IDE :: Screen Move At A Constant Speed When A Button Is Pressed?
Jul 7, 2009
I want to have something on the screen move at a constant speed when a button is pressed. I'm not sure how to go about it. I have this for it to move 5 pixels at a time but I want it to move continually on holding the mouse down.
I have Adobe Flash CS 5 and have been having difficulties trying to get a created tween to move at a constant speed. I have been converting a graphic I've created to a symbol and turning it into a motion tween, however I have only figured out how to move the tween on a frame by frame basis. Is there a way I can map out the full trajectory of the tween and then set it to travel along that pathway at a constant speed rather than moving from point to point within a certain number of frames? The desired result is a green circle that will bounce off the edges of the computer screen/window as it moves along at a constant speed in the appropriate direction. I am a flash novice and have been fiddling with the program for a few days
Basically I have a MC called "__root.T1" that when a button is pressed it will move to the specified location and then it's alpha property will be zero. the alpha property to the functionstartEasing(_root.T1, 50.4, 161.9, 10);
function startEasing(object, endX, endY, frames) { yourTween = new mx.transitions.Tween(object, "_x", mx.transitions.easing.Regular.easeInOut, object._x, endX, frames);
I'm trying to put together a sideshow using a modification of load_images.fla (a sample file supplied with Flash) combined the the 'Kirupa Menu with Slider' tutorial ([URL]) The slideshow uses a 'next' & 'previous' button to click thought the images. In addition to this I have a separate slide menu navigation (currently just numbers 1-7), with a rectangle highlighting the number of the image being viewed. I would like to move the rectangle to show which image is being viewed, when the 'next' or 'previous' button is pressed. The follow code shows the actionscript for the 'next' & 'previous' buttons....
I am trying to get an object to track my mouse on press and i am using a tween. However, the nature of the tween is such that the time taken for the object would move would always be constant despite the distance.
I would like to make the object travel at a constant speed regardless of the distance. Is it correct for me to use a tween? If not what should I be using?The code for my tween is as follows.
map_mc.tracker_mc is the mouse cursor that would appear when onPress while the map_mc.crosshair_mc is the object that would track my cursor's movements.
I am trying to write a script to move a ball MC smoothly across the stage, without using tweens. I have thus far been successful, but there is one problem: the way I have it set up, speed increases with distance! I need the speed to remain constant. I understand why, but I can't figure out what approach to take to make the speed constant.
ActionScript Code: var speed = 100; var newx, newy, distx, disty, speedt;[code].....
I cannot find how to have an object follow the mouse at a CONSTANT speed. The code I keep on finding is something like this:[code]I don't know if I'm just missing some really simple detail, or some major idea, but I'm pretty sure something as easy as this is possible.
I am using Flash 8 and AS2. I have been looking and looking, but I cannot find how to have an object follow the mouse at a Constant speed. The code I keep on finding is something like this: Code: onClipEvent (load) { _x = 0; _y = 0; speed = 5; } onClipEvent (enterFrame) { endX = _root._xmouse; endY = _root._ymouse; _x += (endX-_x)/speed; _y += (endY-_y)/speed; } The "/speed" part makes the object move slower the closer it gets.
I need to do an endless horizontal scroll of elements within a parent MovieClip.No matter what ever method I try, an element of 'drift' occurs and eventually the elements start to overlap.I've tried using relative recursive tweening for each element according but this method seems prone to quite a bit of error after repeated starts and stops.
//CODE START function doScroll():void { TweenLite.to(this, .25, {x:"20", ease:Linear.easeNone,onUpdate:checkPos,onComplete:doScroll}); } //CODE END
I've reverted to doing absolute tweens to a predefined position using a contant speed. This seems to be more accurate but still some 'drift' occurs.
//CODE START //_dest is predefined var speed:Number = 500; var dist:Number = this.x - _dest;
I have to load some external data in a text box and scroll it vertically with a constant speed. And also give link to each sentence seperatly.what i have done is scroll text vertically,but it doesn't show all the text line as text file could have many lines even 100+.
and theres probably a simple solution but i dont know. I have an object travel at a constant speed across the stage area from left to right, How do i stop it at the Right side of the stage??
Basically what I am trying to accomplish is to make a rotating menu comprised of circles that are spinning at a slow constant speed, and when the mouse goes over a circle(button) the menu stops rotating.
I have a bunch of dots moving randomly on the screen. They are all copied and pasted versions of one MC with some script attached. Over the top of them is a giant invisible button. When I click the button (anywhere on thescreen) a VISIBLE button appears. When I click again (anywhere on the screen) I want all the randomly moving dots to move towards the VISIBLE button.
_root.fadeBox_mc.onEnterFrame = function (){ if (fade){ this.nextFrame();[code]....
This causes a mc to fade in and out on rollover/rollout. But what I wanna make is a box that fades in when pressed on the button and fade out when pressed for the second time. But if I say
on (press){ _root.fade = true; }
the mc fades in, but I cant do another on (press) to fade out. Is this too confusing?
tutorial where when you click on a movie clip it moves to a certain location on the page and then zoom in and makes it a certain size. Also i want it to move back to its original location if you click it again.I want the move and zoom to be smooth so the users can see it move across the screen then gradually get bigger.
I can move my man with aswd and shoot moving balls with space, but there is an issue with it. When I'm moving my man by holding down a key, and then press space to shoot off a ball, then movement halts and you have to up and down the key again, to make the man continue to move.Here is the code:
Code: stage.addEventListener(KeyboardEvent.KEY_DOWN, moveMan); function moveMan(e:KeyboardEvent):void
[code]....
As you might be able to see, I tried using another variable to store the old key code in, and switch it after the actions of a space press has occured.e how to make the sprite move after another key has been pressed, without having to up and down the key again?
I have some basic experience with actionscript but have hit a wall with this. I am working on a swimming pool simulation and would like a swimmer to do a length of the pool in a fixed time. When a swimmer reaches the end they hit a pad and turn and this repeats. I can to the collision detection fine even have a running time. How can I for example get a length to take 30seconds.
I am having some dificulty making a path for this enemy i'm trying to create... cause i want him to rotate + move, then stop, then shoot, then rotate back and move off screen... Its easier if you see it.. you can download the swf file in the zipped archive to demonstrate what i mean. I did it there with tweens. Anyway.. i tried and make it but i'm a little stuck on the stopping part... you can also see what i did in the fla file attatched...
I can't find any proper way to make a long textField move fluently horizontally across the screen in full screen mode. I tried many ways but it always gets stuck from time to time for a few milliseconds and ruins the whole experience.way to best animate a large dynamic string on full screen,If there is a better way then using a textField to have a fluent animation, please tell me and I'll try using a different object for my string.
I've just learned the basics of programmatic animation in Actionscript 3.0 but I can't seem to think of the right solution for this problem.Here is what I'm trying to do: A ball moves at a certain speed from the left of the screen to the right end. If there's a box in the way, it keeps bumping into it until the box breaks and it continues moving forward.The box will have a set weight that will control how much it slides when it is bumped by the ball. The ball will be pushed back a bit when it bumps the box.I have a very specific idea and all I need is a little help starting. How would you tackle this problem?
I'm using a carousel script that rotates some images, the speed of the rotation depends on where the mouse is on the screen. The project I put it into is 962 pixels wide, the carousel itself is about 400 pixels wide, I want it positioned on the right half of the project, so I put the code in a blank movie clip and positioned it on the right.
It works fine, but the problem is the rotation gets crazy fast as the mouse moves to the left side of the stage, because there's so much more space on the left then there is on the right. I only want for it to stop gaining speed when the mouse leaves the carousel area.
Code:
//We use 70x70 sized images (change this if different for your images) const IMAGE_WIDTH:uint = 70; const IMAGE_HEIGHT:uint = 70;