I'm creating an animation where I want to simulate the increased velocity of particles with increased temperature. I was planning to just gradually have fewer frames per distance travelled on the screen, but I thought I'd check here to see if there's a less tedious way of doing this.
I'm creating a thermometer with the mercury animated as donations come in. I haven't touched flash in a long time, so be gentle.
How can I change the code below so the animation is faster without increasing the framerate?
var maxMercuryHeight = 192; // Mercury height at 100% var currentDonations = 80; // Percentage of donations taken var currentHeight = (currentDonations / 100) * maxMercuryHeight;
[Code]....
How can I make the animation ease out so it starts fast and slows down at the end?
I've been working on a flash animation that has been set to 12frames per second, but now my boss has told me it needs to be 25fps - but when i change the frame rate in 'modify>document' the whole thing just speeds up. Is there a way to increase the fps whilst retaining the original speed?
I have an animation on the timeline and I would like to increase the speed of the animation. I have tried increasing the fps and when I test it in flash, it works. But then I upload it onto my server online and it is still slow...
Also, I don't want to shorten the number of frames the animation takes as this will result in a edgy animation, whereas I want a smooth fast animation.
I have consecutive graphics being presented. I want them to start out slow then the speed at which they appear should increase steadily and quickly until they are flashing. So I am using this to time the animation:
setInterval(photoFlash,1000);
I guess what I am looking for is a way to do this:
setInterval(photoFlash,1000+100);
Where the interval is increased each time the function is run.
I am currently using a timer to add animated squares to the stage. I would like to make it so that each time a square is added, the timer starts to go faster. This is what I have so far, but it doesn't update in the actual timer.[code]
I was wondering how to optimize my XML to increase it's load speed. I am using XML to load articles onto stage. Now they load, but one article in particular takes over 20 seconds when I test it on my machine which leads me to believe that is flash player that is choking.
I trying to learn and follow some tutorials about classes and stuff like that. If you look att my code I have posted a object called "FallingObject" falls every third second in the speed of "y += 10;" I want my falling object to increase the speed every 20 second. How do I do that?
PHP Code:
var TimerFallingObject:Timer = new Timer(3000);TimerFallingObject.addEventListener(TimerEvent.TIMER, OnStartFallingObject);TimerFallingObject.start(); function OnStartFallingObject(e:Event){ var af:Sprite = new FallingObject(); af.x= Math.random()*640; addChild(af);}[code].....
So far I have this code for an object to follow the cursor on stage and change direction. Is it possible for the amount of objects to increase over time to follow the cursor?
I have randomly placed 40 pennies on the stage using a for loop, as well as making some of them smaller. They all start at the top of the stage and, right now, all fall down the stage at the same time.My trouble is trying to get the larger pennies to fall faster than the smaller pennies. I'm not sure how to single them out by size to control the speed.here is the code I have. I am only 3 weeks into ActionScript so please be specific (maybe provide an actual sample of code to use).[code]
Here is a link to what I mean: [URL]. I am spawing enemies by this right now:
public function newPlane(event:TimerEvent) { // random side, speed and altitude if (Math.random() > .5) { var side:String = "left"; } else { side = "right"; } var altitude:Number = Math.random() * 300 + 20; var speed:Number = Math.random() * 50 + 50; var p:Airplane = new Airplane(side,speed,altitude); addChild(p); airplanes.push(p); setNextPlane(); }
I want to add an animated .gif file to my movie. So I created a new symbol and then imported the .gif file to the stage. This created the symbol containing the animated .gif.I dragged the symbol onto the scene where I want it. However, the animation seems to play at a different speed (fps) than normal. So I changed the fps of the symbol (at bottom of Timeline where it says "fps"). But for some reason this changes the fps of the rest of the entire movie.
I'm tweening a movieclip from startX to finishX. The value of startX varies but finishX is a constant. But as the startX increases in value the animation appears to be quicker. How do I adjust the speed of the tween to ensure a consistant speed regardless of the value of startX?
I have a movie clip on my scene which has a speed applied to it making it move across the screen. This is duplicated when it reaches the other end of the screen.On my scene I have some action script which is acting as a timer. After a set time I want it to increase the speed of the movie clips, making the game become "harder". I seem to be able to manipulate the alpha of my movie clips but can't seem to trigger the speed increase.If i use a setInterval it seems to trigger the speed increase but it does it each time the movie clip is duplicated (so the delay resets, it does not change once and apply throughout)However, where I am changing the alpha I cannot seem to change the speed.
How can i detect mouse speed with AS 3.0, and then put speed limit? Also can i use speed var for anything else? *sorry for my bad English, i live in non-english-speaking country*
I don't know which is the best way to explain this, but I am making an accordion-style xml menu and I would like to position my items from left to right so that their "x" and "alpha" property increase gradually, as if it was calculated from Strong.easeIn, if you know what i mean.How would one go about this in actionscript?
I want to create a Flash or animated video that starts with a red dot on a black background. Gradually the dot increases in size and is actually text which says something such as "Buy American". How can this be done?
My game starts to slow down when you play it more than 2 minutes or so. Not adding the enemy bullets seems to solve the issue, but I'm sure there's nothing wrong with my bullet class![code]...
I have a MovieClip, "my_mc", that is hidden and shown when you MouseOver a grey block that is on the stage, similar to a tool tip. Inside of this MovieClip is a TextField, "my_textbox", and another MovieClip, "my_box". "my_box" is underneath the textbox and will hold the graphics for the tooltip.
What I am trying to do is add a Sprite to "my_box" and set it's alpha to 50%, or 0.5 AS3. Well, I accomplished doing this, however, when you Mouse Out then Mouse Over again, the alpha increases by 50%, to what seems 75% alpha now, instead of staying at 50%. Do it again and it goes up another 50%, so on and so forth.
I have tried setting the "my_box" alpha, as well as the alpha of the Sprite that is drawn inside, and it still does it. Also another piece of info, when I trace the alpha, I get 0.5, even though it appears to be solid red on screen, after a few MouseOver/MouseOuts. The source files are attached, but for those who don't want to download, here is the AS3 code:
I'm trying to create a puzzle/platform game where the environment flips (180 degrees) rotates (90 degrees) by increments when the player touches a power-up so to speak. The code I have for the power-up is:
onClipEvent (enterFrame) { if (_root.powerup, hitTest(_root.player)) { gotoAndStop(2);
Im trying to load an external swf(a gallery of images) and I want the images to show up on the website as they load so for example if the swf is 10% loaded, it should have loaded a few images but they dont show up unitl the external swf is 100% loaded
So instead of the viewer having to wait until the external swf is 100% loaded, I want the viewer to be able to see the images of the external swf as they load.
I just need to gradually attach mc one by one into stage then get bounce...What I have so far is I just attach the all the total mc simultaneously..so how's to attach one by one then get bounce...
Here's the code... springSpeed = .9; springDamp = .6; xscale = 120; yscale = 120; function bounce() { [Code] .....
I've been searching all over for an answer to this, but have not had much luck. I have an .xml file that loads its data into a DataGrid. However, I don't want all the data to load up at once. I would like it to load the first five records, and after x amount of seconds fade out and fade in with the next five records.