Flash - Fastest Way To Get Negative Numbers?

Jun 10, 2011

Is there any Fastest way for this line?
ballAngelRadianVector = -ballAngelRadianVector;
And also this:
ballDegree = fee - ballDegree ;

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speed = 5;
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Is there a way to test if a number is negative or positive.I have some clips that position themselves on and off the stage. IF one moves in the other moves out the same direction the other is moving in. This also works the same in reverse. I'm trying to do this by checking the current clips position and see if its a negative or positive number. If its a positive then I can move it onto the stage and move the other off in the same direction. Maybe there is another way of doing this but I thought if I could check its value and see if its negative or positive it would be a start.

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I have a function set up to determine the speed of the mouse, if the mouse is moved to the left it is returned as a variable in a negative number. I also have a function to make a movie clip scroll along, at the moment if you set the speed to 3 it will move to the left. So a positive number will move the movieclip to the left So you can see my predicament because the numbers are opposite, is there way of reversing one of them?
Here it is in short

[Code]....

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I have an object that moves to wherever the mouse is clicked, I need to be able to determine the angle at which it is moving like so

[Code]....

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I'm not sure if if this has occurred to anyone before.... I'm using the built in tween-class of flash (cs4). In my script I try to display a notification-box using a slide-in effect: var slideIn = new Tween(this.warningBox, "width", Regular.easeOut, 0, 150, 0.5, true); This works. The box is invisible at start and then builds up like a flag unrolling from left to right. However, what I really want to do is sliding it in from right to left. So I tried to do this: var slideIn = new Tween(this.warningBox, "width", Regular.easeOut, 0, -150, 0.5, true); Obviously, I modified the warningbox so the pivot point is to the top right, but it still won't work. It seems the endvalue must not be a negative number. Can anyone confirm this, or have I missed something?

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I'm Trying to sort an array firstly with QUANTITY then STOCK LEVEL using the code below. This is fine, the Quantity sorts perfectly but the negative numbers are reversed??

[Code]...

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I am currently taking a value from another source and splitting it into Thousands / Hundreds / Tens / Ones to drive MC's containing images of numbers. Originally I was using this external value to drive a dynamic text box and that was absolutely fine. When the external value went below zero the dynamic text box reflected this and started counting downwards ie 0 -1, -2, -3 ......-100 etc etc. However with the system I am now trying to implement when the external value goes below zero my counters show 9999 and count down towards zero.

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Code:
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check if a negative number is less than another negative number. The if condition logic seems to be in order as far as i can tell but it doesent work for some reason :

Code:
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{
if (testnumber < -1)

[code]....

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[Code]...

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[Code]...

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<s:Group id="g1">
<s:Group id="g2" width="100" x="-40"/>
</s:Group>

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<s:Group id="g3">
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[code]......

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I have a large movieclip (2336 x 1752) and a stage of 800 x 600. I want to be able to drag the movieclip around the stage so no white is visible:

minimum x before I get whitespace: -1536
minimum y before I get whitespace: -1152
maximum x before I get whitespace: 0
maximum y before I get whitespace: 0

I have tried this:

Code:
var mcBounds = new Rectangle(-1536, -1152, 0, 0);
mc.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);
mc.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);

[code]...

But it doesn't drag at all...when I try it just moves it to it's maximum position and stays there.Is it because the rectangle can't have negative values?

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[Code]...

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E.g. Suppose that I have a collection of Sprites (a pool, in fact). Each sprite will be added to the stage and perform some action. After that, it will die. I don't want to pay the cost to dispose it (garbage collect) and create another (new) one every time so I'll keep the dead sprites in a collection.

Sometimes times I'll call a method that will add a sprite to the stage. This sprite can be a old one, if it is already dead, or a new one, if the pool don't have any free sprite.

One of the scenarios that pushed me to this question was a Particle System. A "head" particle leaving a "trail" of particles every frame and exploding into a flashy multitude of particles... Every frame...

Some times this counts up to 50.000 PNGs with motion, rotation, alpha, event dispatching, scale, etc... But, this is JUST ONE scenario...

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Here's an example.See the yellow polygon? Just adding it the grid nodes by it's vertices results in it NOT being added to 4 grid nodes that it does reside in.

My first thought is repeatedly casting rays along one of the edges from the normal of the edge until you find the intersection point with one of the other edges, of course checking for intersections with the grid edges until you reach the destination intersection with one of the other edges of the triangle. This would work, but is not particularly fast.

Although these triangles aren't being added/removed in real time, only when building the level, when constructing a level with say 100,000 polygons total, I obviously want it to be processed as quickly as possible.

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how to do this and not found much, so here goes:

I want to generate a variable number of random numbers less than 16 with no duplicate numbers

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