So, I'm trying to make a grid of rectangles each get more transparent the closer the mouse is to it.
Using some basic maths, I thought I had got it, but instead it seems I got a weird graphic bug(maybe?) shown here:
The middle of the rings is where the mouse is.
Part of code that deals with transparency:
private function update(e:Event = null):void
{
for (var i:int = 0; i < buttons.length; i++) {
lightFact = getDistance(buttons[i])
lightBrightness = lightPower - (lightFact * 10)
buttons[i].alpha = lightBrightness
}
}
getDistance is just getting distance from the block to the mouse.
Each rectangle is a movie clip, if that matters.
If you are trying to do this:
Then I think your problem is basically that your alpha value is ranging from 0 to about 3000 or something like that. That's going to cause strange effects. The value needs to range smoothly from 0 to 1 (so it needs to be a floating point number as in Number).
Here is the code which generated the image above which I wrote for you that will get you started in the right direction:
package
{
import flash.display.*;
import flash.events.*;
public class lightFactTest extends MovieClip
{
private var boxesArray: Array = new Array();
private var xDist: Number = 0;
private var yDist: Number = 0;
private var d: Number = 0;
private var size_Glow : Number = 0;
private var size_Radius : Number = 0;
public function lightFactTest(): void
{
// creates a background for rectangles array.
var BG_box: Sprite = new Sprite();
BG_box.graphics.lineStyle();
BG_box.graphics.beginFill(0x080839);
BG_box.graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight);
BG_box.graphics.endFill();
addChild(BG_box);
//# creates a grid of sprites (rectangles).
for (var i:int = 0; i < (stage.stageWidth / 10); i++)
{
for (var j:int = 0; j < (stage.stageHeight / 10); j++)
{
var box: Sprite = new Sprite();
box.graphics.lineStyle();
box.graphics.beginFill(0xFFFFFF);
box.graphics.drawRect(0, 0, 10, 10);
box.graphics.endFill();
addChild(box);
box.x += i*10; //+ 50;
box.y += j*10; //+ 50;
boxesArray.push(box);
}
}
addEventListener(Event.ENTER_FRAME, lightCalc);
}
private function lightCalc(e: Event): void
{
size_Glow = 3.5;
size_Radius = 0.64;
//# iterates through the array calculating each distance and then alpha.
for (var i:int = 0; i < boxesArray.length; i++)
{
xDist = Math.abs(stage.mouseX - boxesArray[i].x);
yDist = Math.abs(stage.mouseY - boxesArray[i].y);
//var d: Number = Math.pow(xDist * xDist + yDist * yDist, 0.5);
d = Math.sqrt(xDist * xDist + yDist * yDist) / (size_Radius / 5);
//# This is the code that you really need to focus on...
boxesArray[i].alpha = Math.min(1 / d * 10, 1 ) * (Math.PI / 0.5 - Math.min(size_Radius, 0) ) * size_Glow;
}
}
}
}
Hope that helps!
Related
I get this error when running, no compile errors.
package {
import flash.display.*;
import flash.events.*;
import flash.utils.*;
public class mainCode extends MovieClip{
//global variables go here
public var circled:Shape = new Shape();
public var circled2:Shape = new Shape();
public var circled3:Shape = new Shape();
public var angled:int = new int();
public var circlearray1:Array = new Array(4);
public var circlearray2:Array = new Array(4);
public function mainCode(){
makeCircle(circled, 100);
makeCircle(circled2, 50);
makeCircle(circled3, 50);
for(var i:int=0; i<4; i++){circlearray1[i] = new Array(20);}
for(var n:int=0; n<4; n++){circlearray2[n] = new Array(20);}
stage.addEventListener(Event.ENTER_FRAME, mainLoop);
}
//functions go here
private function mainLoop(e:Event){
trace(1);
angled+=1;
angled%=360;
circled.x = stage.stageWidth / 2;
circled.y = stage.stageHeight/ 2;
circled2.x = circled.x + 100*Math.cos(radians(angled));
circled2.y = circled.y + 100*Math.sin(radians(angled));
circled3.x = circled.x + 100*Math.cos(radians((angled + 180) % 360));
circled3.y = circled.y + 100*Math.sin(radians((angled + 180) % 360));
trace(2);
for (var i:int = 0; i < 4; i++)
{
trace(3);
if (circlearray1[i][0] != undefined)
{removeChild(circlearray1[i][0]);}
if (circlearray2[i][0] != undefined)
{removeChild(circlearray2[i][0]);}
trace(4);
for (var m:int = 0; m < 19; m++)
{
circlearray1[i][m] = circlearray1[m+1];
circlearray2[i][m] = circlearray2[m+1];
}
circlearray1[i][19] = new Shape();
circlearray2[i][19] = new Shape();
makeCircle(circlearray1[i][19], 25);
makeCircle(circlearray2[i][19], 25);
circlearray1[i][19].x = circled2.x + 50*Math.cos(radians(((-angled + (i*90)) * 2) % 360));
circlearray1[i][19].y = circled2.y + 50*Math.sin(radians(((-angled + (i*90)) * 2) % 360));
circlearray2[i][19].x = circled3.x + 50*Math.cos(radians(((-angled + (i*90)) * 2) % 360));
circlearray2[i][19].y = circled3.y + 50*Math.sin(radians(((-angled + (i*90)) * 2) % 360));
trace(8);
}
}
private function makeCircle(circles:Shape, radius:int)
{
circles.graphics.clear();
circles.graphics.lineStyle(2,0x000000);
circles.graphics.beginFill(0x990000);
circles.graphics.drawCircle(0,0,radius);
circles.graphics.endFill();
addChild(circles);
}
private function degrees(radians:Number):Number
{
return radians * 180/Math.PI;
}
private function radians(degrees:Number):Number
{
return degrees * Math.PI / 180;
}
private function killCircle(circlei:Shape):void {
removeChild(circlei);
}
}
}
I've traced it down to {removeChild(circlearray1[i][0]);}, which seems to be returning the error. I have no idea why it's doing this, I've tried alternatives such as circlearray1[i][0].parent.removeChild(circlearray1[i][0]); and if (circlearray1[i][0] is Shape) ... , but no dice.
For reference, I'm trying to make some circles circle around other circles, but have the outermost circles leave an "image lag" (or afterimage) while moving. I do this by creating objects and deleting them using for loops and multidimensional arrays, as I dont feel like typing out 50 create object calls manually and edit each one manually.
Probably, this part:
for (var m:int = 0; m < 19; m++)
{
circlearray1[i][m] = circlearray1[m+1];
circlearray2[i][m] = circlearray2[m+1];
}
You assign to endpoint elements, which you initially assume to be Shapes the elements which are Arrays. Then later you go at circlearray1[i][0] assuming it is Shape if it is not empty, but it is already an Array due to the assignment above. It's probably a typo and you meant this:
for (var m:int = 0; m < 19; m++)
{
circlearray1[i][m] = circlearray1[i][m+1];
circlearray2[i][m] = circlearray2[i][m+1];
}
There's actually a more clean way to do that. Array in AS3 is a lot like C# ArrayList, you can insert elements to either end and extract elements from either end without re-indexing elements manually:
trace(3);
// If you are sure the first element is not empty
// you can get its reference removing them from
// the Array at the same time.
removeChild(circlearray1[i].shift());
removeChild(circlearray2[i].shift());
trace(4);
// All Array elements are automatically shifted
// by -1 so you don't need to move each of them manually.
circlearray1[i][19] = new Shape();
circlearray2[i][19] = new Shape();
This looks all fine to me, but I have a simple star shape on the screen and when that star shape has been clicked it should remove the image from the screen. Can't see why its not working hoping one of you can, would be much appreciated
public class TouchRemove extends Sprite
{
private var _color:uint;
private var _radius:int;
private var star:Sprite;
public function mouseClick(event:MouseEvent): void {
star.visible = false;
}
public function TouchRemove(c:uint = 0xffff00, r:int = 100)
{
_color = c;
_radius = r;
star = new Sprite();
createStar();
addChild(star);
star.x = 250;
star.addEventListener(MouseEvent.CLICK, mouseClick);
}
private function createStar():void
{
star.graphics.lineStyle(9,_color);
star.graphics.moveTo(_radius, 0);
var angleIncrement = Math.PI / 5;
var ninety:Number = Math.PI * 3;
for (var i:int = 0; i <= 10; i++)
{
var radius:Number = (i % 2 > 0 ? _radius : _radius * .5);
var px:Number = Math.cos(ninety + angleIncrement * i) * radius;
var py:Number = Math.sin(ninety + angleIncrement * i) * radius;
if (i == 0) star.graphics.moveTo(px, py);
star.graphics.lineTo(px, py);
}
}
}
}
Your code looks correct.
Try this:
- Add listener to the parent
- Add star manually and add listener at it through the code
This will help locate the error.
I was making a preloader for my game I exported my movieclips to the frame 2 except those which are related to the preloader graphics In my Frame 1 i have this code
import flash.events.ProgressEvent;
stop();
this.loaderInfo.addEventListener(ProgressEvent.PROGRESS , onProgress);
function onProgress(e:ProgressEvent):void
{
progbar.width = (this.loaderInfo.bytesLoaded / this.loaderInfo.bytesTotal) * 398;
jot.x = progbar.x + progbar.width; //jot is the name of loader label it moves with the
jot.y = progbar.y; //end point of progbar
jot.loadtext.text = String(Math.round(progbar.width / 398 * 100)) + " %"; // labale has text inside it
if (this.loaderInfo.bytesLoaded == this.loaderInfo.bytesTotal)
{
gotoAndStop(2);
}
}
and At the point where the bar has reach at any given time I wanted to put a bubbling effect for which i amde a class Spark
this is how my spark class looks like
public class Spark extends MovieClip
{
private var pl:Array = new Array();
private var t:int = 0;
public function Spark()
{
this.addEventListener(Event.ENTER_FRAME , onEnter);
}
private var l:int = 0;
private var i:int = 0;
private function onEnter(e:Event)
{
t++;
if (t == 2)
{
t = 0;
var p:P = new P(); // P is the single particle
addChild(p);
pl.push(p); // pl is the array to hold particles
p.width = Math.random() * 20 + 5;
p.height = p.width;
p.vx = Math.random() * 4 - 2;
p.vy = Math.random() * 4 - 2;
}
l = pl.length; //storing length of array to save performance
for (i=0; i< l; i++)
{
pl[i].alpha -= 0.05;
pl[i].y += pl[i].vy;
pl[i].x += pl[i].vx;
}
//removeing completely transparent particles
for (i=0; i< l; i++)
{
if (pl[i].alpha < 0.02)
{
removeChild(pl[i]);
pl.splice(i,1);
break;
}
}
}
}
in the first frame Spark Instance to the stage and added code for its alignment with the progbar
but nothing happened only the bar was going but bubbles were not coming out from its end.
I tried checking and unchecking the spark class "export in frame 2"
I hav named the dragged instance of class Spark as spark1
and when i added this code to frame 1 i am surpirised
if(spark1 != null)
{
trace("its fine");
} else {
trace("something weird");
}
and i got the else statement being traced out. How is that possible
I found the solution
I went to File > Action-script setting.
there int the text field named as export classes in frame ___ .I put there 1 which i was previously having 2
Then unchecked Export to frame 1 FOR ONLY THOSE SYMBOLS WHICH WERE PART OF THE PRELOADER
then ran the movie it worked
Im currently trying to make a road movement animation but cant figure how the road must not scale itself.
The whole code isn`t mine it is from a tutorial ,I just tried to modify it to my needs ,but I cant do the part that the road should move like if Im seeing it from above(bird view) ,at always same speed.
currently i have this swf file
http://www.stouchgames.com/APKs/Road.swf
I dont want it to be like little lines in the top and then in the bottom a big line that moves.I just want to be equally Big lines that move from top to bottom.
So far i have a simple movieClip with 2 frames and the frames have the graphics in this picture:
http://stouchgames.com/APKs/road.jpg
and this code :
package {
import flash.display.MovieClip;
import flash.events.Event;
public class Main extends MovieClip {
//Depth of the visible road
private const roadLines:int = 320;
//Dimensions of the play area.
private const resX:int = 480;
private const resY:int = 320;
//Line of the player's car.
private const noScaleLine:int = 8;
//All the road lines will be accessed from an Array.
private var yMap:Array = [];
private var lines:Array = [];
private var halfWidth:Number;
private var lineDepth:int;
private const widthStep:Number = 0;
private var playerY:Number;
private var speed:int = 2;
private var texOffset:int = 100;
public function Main() {
//Populate the zMap with the depth of the road lines
for (var i:int = 0; i < roadLines; i++) {
yMap.push(1 / (i - resY));
}
playerY = 100 / yMap[noScaleLine];
for (i = 0; i < roadLines; i++) {
yMap[i] *= playerY;
}
//Make the line at the bottom to be in front of the rest,
//and add every line at the same position, bottom first.
lineDepth = numChildren;
for (i = 0; i < roadLines; i++) {
var line = new Road();
lines.push(line);
addChildAt(line, lineDepth);
line.x = resX / 2;
line.y = resY - i;
}
//Scaling the road lines according to their position
addEventListener(Event.ENTER_FRAME, race);
}
private function race(event:Event):void {
for (var i:int = 0; i < roadLines; i++) {
if ((yMap[i] + texOffset) % 100 > 50) {
lines[i].gotoAndStop(1);
} else {
lines[i].gotoAndStop(2);
}
}
texOffset = texOffset + speed;
while (texOffset >= 100) {
texOffset -= 100;
}
}
}
}
i did try to just make just 2 road movieClips with the different graphics ,then use a
for (var i:int = 0; i < 8; i++) {
if (((i % 2) == 0)) {
var line = new Road ;
lines.push(line);
addChildAt(line,lineDepth);
line.x = resX / 2;
line.y = resY - i * 50;
line.alpha = .2;
}
if (((i % 2) == 1)) {
var line = new Road2 ;
lines.push(line);
addChildAt(line,lineDepth);
line.x = resX / 2;
line.y = resY - i * 50;
line.alpha = .5;
}
but then when i get in the Event.EVERY frame function i cant make them move smoothly ... and decided it must be done by the 1st way cause of the much more detailed ending and cause in the end if i want to change the resolutions of the road i can do it much easier with it . Ofcourse i could be wrong cause i haven`t done such a thing like this before.
So can someone help ?
replace yMap[i] with i in race function:
for (var i:int = 0; i < roadLines; i++) {
if ((i + texOffset) % 100 > 50) {
lines[i].gotoAndStop(1);
} else {
lines[i].gotoAndStop(2);
}
}
I'm looking for an alternative way to position a bunch of objects.
Here is my code:
private var orderContainer:Sprite;
private var currentOrder:uint = 1;
private var orderArray:Array;
private var scroller:uint;
private var xPos:uint;
private var yPos:uint;
.....
xPos = 55;
yPos = 30;
if (currentOrder == 7){ winkelwagenContent.TestBtn.addEventListener(MouseEvent.CLICK, clickHandler);
scroller++;
xPos = 700*scroller;
yPos = 60;
teller = 1;
currentOrder = 1;
}
orderContainer.x = xPos;
orderContainer.y = yPos;
xPos+=270;
if( teller % 2 == 0){
if(scroller >0){
xPos = (700+(teller*8))*scroller;
}else{
xPos = 55+(teller*8);
}
yPos+=100;
}
teller++;
currentOrder++;
}
private function clickHandler(e:MouseEvent):void{
for each(var order:Object in orderArray){
TweenLite.to(order, .5,{x:order.x-60});
}
}
Basicly what i want is that the objects(ordercontainer) are added to my movieclip in 2 collumns, so 1 left, 1 right, move the y-position down to below the 2 i just added and repeat.
till i get 3 2-collumns under eachother, when it reaches this, the yPosition should get reset to the top and the xPosition should move to the right so i can create a 2-column again next to it, again to 3 2-collumns, reset the yPositon again and repeat till all my objects are added, the amount of objects is variable so the calculation should be flexible.
Its working with the code i have but i have a feeling that i am making it way to complicated again.
You will see that the xPosition adds (teller*8) this is just because my allignment should be slightly diagonal on the yPosition.
There is also a tween attached to a button wich makes all the objects move to the left so the next collumn is visible(this isnt working very well thou, no idea why).
so to summ it up it should go like this:
**(1)** **(2)** **(7)** **(8)**
**(3)** **(4)** **(9)** **(10)**
**(5)** **(6)** **(11)** **(12)**
numbers are for the order the objects are added.
Here's one solution. Suppose you have an array of movieclips called objs.
const colNum:int = 2;
const rowNum:int = 3;
var offset:int = 0;
while (objs.length)
{
for (var j:int=0; j<rowNum; j++)
{
for (var i:int = 0; i<colNum; i++)
{
if (objs.length)
{
var nextObj:MovieClip = objs.shift();
nextObj.x = (offset+i) * nextObj.width;
nextObj.y = j * nextObj.height;
}
}
}
offset+=colNum;
}