Flash :: Calculate Time To Decelerate Using Initial Speed And Decay?

Sep 29, 2011

I'm trying to calculate the time it will take a movieclip in Flash to decelerate to zero. The starting speed will vary, but for purpose of example lets say[code]...

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This may be a big ask, and I am just a beginner in coding - but can someone tell me what is wrong with this code? (it is fairly short. The intentions of this code is to make the predefined object hero to move with acceleration and to slowly decelerate over time.

[Code]...

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I am wanting this to improve the initial download speed of the page. I have already added a Poster Frame to video's, however it still seems to be loading the video file and just autoplaying.  Is there a way to NOT load the video file until the person hits play?  This is the AS3 script I used...
 
import fl.video.VideoEvent;
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[code]....

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I have some code that works out a target speed based on how far right of the screen ur mouse is as follows:

Code:
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I want to calculate the parsing time....
package {
import flash.display.MovieClip;
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public class Graph extends MovieClip {
[Code] .....

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How would you calculate or determine the mouse speed on the stage? What i am trying to do is this:

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i use a code in order to have the time who run during my animation. but when i use setinterval, the speed can't change. how can i change the speed of my 'time'

[Code]....

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I'm developing a game atm, and I need some help on the mathematics/coding of colliding circles (and their change in x/y speed). What i need to know is how to calculate the direction and speed a circle has after colliding with a static (non-moving) circle. I know how to detect a collision between the two, but I'm not sure about the maths I need to give the circle the right speed and direction after the collision

If i do know how far away the two circle-points (in the middle of each) are to each other (in both x and y coords) would it be easy for me to find the new speed and direction of the large circle in the example above? I know that I somehow should use the angles to pretend the circle hits a flat "wall" (as it only hits one point), and then calculate the new speed/direction. My only problem is that I'm not sure how to decide the angle of this flat "wall" and how x and y speeds should change when colliding with a wall that is angled. Does anyone here have any insight, links or tips on how I can du this?

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ActionScript 2.0 :: Calculate Direction And Speed Circle Has After Colliding With A Static Circle?

Mar 8, 2005

What i need to know is how to calculate the direction and speed a circle has after colliding with a static (non-moving) circle. I know how to detect a collision between the two, but I'm not sure about the maths I need to give the circle the right speed and direction after the collision.If i do know how far away the two circle-points (in the middle of each) are to each other (in both x and y coords) would it be easy for me to find the new speed and direction of the large circle in the example above? I know that I somehow should use the angles to pretend the circle hits a flat "wall" (as it only hits one point), and then calculate the new speed/direction. My only problem is that I'm not sure how to decide the angle of this flat "wall" and how x and y speeds should change when colliding with a wall that is angled.

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I am trying to figure out a way to calculate time diffrence betweennow and a set timevar

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[code].....

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ActionScript 3.0 :: Easy Way To Calculate Time Diffrence?

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I am trying to figure out a way to calculate time diffrence between now and a set time

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and
 
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My Attempt
 
var date:Date = new Date();
 
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I am reading midi files in as3 (flash cs5) with the help of the helpful library that is called midas [URL]- the midi-as3 library. I am trying to figure out a simple way to calculate the whole duration of the midi file (for example - total time of 4 minutes or 6 minutes...). I assume I could calculate the last note of each track + check the tempo and figure it out, but I was wondering if: Is the duration of the midi file is written somewhere in the data that I could just pull out and use?

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I'm working on a flash navigation piece for a website that involves a "viewmaster" reel that rotates when you mouse down on a button, and then stops when you mouse up. The problem I'm having is that every succesive time I mouse down, the rotation speed increases. Here is my code:

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[Code].....

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I have an icon of a railway train which pulls into a station. At the moment it is a motion tween, and I have had to edit every few frames, modifying the train's position, so that it slows down as it enters the station.

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ActionScript 2.0 :: Smooth Motion Tween - Decelerate To Stationary

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I have an icon of a railway train which pulls into a station. At the moment it is a motion tween, and I have had to edit every few frames, modifying the train's position, so that it slows down as it enters the station. This is time consuming. How to slowly decelerate an object? The train is almost isometric, so doesn't actually move horizontally; but "south-westerly" across the landscape.

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I am trying to find out a nice simple way to make an object decelerate / ease into position.

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ActionScript 3.0 :: Calculate Age From XML Data; Calculate Dates

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I as this working in AS2 and need to update to AS3...shows that AS3 doesn't like sloppy coding. Here's what I need: I pull data from an XML and that works when I put the data into a dynamic text box. However, I can't seem to get the date of birth into a variable. I have some code that calcs age in years but uses a string literal that I thought I could just replace with a variable from my XML...ain't a workin'. Here's the code I have:

ActionScript Code:
import flash.display.*;
import flash.text.*;
import flash.events.*;

[Code]......

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I can't seem to find a way to get more than the initial set of 4 stage3Ds provided by flash. I have tried instantiating a new one using it's constructor and then adding it to the stage by simply pushing it to the list stage.stage3Ds.push(new Stage3D());

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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.

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I have created a simple audio player to play continuously even if the page is refresh it will play continuously.This is my code to store audio position in flash Temp memory

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