Flash :: Shape When Hit With Inside Of Stage - Rotate And Continue Move In True Angle Forever
Jun 17, 2011
i want simulate Billiard ball in my project. but my code does not work good. when start with (for example) 34 degree , when hit with wall(stage in this example) return with true degree. in flash , as3
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...
Flash Tranformation Matrix via JsFL. I have to write a JsFL script that creates a text on my Flash scene, and rotate it with a random angle. Imagine I want to create and rotate a "Hello World!" at 45 degrees, my code looks like that:
rotateAngle = 45; //creates my new text at x:0, y:0 coordinates fl.getDocumentDOM().addNewText({left:0, top:0, right:10, bottom:10}); fl.getDocumentDOM().setTextString('Hello World!'); var mat = fl.getDocumentDOM().selection[0].matrix; [Code] .....
The problem is : the rotation applied to my text is 58.3 instead of 45. I have to admit that I'm kind of noob with matrix... so I used the "matrix transformation for rotation" here : [URL].
I am trying to make a spaceship game and in order to make it look like my spaceship is moving I need to make my circles in the background move forever. I tried using the Continuous Movement tutorail but it makes my circles get bigger when I move my mouse and when I move my mouse all the way to the right it gets faster and left gets slower does anyone know how to change the actionscript for the circle movie clip to make it not do those things?
I want to be able to take a general sine wave y=Math.sin(x) and rotate it around some other angle, so instead of going strictly left-to-right, I'd like to go from, say, the top left corner toward the "center," or from the bottom right to the center, or any other arbitrary angle. Like this: I want to be able to use that wave as a "path" for enemies in a game, but I cannot seem to wrap my head around it. I've tried matrix transformations, but I was missing something there, too, because the origin was wrong.
I have gone into the libraries window and selected NewVideo... and named the symbol VideoContainer. I have also gone into the symbols properties and selected control with actionscript. My question is can I use a form of the attachMovie(); to place it on the stage? I dont see were I can select a linkage id name.
If this isnt possible, then is there a way to use actionscript to move a thats dragged onto the stage into another movie clip thats created using actionscript? For example:
I have an animation (movieclipX) on frame 2 of main timeline. At the end of movieclipX I'd like the main timeline to move to the next frame, frame 3. How can I do this??Sorry if this is an easy question, I'm in the process of learning.
Essentially I'm just trying to rotate an object (mc) clockwise or anticlockwise depending on the value of a variable called 'angle'.If 'angle' is positive it should go anticlockwise.If 'angle' is negative it should go clockwise.
I am trying to make a ball move, it's all perfect apart from this: Statement must appear within on/onClipEvent handler = ( isJumping) = false;) Then I put in "on", then it says: Unexpected 'on' encountered.
i am following a tutorial from a book, Learning Actionscript 3.0, A Beginners Guide, where it discusses how to move an object in an agle. I have managed to get the app working fine, but i'm tryin to test it out in different angles but everytime i change it seems to go into the same angle.[code]Can somebody tell me why for everytime i changed the value of the degrees, it does not updat the movement of the ball please
I have an object that moves around, and once it is pressed, I want it to move to a specific place and then continue to the next frame in the movie clip. This is what I have : a movie clip, the first frame has the stop(); command and contains approx 12 frames. The MC has this script attached to it :
onClipEvent(enterFrame){ if(_x >= 0){ _x = _x - 10 }if(_y >= 0){ _y = _y -10 }if(_x == 0 && _y == 0){ gotoAndPlay("/ball",2) // ball being the instance name of the mc }}
The first two parts do move the object to where I want it but the third part will not work and I cant get it to move past frame 1. (Note : 0,0 is not the place I want it to move to, it is there because I was experimenting with the code and this was an easy place to assign to the movement).
i'm trying to work out how to get a movieclip (of an arrow) to rotate then move in the direction it is pointing, controlled using the keyboard. Below is the code i have written so far, I can't get it to move in the correct direction. I also can't get it to keep moving after only one key press.
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressDown);var stageW:uint=stage.stageWidth;var stageH:uint=stage.stageHeight; var speed:Number = 5; var angle:Number =45;
when the embedFonts is removed, it works perfectly as expect. Otherwise when an image is clicked, it selects the whole text around it. Alternatively can anyone suggest a method to style dynamic textfields instead of using html?
I am trying to make a little game its just a project to help me get my head around the maths,I receive an angle and I want to use that angle to move the character away from the object are there any good tutorials for understanding this principle, or even what the term is for this?
In the move function below, I'm attempting to have move return false, when it becomes true I want to delete this on enterframe event. In essence when the clips come to rest and the function is no longer needed delete the function call.
Code: //VARIABLE TO STORE NUMBER OF CLIPS DESIRED clipCount = 6; xArray = new Array(179.1, 249.1, 321.0, 179.1, 249.1, 321.0);[code].....
Code: var nav:Boolean = true; var element:String = "home"; [code]....
Its so that a menu will move right across the screen if the variable is true, and if its false, it'll move left back to its original position.... i achieved this using a motion tween and telling the mc to go to the frame and play, but that didn't work in the end because if the menu bar was on the left side, and it was told to move to the left, then it would disappear,and appear on the other side.... so in other words it screwed up
I'm trying to get my flash movie so that it pauses when the mouse is over the movie and continues when the mouse is not over the movie during certain segments of frames in my movie clip. So basically I need some code that executes this: if the mouse is over the stage between frame 25 and 45 pause the movie until the mouse leaves the stage or the next or back buttons are selected.
In actionscript 3.I have an image which rotates an amount _angle.Then I want to move that image in the _angle direction. The angles below are the same but it moves in some odd direction.I have already tried -_angle and also 360-_angle. If I rotate an image 45 deg clockwise then i want it it move in the 45 clockwise direction img1.rotation=_angle; _y-=(speedfire*Math.sin(_angle*(Math.PI/180)));_x+=(speedfire*Math.cos(_angle*(Math.PI/180))); BTW the image is moving from top to down the screen down like a missile.
How do you get a True/False statement to be recognized inside a movie clip with a button on the main timeline as the control. I want my movie clip to stop at the last frame if the movie clip reaches the last frame. Otherwise gotoAndStop at the first frame of the clip. I was using
on (press) { _root.m1.gotoAndPlay(2); _root.m2.gotoAndPlay(1);
I want my mc to move in a wave shape (like a very low frequency signal) as it moves horizontally accross a blood vessel. I know how to do guide tween, however, I do not want this as I want it to be random. I have a numeric stepper which generates the no of salt particles.
I realize you can make one of each effect, set the same target, and hit .play();, but this produces weird results (acknowledged by Adobe, fixed in Flex 4). I'm trying to have an object move from the top of the screen to the bottom while it rotates around it's own center. When called independently, both of these effects work perfectly. When called together, the object always rotates around the top left corner. I even tried putting them both inside a <Parallel> tag with no success.
i am making a few simple games for the iphone and i would liek to know ow to make a shape move across the screen automaticly so i touch it and it continuously drops down until it hits the floor is there a code to do this, i tryed a while boolean = true but it didn't wrok.