Pan And Volume Depending on Movieclip's rela - actionscript-3

I am creating a simple 2d platformer in as3, and am starting to implement sounds.
I have a dog that follows you around the level, and plays an ambient sound everywhere.
I am just wondering if there is a way to change the volume and pan of the sound channel, depending on the distance between two movieclips?
So far I am checking if the dog movieclips's x is greater or less than the player's x and soundTransforming it from there, but it is not at all smooth.
I really can't think of any math to do it at the moment, and any help is appreciated!
Thanks!

Here is an example. This assumes you have the following vars:
var player:Sprite;
var dog:Sprite;
var mySoundChannel:SoundChannel;//assigned when you play a sound
var myVolume:SoundTransform = new SoundTransform(); //sound transform to hold the current volume and pan settings
var currentDistance:Number; //the distance between dog and player
var currentDistanceX:Number; //the x distance between dog and player for panning
var minSound:Number = 0.1; //10% is the quietesst it can get;
var minDistance:Number = 500; //500 pixels away is when it should reach the min sound value
var distanceGrace:Number = 10; //if within 10 pixels, keep the volume at 100%
//you'll probably want run the code below in an enter frame handler
function enterFrameHandler(e:Event):void {
//populate the distance vars
currentDistance = Point.distance(new Point(dog.x, dog.y), new Point(player.x, player.y)); //for volume
currentDistanceX = Point.distance(new Point(dog.x, 0), new Point(player.x, 0)); //for panning
myVolume.volume = Math.max(minSound, 1 - Math.abs(currentDistance - distanceGrace) / minDistance);
myVolume.pan = ((currentDistanceX + 1) / minDistance);//only adding 1 to the distance so we don't ever divide by 0
if (dog.x < player.x) myVolume.pan *= -1;
mySoundChannel.soundTransform = myVolume;
}

Related

How to create smooth motion for a mouse follower along a predefined path?

I want to make a tracing game. I want my circle to follow the path as the user traces the letter (path of the letter). The user can not go back to the area which is already traced
import flash.events.Event;
import flash.geom.Point;
var i: Number;
var size: int = 80;
var down: Boolean = false;
var up: Boolean = true;
var inside: Boolean = true;
var outside: Boolean = true;
var circle: Shape = new Shape();
stage.addEventListener(Event.ENTER_FRAME, loop);
stage.addEventListener(MouseEvent.MOUSE_UP, mouseup);
char.addEventListener(MouseEvent.MOUSE_DOWN, mousedown);
function loop(e: Event) {
if (down == true) {
// Checks if mouse pointer is on path i.e 'S' alphabet
if (s.hitTestPoint(stage.mouseX, stage.mouseY, true)) {
inside = true;
outside = true;
var point: Point = maskobj.globalToLocal(new Point(stage.mouseX, stage.mouseY));
var point2: Point = new Point();
//Checks if mouse pointer is completely outside of drawn area
for (i = 0; i < 2 * Math.PI; i += (2 * Math.PI) / 10) {
point2.x = stage.mouseX + (size / 3) * Math.cos(i);
point2.y = stage.mouseY + (size / 3) * Math.sin(i);
if ((maskobj.hitTestPoint(point2.x, point2.y, true))) {
outside = false;
break;
}
}
//Checks if mouse pointer is completely inside drawn area
for (i = 0; i < 2 * Math.PI; i += (2 * Math.PI) / 10) {
point2.x = stage.mouseX + (size / 3) * Math.cos(i);
point2.y = stage.mouseY + (size / 3) * Math.sin(i);
if (!(maskobj.hitTestPoint(point2.x, point2.y, true))) {
inside = false;
break;
}
}
//Character will be moved only if mouse position not to far from current position
if (outside == false) {
if (inside == false) {
//Increases drawn area by drawing a circle shape in 'maskobj' MovieClip
circle.graphics.beginFill(0x0000ff);
circle.graphics.drawCircle(point.x, point.y, size);
circle.graphics.endFill();
maskobj.addChild(circle);
//Moves character to new position
char.x = stage.mouseX;
char.y = stage.mouseY;
}
}
}
}
}
function mouseup(e: MouseEvent): void {
up = true;
down = false;
}
function mousedown(e: MouseEvent): void {
down = true;
up = false;
}
When I trace the path,the motion is not smooth. Can someone please suggest a way to make the motion smooth OR suggest another way to achieve the same. Thank you in advance.
I've created a drawing game before that allowed the user to draw a path.
Not sure why Wicked's answer was down-voted, as the first thing you need to do is to use the highest frame rate that you can get away with. The higher the frame rate, the smoother your curve.
I see that your code draws a circle at the current position if the conditions are met. It might be better to draw a line from the last point.x/point.y to the current one instead of just a circle, so that you don't have any holes in your path.
I couldn't get around the fact that the line was jagged (a series of straight lines) as it was being drawn, but as soon as the user lifted their finger I was able to take the points along the line they had drawn and replace them with a smooth bezier Path (a series of simple bezier curves), which worked well. You could also do this on-the-fly once you have 3 points (you need 3 points to draw a curve).
Here is a good reference on how to achieve this, with theory and code samples. See further down the page for bezier paths. You'll need to convert to AS3, but it shouldn't be difficult.
Another tip is to do as little calculation as possible within the ENTER_FRAME. You could pre-calculate the two values used by your loops (2 * Math.PI) and ((2 * Math.PI) / 10) as these are constants. You could also calculate (size/3) once at the top of the function, and especially pre-calculate the 10 values for Math.sin(i) and Math.cos(i) and store them in an Array (basically a LUT - Look Up Table) as these are the heaviest math ops you're doing.
My final tip is that your code doesn't check if the point being drawn is very close to the last point that was drawn. I would recommend you do this, and only draw a point after the mouse has moved a minimum distance (e.g. 2 pixels). Otherwise you could get the mouse sitting still in one spot and your code is drawing circle upon circle on top of itself needlessly.
Try increasing the FPS in your document to atleast double what you currently have
Modify>Document...>Frame Rate

How to Access and Get Amplitude of MP3 Sound on the Timeline?

I'm wanting to get the amplitude of a mp3 that's playing in my SWF. The problem is, it's embedded directly on the timeline.
Is there any way I can get to the sound (via ActionScript) that's playing when it's on the timeline?
Update: For more clarity, when the sound is added to the stage (literally dragged from the Library to the stage) it appears to become a property of the frame?
Any imported item is accessible in the Library (ctrl+L or find under Window in top menu bar)..
In the Library just right-click the current name of your audio item (will be Type: Sound)
and choose Properties. In there you should see Linkage section so tick Export For ActionScript.
In the now available Class box you can now put your own preferred instance name (no_spaces) and leave Base Class as flash.media.Sound (should be that way)
//assuming you have.. my_Audio ..as Linkage Class name
var mySound:Sound = new my_Audio();
var myChannel:SoundChannel = new SoundChannel();
myChannel = mySound.play();
addEventListener(Event.ENTER_FRAME, show_Amplitude);
function show_Amplitude(evt:Event)
{
// where 200 is your own number for the maximum width or height of amplitude bars
mc_ampLeft.width = myChannel.leftPeak * 200;
mc_ampRight.width = myChannel.rightPeak * 200;
}
Alternative solution: Get amplitude via computeSpectrum
For whatever situations where the above solution is not applicable, then the alternative would be to just use ComputeSpectrum (which works globally on all audio since its tied to the SoundMixer not just specific sound Object). This is an example as starting point (tweak this or research a better formula)
var n_RMS :Number = 0;
var n_FFT :Number = 0;
var max_AMP :Number = 200; // max width or height of bar at full volume
var FFT_bytes:ByteArray = new ByteArray;
addEventListener(Event.ENTER_FRAME, compute_Amplitude);
function compute_Amplitude(evt:Event)
{
SoundMixer.computeSpectrum( FFT_bytes, false, 0 );
for (var i:int = 0; i < 256; i++) //GETS LEFT CHANNEL FFT
{
n_FFT = FFT_bytes.readFloat();
n_RMS = 0.8 * Math.sqrt( Math.abs(n_FFT) ) / 0.434294481904;
}
mc_ampLeft.width = (n_RMS /2) * max_AMP; //update LEFT bar
for (var j:int = 0; j < 256; j++) //GETS RIGHT CHANNEL FFT
{
n_FFT = FFT_bytes.readFloat();
n_RMS = 0.8 * Math.sqrt( Math.abs(n_FFT) ) / 0.434294481904;
}
mc_ampRight.width = (n_RMS /2) * max_AMP; //update RIGHT bar
}

Enemy move randomly

To make things quick, I have an arrangement of tiles that a player and an enemy are on.
public static var floor1:Array = new Array(7);
floor1[0] = [0,1,1,1,1,1,0];
floor1[1] = [1,1,1,1,1,1,1];
floor1[2] = [1,1,1,0,1,1,1];
floor1[3] = [1,1,0,0,0,1,1];
floor1[4] = [1,1,1,0,1,1,1];
floor1[5] = [1,1,1,1,1,1,1];
floor1[6] = [0,1,1,1,1,1,0];
public function Main()
{
var tilew:int = 60;
var tileh:int = 60;
for (var i:int=0; i<floor1.length; i++)
{
for (var u:int=0; u<floor1[i].length; u++)
{
var cell:MovieClip = new Tile();
cell.gotoAndStop(floor1[i][u]);
cell.x = ((u-i)*tileh);
cell.y = ((u+i)*tilew/2);
addChild(cell);
cell.addEventListener(MouseEvent.ROLL_OVER, mouseover);
cell.addEventListener(MouseEvent.ROLL_OUT, mouseout);
cell.addEventListener(MouseEvent.CLICK, mouseclick);
cell.addEventListener(Event.ENTER_FRAME, beginfloor1);
}
}
var player:Player = new Player();
addChild(player);
player.mouseEnabled = false;
player.x = 5 * (tileh);
player.y = 5 * (tilew/2);
var enemy:Enemy = new Enemy();
addChild(enemy);
enemy.mouseEnabled = false;
enemy.x = 9 * (tileh);
enemy.y = 9 * (tileh/2);
My goal is to have the enemy move randomly on tiles in his range. What I did was create a square graphic called enemyVisionArea that checks which tile is hitting the enemy, which is basically surrounding tiles.
I have a timer function that tells the enemy to move every 5 seconds if the player isn't near him and if he's next to an available tile.
function timerenemy (event:TimerEvent){
if (enemy.enemyVisionArea.hitTestObject(enemyMover) && !player.visionPoint.hitTestObject(enemyMover.tileMiddle))
{
enemy.x = (enemyMover.x)+55;
enemy.y = (enemyMover.y)+20;
trace("moved");
}
}
enemyMover is a variable that I made equal to the tile objects.
function beginfloor1(event:Event)
{
enemyMover = event.currentTarget as Tile;
}
It just stays where it is. I'm just want to have the enemy move on its own on any tile that its enemyVisionArea is hitTesting a nearby tile. The beginfloor1 function doesn't seem to be working. Is there any way I can declare enemyMover = event.currentTarget as Tile and have the enemy move on a random tile that its enemyVisionArea is hitTesting?
If this is confusing, I can post the full code.
You are assigning 49 enterframe listeners which are called in sequence, and they ALL change one single variable to the cell they are attached to. Of course, the last tile is what's always assigned.
I expect that you want an enemy to check if there's a tile available for it to move to. You are essentially checking for one tile which is enemyMover - how do you determine what's that tile? You have to check all available tiles that are around the enemy, make a list of them and select one out of that list that's not the current tile, then move the enemy there.
So, first you need a complete tileset to be addressable from somewhere. The best way will be to declare a class-wide var tileset:Array and fill it where you make new tiles. Drop the Event.ENTER_FRAME listener from the code there, as it's useless. Then, in your timerevent that's for the enemy you do check all of the tileset if they are within your enemy's vision area (you use hitTestObject, I'd use clear distance grid-wise or coordinate-wise - it's a whole lot faster), if so, you add them to the TEMPORARY array you create within that function. Of course, if your enemy is at the currently processed cell, you ignore it - you have to move your enemy, not make him stand in place. Then, select (somehow, it's up to you) what cell your enemy should move to, and execute a move. Yes, if you want your enemy to move randomly, select a cell at random by its index via Math.floor(Math.random()*selectedcells.length).

HTML5 Canvas - Popping popcorn animation / random images?

Maybe I am asking the wrong question completely. I have read quite a bit and seen quite a bit of HTML 5 capabilities; however, I have not yet had time to sit down and really start utilizing any of it yet :(, but hope to soon.
Anyway, I was curious if I could do the following with HTML5 and how to begin to implement it. Or, if this does not work, then how can I make it work?
I have a popcorn image (1 piece of popped popcorn that is).
I wanted to create a canvas and on a button click, start a chain of this image being randomly "popped" onto the canvas, slowly at first then gaining speed until such time there should be a stopping point.
Anyone who has popped popcorn can understand what I am looking to do here.
Is this possible to do easily?
I've popped popcorn and, yep, you can do this. Load the popcorn image by creating an Image object and setting its src attribute. Use the image's onload property to start the animation. Given the animation's duration k, use a sine curve, sin(x/(k/π)), to calculate the number of kernels to show per frame.
Here's one way of doing it, demo here: http://jsfiddle.net/uyk63/8/
var IMAGE_URL = 'http://i.istockimg.com/file_thumbview_approve/959519/2/stock-photo-959519-isolated-single-popcorn.jpg';
var DURATION = 10 * 1000, FRAMES = 30, KERNELS = 10;
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var frame = 0,
start = new Date().getTime(),
image = new Image;
image.src = IMAGE_URL;
image.onload = function() {
function pop() {
ctx.drawImage(image,
Math.floor(Math.random() * canvas.width),
Math.floor(Math.random() * canvas.height),
100, 50);
}
// A little overcomplicated. You could probably do this in a single loop.
// (It's late and I'm tired, though. Sorry.)
function animate() {
var i, delay,
count = Math.floor(Math.sin(frame / (FRAMES / Math.PI)) * KERNELS);
for (i = 0; i < count; i++) {
delay = (DURATION / FRAMES) / count * i;
setTimeout(pop, delay);
}
if (++frame < FRAMES) {
setTimeout(animate, DURATION / FRAMES);
}
}
animate();
};

Finding Something lighter than Sprites!

I am making a Sim City like game. There are lots of tiles. When I first started. I was just using a tilesheet. I was copying the necessary pieaces from the tilesheet. on to a blank bitMapData. I then took the bitMapData and put it into a bitMap which I then put into a DisplayObject. It worked great!
tileSheet:BitMapData <----- data is already in
loop { loop through and tiled
bg:bitMapData= new bitMapData();
bg.copyPixel(tileSheet,rect,point);
}
canvas.BitMap(bg);
addChild(canvas);
Only problem was I needed to make my tiles interactive. I needed to highlight them and change colors and stuff. So I used the Sprite object. It works great but I can only have so many on the stage at once. or else it moves slow when I scroll. I need something Lighter then a sprite, but yet I can still turn into a object to make interactive. Anyone have any ideas ???
If you have a lot of tiles, that will impact performance because Flash needs to update the transformations of a lot of display objects (which internally means a lot of matrix calculations, and subsequent redraws of big areas of the screen.)
There is another way to achieve interactivity, if you find that you must use a single bitmap data for performance. Keep an "abstract" (i.e. not graphical) data model in memory, that stores your game state. Make sure that you are able to read from your store where a certain element is positioned in the game world. Then you can use a flat bitmap data to render the game world, because the individual positions are stored elsewhere.
When the user clicks the DisplayObject containing the bitmap data (a Sprite in which the bitmap is drawn using a bitmap fill, or that wraps a Bitmap), look in your model which of your game elements was hit by that click.
// myTileSprite is a Sprite with a bitmap fill
myTileSprite.addEventListener(MouseEvent.CLICK, handleWorldClick);
function handleWorldClick(ev : MouseEvent) : void
{
var i : int;
// Loop through all game element data models
for (i=0; i<myGameElements.length; i++) {
// Test the mouse position against the element model
if (myGameElements[i].hitTest(myTileSprite.mouseX, myTileSprite.mouseY)) {
trace('this was the element that was clicked: '+myGameElements[i].toString());
}
}
}
Here, whenever the player clicks the world graphics, the loop tries to find that element which was directly under the mouse position. You will need to implement a hitTest() method on all your game element data models, of course. Such a method simply checks the supplied world space position against the tile's area:
// GameElement.hitTest():
/**
* Tests a world position against the position and area of this game
* element tile. Returns a boolean indicating whether this tile was hit.
*/
public function hitTest(mouseX : Number, mouseY : Number) : void
{
var rect : Rectangle = new Rectangle(this.worldX, this.worldY, this.width, this.height);
if (mouseX > rect.left && mouseX < rect.right
&& mouseY > rect.top && mouseY < rect.top) {
return true;
}
else return false;
}
The GameElement class is not an display object, but has worldX and worldY properties indicating where it is located in the world. It's width and height properties define it's dimensions.
The trick from hereon is to make sure that the rendered bitmap and your model storage is synchronized, so that a tile's position on the bitmap really corresponds to it's worldX/worldY properties in the data model.
I am one step ahead of you. And that is a great idea. Its alot easier to keep a data representation of the world when the tiles are squared. I therefore can take my mouseX/tileWidth, and thats hw many columns I moved from left to right. same with the Y axis.
Not only that but coordinates start at top left corner.
But issue I have is that my tiles are Isometric. So instead of the X axis start off like...
012345678
0
1
2
3
4
5
6
7
8
My tiles are aligned like...
00
1 1
2 2
3 3
4 4
5 6
its a little sloppy. but the right side represents the y axis and the left represents the x axis. and the center origin is in the center of the screen. not on the top left. I am trying to figure out how to measure where my mouse is from the center and out on both sides. This sounds extremely difficult. I am not sure if its possible. The game is suppose to be like a sim city like game. The first sim city was squares not isometric. I dont think they went isometric until they started using 3d. I wonder if its possible to create a illusion of isometric on a square tile.
Ive been reading this great book on isometrics. They show to calculate tiles in 3d space. and even calculate your mouse in 3d space as well. here is the code. Its alot, but I hope someone else understands it more then I. The book was written by jobe makar on building multiplayer worlds. I wanted to share it because the code it is pretty simple as far as amount of code put into it. only 2 classes needed. I am not that good with trigonometry. so I cant really interpret how the math is getting the results. hopefully someone can explain that for me :D.
Y coordinates are not given because the width is = to height. The coordinates method is just a custom made Point class which holds x, y and z.
package com.gamebook.grid {
import com.gamebook.utils.geom.Coordinate;
import com.gamebook.utils.Isometric;
import flash.display.MovieClip;
import flash.events.MouseEvent;
/**
* ...
* #author Jobe Makar - jobe#electrotank.com
*/
public class Map extends MovieClip{
private var _grid:Array;
private var _iso:Isometric;
private var _tileWidthOnScreen:int;
private var _tileHeightOnScreen:int;
private var _tileWidth:Number;
private var _tileHeight:Number;
private var _cols:int;
private var _rows:int;
private var _lastTile:Tile;
public function Map() {
initialize();
}
private function initialize():void{
_iso = new Isometric();
//when mapped to the screen the tile makes a diamond of these dimensions
_tileWidthOnScreen = 64;
_tileHeightOnScreen = 32;
//figure out the width of the tile in 3D space
_tileWidth = _iso.mapToIsoWorld(64, 0).x;
//the tile is a square in 3D space so the height matches the width
_tileHeight = _tileWidth;
buildGrid();
addEventListener(MouseEvent.MOUSE_MOVE, mouseMoved);
}
private function mouseMoved(e:MouseEvent):void {
if (_lastTile != null) {
_lastTile.alpha = 1;
_lastTile = null;
}
var coord:Coordinate = _iso.mapToIsoWorld(mouseX, mouseY);
var col:int = Math.floor(coord.x / _tileWidth);
var row:int = Math.floor(Math.abs(coord.z / _tileHeight));
if (col < _cols && row < _rows) {
var tile:Tile = getTile(col, row);
tile.alpha = .5;
_lastTile = tile;
}
}
private function buildGrid():void{
_grid = [];
_cols = 10;
_rows = 10;
for (var i:int = 0; i < _cols;++i) {
_grid[i] = [];
for (var j:int = 0; j < _rows;++j) {
var t:Tile = new Tile();
var tx:Number = i * _tileWidth;
var tz:Number = -j * _tileHeight;
var coord:Coordinate = _iso.mapToScreen(tx, 0, tz);
t.x = coord.x;
t.y = coord.y;
_grid[i][j] = t;
addChild(t);
}
}
}
private function getTile(col:int, row:int):Tile {
return _grid[col][row];
}
}
}
Then we have the isometric class that calculates 3d space.
package com.gamebook.utils {
import com.gamebook.utils.geom.Coordinate;
/**
* #author Jobe Makar - jobe#electrotank.com
*/
public class Isometric {
//trigonometric values stored for later use
private var _sinTheta:Number;
private var _cosTheta:Number;
private var _sinAlpha:Number;
private var _cosAlpha:Number;
/**
* Isometric class contrustor.
* #param declination value. Defaults to the most common value, which is 30.
*/
public function Isometric() {
var theta:Number = 30;//even though the tiles are already isometric, you still have to put the degrees the tiles will be turned.
var alpha:Number = 45;//45 degrees on y axis, 30 dgrees on x axis
theta *= Math.PI/180; // then you translate to radians
alpha *= Math.PI/180;
_sinTheta = Math.sin(theta);
_cosTheta = Math.cos(theta);
_sinAlpha = Math.sin(alpha);
_cosAlpha = Math.cos(alpha);
}
/**
* Maps 3D coordinates to the 2D screen
* #param x coordinate
* #param y coordinate
* #param z coordinate
* #return Coordinate instance containig screen x and screen y
*/
public function mapToScreen(xpp:Number, ypp:Number, zpp:Number):Coordinate {
var yp:Number = ypp;
var xp:Number = xpp*_cosAlpha+zpp*_sinAlpha;
var zp:Number = zpp*_cosAlpha-xpp*_sinAlpha;
var x:Number = xp;
var y:Number = yp*_cosTheta-zp*_sinTheta;
return new Coordinate(x, y, 0);
}
/**
* Maps 2D screen coordinates into 3D coordinates. It is assumed that the target 3D y coordinate is 0.
* #param screen x coordinate
* #param screen y coordinate
* #return Coordinate instance containig 3D x, y, and z
*/
public function mapToIsoWorld(screenX:Number, screenY:Number):Coordinate {
var z:Number = (screenX/_cosAlpha-screenY/(_sinAlpha*_sinTheta))*(1/(_cosAlpha/_sinAlpha+_sinAlpha/_cosAlpha));
var x:Number = (1/_cosAlpha)*(screenX-z*_sinAlpha);
return new Coordinate(x, 0, z);
}
}
}