I've been working on a little particle generator that produces intractable particles. When you click your mouse, they will move in a straight line away from where you clicked. Seems simple enough, but I can't quite get the formula right.
I want to pass two points and a magnitude scalar value into a function and have it move the particle along the line drawn through the two points, and only as far as the magnitude specifics.
For example:Let's say the particle is at the point P(10,10) and the mouse clicks at the point Q(15,15). I pass both those points and the magnitude 10, into my function.
The function then calculates the angle the particle should travel (45 degrees or PI/4 radians) and sends the particle to the point O(20,20), again, as specified by a magnitude of 10.
Edit: By the way, I'm using ActionScript 3.0, but if possible I would prefer a universal explanation in case I decide to program this in another language, or I am without a programming language when I need to figure it out.
So I've been working on a little particle generator that produces intractable particles. When you click your mouse, they will move in a straight line away from where you clicked. Seems simple enough, but I can't quite get the formula right.
I want to pass two points and a magnitude scalar value into a function and have it move the particle along the line drawn through the two points, and only as far as the magnitude specifics.
For example: Let's say the particle is at the point P(10,10) and the mouse clicks at the point Q(15,15). I pass both those points and the magnitude 10, into my function.
The function then calculates the angle the particle should travel (45 degrees or PI/4 radians) and sends the particle to the point O(20,20), again, as specified by a magnitude of 10.
This seems like a simple problem, it's used ALL the time, but I just can't seem to work it out.
Side note: By the way, I'm using ActionScript 3.0, but if possible I would prefer a universal explanation in case I decide to program this in another language, or I am without a programming language when I need to figure it out. T
I'm trying to make a nice trail effect for a drawing/particle thing. I've got it working pretty nicely except that when you draw/move the mouse too quickly gaps appear between the particles. Increasing the frame rate doesn't help. so I'm not really sure what the best way to go about this is?
PHP Code:
private function enterFrame(e:Event):void { particle.x = mouseX;[code]..........
I've made it so when you die in my game, you explode into 20 particles which usually lags the game, especially if it's being played in a browser. I'm pretty sure that it's just because of the graphics,why it's causing so much lag? I've included the AS2 just encase.
I made a particle class following a tutorial a while ago. Basically it uses some sort of a virtual list, replacing the array method, which makes it really fast solution. So everything is working perfectly fine except the fact that i really can't understand what actually is going on. It is pretty confusing so im trying to find the logic in this stuff, unfortunately with no success.[code]
I know I am a new member but hopefully my question won't be overlooked because of this fact. Anyway, here goes. I have a new project, a flash intro, and my client wants to be able to wipe away sand particles to reveal an enter website button. I tried an simple method of wiping away a image layer like an eraser but they want it to look like actual sand particles are moving around.
how to create the type of particle I want and add it to the stage but how can I add multiple instances of this particle, with different values assigned? Here is what I have so far:
Does anyone know of a tutorial on how to make streaking particles. I understand the basics of particles, but I want to make a firework effect, one that leaves light trails or streaks behind for a moment before they fade away.
I am using the smoke AS3 file from: [URL] Everything works great, but I would like for my particles to load on a certain level, for example:
[Code]...
Actually, I would like for my Content to always be on top (pertaining to my layer order on the timeline) and everything else to always be behind, but in the manner described above. I'm not sure how to do this,
I have a snow globe image on the stage and a movie clip that surrounds the inside of the globe called area_mc. I need my snowflakes to only float around in area_mc (my snow globe). Right Now I have all my flakes floating around the entire stage.[code]...
i am working on a particle engine for a little project of mine and i cant seem to add any event listeners. I have uploaded the zip so you can see what i have.
You notice that their are 'particles' falling from the position of the mouse but for some sort of stupid reason they get stuck at a certain point in time.
Also, the three white bars are dragable, but i want them to swing back in to place when you release them. Is this also possible with a tween ? or do i need to code something physic-like.[code]...
I'm new to the forums here and new to AS3 (I have some AS2 experience, and lots of general programming experience).nd I've made a few tweaks, including most significantly, fading out and killing particles after a certain amount of time. But I have a problem: I can't figure out why some of my particles live longer than they should.In more detail:In particles.as, for each dust particle that gets generated, the fadeOut function should get called after half a second, and when that tween is done, the killParticle function should get called. This seems to work for most particles but every now and then a few particles will stick around (i.e. the fadeOut function won't get called)Watch the animation: linkOh, and I'd love to know if there's anything I can do to increase performance as well. This is pretty cpu-heavy right now.All my .fla file does is include particles.as. See code below.particles.as
I'm basically trying to make a bunch of particles jump around. I've used the draw tools to draw a small red puff. When you click the puff shoots up from the cursor a few pixels before falling down.
how to call the information from this .as file in another file. This way I will take out the click functionality from the file I have done and have the puffs shoot out automatically at the mouseX and mouseY coordinates.
I eventually want to have these puffs shoot out from a character as it runs across the screen in a game I have planned. It will make it much easier to have these puffs called from a seperate file I believe.
I want to take any Text sting and form from it text formed by particles in actionscript 3 (In flash flex) I see I need some lib for this. but all libs Ive seen do not have such functionalyty by default...
So I want to get something like this
So Is there any sych lib? or way of doing it with some lib?
It should be Free and Opensource (any license like GPL, LGPL etc will be ok).
I am just starting to learn flash/actionscript 3 and decided to code up a simple particle simulator.The very initial design simply involves filling the screen with a buncha particles which scatter away from the cursor if you were to click.This works, but is a bit unresponsive. I am using graphics.drawCircle() to draw the particles, and each particle is inherited from Sprite.
Listener for mouseclick event:
private function mouseClick(e:MouseEvent):void { trace("click"); var now:Date = new Date(); trace("Before: "+now.getTime());
[code]....
How should I make this more efficient? I plan on doing collision detection and other physics interactions later, and this is already a bit slow even without the hefty number crunching code I intend to add later.
I am trying to generate a random number of particles (say between 1 and 4) per second, which would float up the screen from the bottom at a random X value (width is 1280 px). These particles should be a random size (say between 2 and 5 px in diameter) and a random opacity (say between 20 and 50%).
and all of this should be going on in the background while the rest of the flash actions are taking place.
How would I do this, I have been experimenting but have had very little success. It is something that I could easily do in after effects however I would like to keep file size small and allow for continuous uninterupted play.
ActionScript Code: var myArray:Array = new Array(); for(var i=0; i<10; i++){ var p:Particle = new Particle();
[Code]....
I have this array of particles and I was wondering how can I add this particles inside a movieClip, in other words I would like to add particle "p" to a movieClip that I have on the stage with an instance name of "mainMC".
Also, is it possible to display the number of particles (p) inside mainMC in a text field? On this case I know it will be 10, but this will change.
i've tried the particles effect in kirupa lab..but how do i make them dissapear if i dont need them?the particles still there even though the frame is empty
i know i've seen this before, maybe on that flash experimental math site that was all black and white and had a picture of a kid swatting at some molecular looking flies? anyone remember the name of that/well anyway, what i'm trying to pull off here is like a circle of some sort, all of sudden growing a small little circle and then both of them dividing, or possibly, a two circles(modules, atoms, particles) join to be one.
I'm animating a torn sack that will deflate as the beans inside of it spill out and pile on the ground. The sack I'm animating frame-by-frame, so the problem is the beans-- I can't imagine animating them one by one, but I know nothing about actionscript and the few tutorials I've found online don't address what I need to do; worse, they seem hopelessly complex.
I have plenty of ways of creating falling snow like effects, but a client has just comitted me to an effect as a test of my ability without talking to me first, that I am a little stumped by. use AS2 or AS3 for this project because of the filters and tween effects available to me.I need to have a top down falling snow effect (its actually supposed to be flour falling from a sieve but hey...). All the snow effects I know, fall down sideways on, from top to bottom, and then they disappear off the page (the flakes).I need the particles (movieclips) to fall downwards from a birds eye view, and 90% of them to disappear, but the remaining 10% to gradually (over about 5 seconds) build up a white logo (shape) in the middle of the screen.So I am guessing that I am going to have to be clever with dynamic masks to get the shape appearing a little bit at a time, and then I also need some random motion, and scaling as the particles fall downwards (and away) from the eye.
I just thought I'd drop a note here to those who are interested. I recently posted about it on my website and you can download the source for it there too. Here's some excerpts:
Ive run it at 60+ FPS with 7,000 particles, but that actually isnt the limitation (unless your particles are crunching heavy math for eg movement). Rather its the size and number of sprites that were colliding with the particles.
To squeeze all the juice out of Flash I employed a couple tricks. The first was the particles themselvestheyre blitted to a single bitmap which is used as the source image for grabbing collision data from. The particles are also drawn with the raster engine in Flash (multiple setPixel32() ops to give the illusion of a line a choppy one anyway) instead of the vector renderer (lineTo()).
The second trick was to only grab a Vector of pixels from the regions we cared about (within sprite boundaries) every so often, then to loop through the Vector and test it against our desired conditions. Also, since the particle bitmap is more sparse than our sprites as far as opaque pixels go, we test the particle bitmap first, resulting in a lot fewer passes on the first round of conditional statements.
That's the gist of it, but I explain it a bit more in detail in the post. Hope someone finds this useful and please let me know if you come up with something cool using it
I want to create a particle system that spews into the air multiple copies of letters that eventually spell out a phrase.Since the final file will involve hitTestObject collisions, I think I'd need, as a first step, 10 non-dynamic MCs to create my phrase... loaded into, I'm guessing, an array? Something like: target_mc = ["H", "E", "L", "O", etc.]; Then, as a second step, I need a spewing mechanism, built around(?): addEventListener(Event.ENTER_FRAME,myFunction);
say I've got a button I push to add a currently selected term inside a text field/input field to an array, but I don't want to accidentally add the same option twice, or see the same option over and over, what do I have to do to the array?here's the original for an array called aNameslist and a variable callednamesDaddmcD.onPress = function(){ aNameslist.push(namesD); }What's necessary to switch an output like
Is it possible to push an object into a specific index in an array. Because I have a set array from 1-10 and each index has a unique purpose so I was wondering if it would be possible to do something like:
array[1].push(object);
If not whats the best way to do this? At the moment I have a seperate array and I just do array[1] = arrayOfObjects.length -1;
Im currently trying to modify Lee Brimelows videoplayer, however im not quite sure how to achieve what im looking for and need suggestions. I'm looking to have 3 different movieclips. Lets say
[Code]....
So guess I need to make a listener for each button, and within each of the listeners, define vars for the movieclips. Then make the EVENT listening for clicks, and when clicked, push the new movie into ns.play?
ok this is going to be tricky to explain. The scenario is i have an array like so Code: var Final:Array = new Array(); and i have a class with a bunch of variables grouped together (no function in this one) the original reason was for this to serve as a way making seperate instances (something like a structure from C++ i suppose) when needed but once i explain further it might just be making it more complicated. now what im doing is to use array.push to add new objects inside the above array. but the problem is every time i push i mostly likely will need to "create" a new instance of the object am i correct.but i cant do that sice the function that does will have a static name for the instance of the object i push into the array.
i hope that made sense, now what i need as a solution is some way to dynamically add unique instances of the object into the array without having to have unique names everytime. i can only see two logical method of doing this, one is to figure a way of dynamical naming the instances, or to have some sort of syntax like array.push(new Object(Copy stuff from a temporary Object)); But one more would be to avoid using objects all together but even that ive tried to figure out