negative value change direction and animate by adding to its y value until it's back to 0 and loop back and forth. what i have isn't working.
Code:
function Bodyloop(e:Event):void{
var direction:Boolean;
if(body.y > 0){
With mx:Box I can set the direction to be either "horizontal" or "vertical". I'd like to reverse the order of the components in the box though. For example:
I create a TLFTextField object at design time and need to change its direction at runtime, how this could be possible? the following code did not work and simply ignored: var myText:TLFTextField = MyText;myText.textFlow.direction = "rtl";
I want to change the dropdown driection of the calender of datefield.since my width of the application is small.and also i want to reduce the size of the datefield's calender control.
Is it possible to conditionally change the direction of a for loop in ActionScript? Example: for(if(condition){var x = 0; x<number; x++}else{var x=number; x>0; x--}){ //do something }
function moveStuff(){ if(Key.isDown(Key.DOWN)){ this._y += 5; } if(Key.isDown(Key.UP)){
[code]...
thats my basic Arrow key functions to move a movie clip lp_mc is my character in the left position so when left key is pressed it moves forwards but when right is presssed it moves backwards... i have a movieclip called rp_mc which is the same thing but facing the other way when right is pressed how do i swap the lp_mc for rp_mc so it changes direction?
what i have is a circle image (for this purpose lets say it looks like a clock). For example: when you click 3 o'clock, the whole clock needs to rotate around with the 3 o'clock btn at the 6 o'clock position (with the pivot point in the centre). each of the 'time' positions (2 o'clock, 3 o'clock, 4 o'clock ...etc) needs to be a button and thus be able to rotate around to the 6 o'clock position.This would seem simple enough by just using a.rotate value or using tween movieclips...however the tricky part is:the actionscript needs to determine which way the clock turns (anti/clockwise), dependant on where the clicked time-btn's position is. it needs to be some sort of if statement that says:if (3'oclock-btn) is positioned between 0 degrees (being original 12'oclock position) and 180 degrees (original 6 o'clock position), then rotate clockwise to the 6 o'clock position. If the (3o'clock btn) is positioned between 180degrees and 259 degrees (12 o'clock position), rotate anti-clockwise to the 6'oclock position.
I'm building a simple 360 degree image rotation effect using single frames and forward and back buttons. I'm new to AS3 and have managed to create functioning buttons... (so my code may be a bit odd!)But now I also want to advance frames by clicking and dragging on the image itself (or on an invisible button sat on top of the image).Although there are some threads here which have asked the same thing, I don't understand how they were answered. My code is below, and the file I am practising with is on:URL...At the moment if you click on the image area it will advance but as there is no code detecting mouse direction, it just goes forward. Can anyone help me understand how to implement a simple direction detection and then use this to decided whether to advance or go backwards.[code]
I want to make a movieclip moves smoothly and when it changes the direction, it can turn smoothly but not a sudden turn, I try out the code below. and the truning is odd: this.rotation = (Math.atan2(targetY-this.y, targetX-this.x )/Math.PI)*180;
I'm having a problem changing the direction of a movieclip using hitTestPoint. I have some balls on the screen that only move left, right, up and down. and pending the way they are moving they have to change direction. if they're moving right they have to change to up. left to down, up to right and down to left. I tried the following code for getting a ball moving moving right to change to up. note: movingDir is just a string i use to keep track of how the ball is moving and is defined initially in another class. here is a snippet from the ball class:
But I have a simple problem I think.I have a moving panel of images, and I want to be able to change the direction of the panel with the click of a button. Here's what I have so far:
var panelSpeed:Number = 1; var leftDirection:int = -1; var rightDirection:int = +1;
I'm having a problem changing the direction of a movieclip using hitTestPoint. I have some balls on the screen that only move left, right, up and down. and pending the way they are moving they have to change direction. if they're moving right they have to change to up. left to down, up to right and down to left. I tried the following code for getting a ball moving moving right to change to up.
note: movingDir is just a string i use to keep track of how the ball is moving and is defined initially in another class.
I'm trying to set up a script which would force an object to move through the stage until a particular point and than change direction. I wrote something like that:
onClipEvent (enterFrame) { moveUp = function () { this._y -= 1; if (this._y<-30) { this.onEnterFrame = moveDown; }}; moveDown = function () { this._y += 1; if (this._y>600) { this.onEnterFrame = moveUp; }}; this.onEnterFrame = moveUp; }
But it doesn't work. the object moves only one direction and does not change it.
I've got a movieclip which follows a predefined path (like in those tower defense games). Normally the mc changes the direction it faces with Math.atan2 method and then rotates the movieclip, but because this game is in a tilted view( in stead of directly from the top) I need it to change the frame in the MC according to the direction it's facing.
Is it possible to read out Math.atan2 method data, and then change the frame the MC is displaying, according to this data? I used [URl]...on-and-realism as a base for this game. If Math.atan2 method
[I am using one of the Random Movement Tutorials and as my moving object have a front and a back I wish them to flip horizontally when the change direction.They currently start face left and start moving left, when they start moving right I wish them to flip horizontally.[code]
anyone have a hint how to create with AS, leader dots? Meaning, I need to connect two points with growing leader dots that may change direction at right angles.
i have a scroller developed in as2. it basically scrolls continuously in a direction until the direction of the mouse is changed. the images of course loop in the continuous scroll. now the problem is that for 10-15 photos its ok. but when i feed it with 180 photos, it seems to show only 11. why would this be? any restriction on flash ??
I tried with AS2 to animate the movement of a cylinder going non stop up and down and with possibility to change speed. I managed the sliding down and the acceleration of the cylinder but it does not recognize the limit where it has to stop and make the movement backwards to starting position.[code]
I'm attaching the file so that you guys can see that? pretty basic. My main problem is to find out how can the mouse check the mouse position on stage and make the coverflow animate and the movieclip change angle depending on the side, I have to animate only 5 itens, here?s the AS:
have a ball with the name of mc which can be moved using the keyboard .. when you press the left mouse button shoots the ball, this ball and the other flies in the face where the cursor was in the shot .. but if you move the cursor to another location and shoot a second time then the second ball is also flying in the direction of the cursor and the first ball change direction toward a second shot ..
by the way you need to make a symbol and need to export for ActionScript and class name is "ball". And the button instant name is:bButton. So here's the script I wrote so far.
var boundaryRight:Number = stage.stageWidth; var boundaryLeft:Number = 0; var balls:Array;[code]....
As you can see that code made the multiple ball go to left and looping over and over again. So here's what I want to do. I want to make a button and when I click the button it'll change direction like click and it change direction to right. I click it again and it'll go left again. How do I write the code for that?
I know the hitTestObject produces a boolean value so if I ask it to ++ a variable it will continually increment until the objects have stopped hitting each other. But is there a way to just get it to increment a variable by 1 on collision?
I ask because I have a racing game and when the car crosses the start/finish line I want to increment "var lap" by 1.
there will be a simple solution to my problem. I have an onEnterFrame event that happens when I am dragging a wheel. At a certain point during dragging, a boolean statement is set to true, and a mc with 120 (120*3=360) frames is targeted, so that when the user drags a wheel, if rotation is incremented +/-3, the mc._currentframe is +/- one frame.
the mc is 120 slices serving as a mask of a circular bar, which is hidden or exposed depending on the rotation of the wheel by the user. The problem I have is tracking when the rotation has incremented by +/- 3, since Im using onEnterFrame I cant find out how to store the rotation variable somewhere when it hits the +/-3 mark, and then continuly check for the next increment. Here is the code :
The loop as follows:[code]The result is the last 3 array elements in the array shows on top of the rest element below it.Can someone show me how to alter the loop so that m._x start from 0 and icrement accordingly?
I am trying to increment a number by 0.1 but the return value is slightly out and I have no idea why.[code]I need it to output 99.9, 99.8, 99.7 etc I know I could smooth out the to my requirements, but why is it not returning exact amount?? --