I am sure this is simple, but cannot remember how it is done. I just need to rotate an item counter clockwise 1/2 a time. The rotate option only accepts integers and when I do a motion tween it goes clockwise.
I'm writing a class for an instrment and one of the knobs has "snapping" values at X degrees.I have the code to make the knob snap to the set degrees,but I'm having trouble getting it to determine whether it was rotated clockwise or counter-clockwise.Here is the function that makes it rotate and "snap" The majority of the problem is because of the 0/360 and negative values that Flash has when it rotates..
In the function:
the _baseMovieClip is the clip that contains a graphic to rotate and "snap" to the degrees.
the _clipToRotate is a movie clip that actually displays the rotation
the _startAngle is the angle the user clicked on the button that triggers rotation
the _rotateObj is a sprite that is drawn when they click that I make visible to show the actual rotation when I'm debugging
the _snapLock is the degrees the knob shold rotate to (10, 15, 30, etc)
private function calculateRotation(event:Event):void [code]....
I have 2 movieclips. ro used for rotating and rect the movie that will be rotated.
I want when clicking and draging the ro movieclip clockwise or counterclockwise, the rect movieclip is rotated clockwise or counterclockwise respectively.
I allow the rect to be rotated according to mouseX and mouseY.
but it dose not work as I need.
I'd like you to show me a trick to achieve that as I want.
Here is the code:
var xPo:Number; var yPo:Number; ro.addEventListener(MouseEvent.MOUSE_DOWN, mouse_down) function mouse_down(e:MouseEvent):void
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 have a gear on stage which rotates using this script.....
[Code]...
//Here is my question. I want to place a second gear on stage and have it rotate counter clock-wise. If I wish to use the same script (this script makes for smother rotation.) What modification do I need to make?
have an odometer type thing, that would go up 9 times a second, and it would go up whether you are on the site or not.So if I started it now, and checked back in on the site in a couple of days it would be at say 300,000, and then I would check back in a couple days later and it might be at 600,000.How would I go about doing this. I have an mc with the actual digit animations..
if I started it now,and checked back in on the site in a couple of days it would be at say 300,000,and then I would check back in a couple days later and it might be at 600,000.I have an mc with the actual digit animations...
I've looked all over the web and everyone can teach you how to make a timer for your game or a countdown, but I can't seem to find out how to add time to an already counting timer. So here is my counter class:
That works without any issues or problems and just keeps counting upwards at a speed of 100ms, what I want to know is how to add say 30 seconds if something happens in my game, say you kill an enemy for example.
Any Way to make a gameplay time counter? I did make one but it only showed seconds and milliseconds (with gettimer())). As soon as the player hit the button "submit" the time has to start to count. As the player reached his maximum turns the game goed to the next frame and the timer should top. The game starts over (from frame2) so the timer has to begin over again.
I asked for help earlier with a banner and a button that counts roll overs. I am having an issue where the first movie clips in the array play much more often than the others. When I mouse over every couple of seconds or so, only the red mc plays. When I go a little faster the red and blue mcs play back and forth, and when I do a bunch of mouse overs really fast, then all 3 play in order. What part of the code has something to do with amount of time between roll overs? I want it so that even if I roll over once and then again a minute later, I want the second movie clip in the array to play instead of the first again. Here is the code I have in the first frame of the main timeline, as well as a stop(); in the first frame of each mc.
How to make a gameplay time counter? I did make one but it only showed seconds and miliseconds (with gettimer())). As soon as the player hit the button "submit" the time has to start to count. As the player reached his maximum turns the game goed to the next frame and the timer should top. The game starts over (from frame2) so the timer has to begin over again.
I am using the attachMovie script in as2 and I want to use a counter variable to increase the depth each time so it doesn't replace the last one. Every tutorial i've seen for attachMovie mentions this but I can't find any information on how.
Also is it possible to use a different counter variable to change to y position of the attached movieclip, so that it adds another beneath the last every time.
How do I rotate a movieclip 360 degrees over a period of time? Can I use "new tween" ? I am trying to rotate the movieclip while it is moving from position y to y+50 (this is done using new tween)
I have a cross shape that on button release I need to rotate clockwise 1 degree at a time for 360 degrees, stopping at each 90 degree point. Then continuing from that point when the button is released again, when the button has been clicked 4 times the cross will have made a complete circle. This needs to be available at all times
The catch is, I also need it to do the exact same thing counter clockwise from the release of another button at all times.
So for example imagine a stopwatch with 60 seconds, when one button is released the second hand starts counting clockwise 1 second at a time til it reaches 15 seconds then it stops.
Then when the same button is clicked again it starts from 15 seconds and goes to 30 seconds and stops, then on to 45 when the button is clicked and so on back to its original state at the 0 second point. Then there is another button that makes it go backwards from wherever it currently is for 15 seconds back.
Basically what I'm trying to do is make a sundial-style clock animation. I'm using AS2 in Flash CS4. I'm still quite new to Flash so my AS know-how is slightly limited...
I want to get the time from the user's computer (I'm using getHours) and make a line (movie clip) rotate to a certain angle based on the hour. Eg. 1pm = 13 degrees, 2pm = 26 degrees and so on. This is the script I have so far and all it seems to do is rotate the movie clip to 90 degrees.
I have an object being animated, and I want to add frames to the timeline. However, when I grab the end of the line of frames and drag out to increase the timeline, the key frames redistribute across the new time span. How can I add to the time, and leave the keyframes in their original position?
How can i add one item of an array to the stage at a time?
basically i have a button which changes the level and it is changing the text straight from level 1 to 10 when i click instead of level 1 to 2 when i click and then 2 to 3 when i click again etc.[code]...
I am recently working with an application. Where I need 4 unique values from an array in such a way that it should checking random item every time. For eg:-
Main_Array = ["one","two","three","four","five","six","seven "]; Sub_Array = ["three"]; // initially it holds one value for(each value of Sub_Array)
[code]........
I am trying but I don't get unique values, or something gets wrong which I am not able to solve. Looking forward desperately for some help
Ok, here is my problem, hard to explain tho, but i will do my best.I would like a circle picture to dissappear (or appear) with like a clockwise motion. So basically from twelve oclock i want the circle picture start going away clockwise until it comes to twelve again and the picture would be all gone by then.
I have a function that lets you click on a handle of a movieClip and rotate it. I recently updated my code to make use of Oscar Trelles DynamicMovie class so I could set a registration point in the center of the movieClip. But that has given me problems with being able to rotate the movieClip incrementally in an anti-clockwise manner.
The following code will let me rotate it clockwise, forever and ever. But I'm having a hard time wrapping my head around how to determine if the user user is dragging the mouse counterclockwise. The property mc.rotAng is set in a previous mouseDown event. It stores the previous mouse position, and the incremental angle of rotation is derived from the current mouse position and the old mouse position.
one after the other in a clockwise manner, so that they form one big enclosing square. In my script, I have a square called cell_mc that I would like duplicate instances of cell_mc to enclose to form a bounding box. I would like the duplicate instances to be drawn one by one in a clockwise direction:
ActionScript Code: // Get depth var depth:Number = this.getNextHighestDepth();
I wish to have a function that will take as input a radius value and a magnitude value.
It will return firstly a point (x,y) and also secondly a direction, (vx,vy) which will have a certain magnitude(speed).
The point returned will be a random point within the radius value and the direction will be a a (vx,xy) that moves the point perpendicular to the line segment (x,y) ->(centrepoint).
i would like spin an object in clockwise and anticlockwise direction with ease via press of a button.tried using,
on (press) { this.testmovieclip._rotation += 45; }
just to get the object to turn... What i wanna do is have 4 buttons, 1st button turns the object 45 degrees, then 2nd button turns it next 45 degrees and so on... Have attached .fla of what im trying to achieve.