I have an example of very simple shooter. But it on AS2. Here the source:
speed = 4;
depth = 0;
nose = 50;
_root.onMouseMove = function() {
updateAfterEvent();
xdiff = _root._xmouse-spaceShip._x;
ydiff = _root._ymouse-spaceShip._y;
angle = Math.atan2(ydiff, xdiff);
angle = angle*180/Math.PI;
spaceShip._rotation = angle;
};
_root.onMouseDown = function() {
angle = spaceShip._rotation;
angle = angle*Math.PI/180;
++depth;
name = "projectile"+depth;
_root.attachMovie("projectile", name, depth);
//projectile - it is bullet
_root[name]._x = spaceShip._x+nose*Math.cos(angle);
_root[name]._y = spaceShip._y+nose*Math.sin(angle);
_root[name].xmov = speed*Math.cos(angle);
_root[name].ymov = speed*Math.sin(angle);
_root[name].onEnterFrame = function() {
this._x += this.xmov;
this._y += this.ymov;
};
};
I want to do the same, but in as3.
I tried to convert. Here is what I have: PS - I'm newbie, please, don't get angry of the code below :)
var nose=55;
var angle;
var acc=1;
Mouse.hide();
stage.addEventListener(MouseEvent.MOUSE_MOVE, cursor);
function cursor(e:MouseEvent):void {
cross.x=mouseX;
cross.y=mouseY;
}
stage.addEventListener(Event.ENTER_FRAME, rotation2);
function rotation2(event:Event):void {
var xdiff=mouseX-spaceShip.x;
var ydiff=mouseY-spaceShip.y;
angle=Math.atan2(ydiff,xdiff);
angle=angle*180/Math.PI;
spaceShip.rotation=angle;
}
stage.addEventListener(MouseEvent.CLICK, shoot);
function shoot(event:MouseEvent):void {
angle = spaceShip.rotation;
angle = angle*Math.PI/180;
bullet.x=spaceShip.x+nose*Math.cos(angle);
bullet.y=spaceShip.y+nose*Math.sin(angle);
var xmov=acc*Math.cos(angle);
var ymov=acc*Math.sin(angle);
stage.addEventListener(Event.ENTER_FRAME, action);
function action(event:Event):void {
bullet.x+=xmov;
bullet.y+=xmov;
}
}
bullet appears, but only once, and did not move on the right path.
how to do that would be a lot of bullets, as in the example above?
attachMovie() is not the same as addChild().
MovieClip.attachMovie() creates a new symbol and add it to the MovieClip
DisplayObjectContainer.addChild() adds the specified DisplayObject to the container
Instead of calling (in AS2):
_root.attachMovie("projectile", name, depth);
You should use something like this (in AS3):
var proj:DisplayObject = new projectile();
proj.name = "projectile" + depth;
stage.addChild(proj);
Please note that there is no depth in AS3.
You could trick this by using addChildAt().
Thanks for the fast replying. I solve the problem this way:
I added this:
var bullet1:Bullet = new Bullet ();
addChild (bullet1);
And changed all "bullet" below on "bullet1".
Program is working now correctly.
Related
I am wondering if i have an Array that push content that is Bitmap, how do i get index of a specific image when clicked. I tried to use indexOf but no luck, my codes are below.
Thanks for your time!
Code:
//First Part is where i add the URLRequest and add the image into contentHolder then onto Stage
function loadImage():void {
for(var i:int = 5; i < somedata.length; i++){
if(somedata[i]){
var loader:Loader = new Loader();
loader.load(new URLRequest("http://www.rentaid.info/rent/"+somedata[i]));
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onImageLoaded);
}
}
}
function onImageLoaded(e:Event):void {
loadedArray.push(e.target.content as Bitmap);
for(var i:int = 0; i < loadedArray.length; i++){
var currentY1:int = 200;
e.currentTarget.loader.content.height =200;
e.currentTarget.loader.content.y += currentY1;
currentY1 += e.currentTarget.loader.content.height +300;
_contentHolder.mouseChildren = false; // ignore children mouseEvents
_contentHolder.mouseEnabled = true; // enable mouse on the object - normally set to true by default
_contentHolder.useHandCursor = true; // add hand cursor on mouse over
_contentHolder.buttonMode = true;
_contentHolder.addChild(loadedArray[i]);
addChild(_contentHolder);
_contentHolder.addEventListener(MouseEvent.CLICK, gotoscene);
}
}
// then the part where i try to get the index
function gotoscene(e:MouseEvent):void {
var index:Number;
index = loadedArray.indexOf(e.target);
trace(index);
}
Edit:
var viewport:Viewport = new Viewport();
viewport.y = 0;
viewport.addChild(_contentHolder);
Your first question has very simple answer:
var image:Bitmap = new Bitmap();
var images:Array = new Array(image);
for (var i:uint = 0; i < images.length; i++) {
// images[i].bitmapData is the original image in your array
// image.bitmapData is searched one
if (images[i].bitmapData == image.bitmapData) {
// found
}
}
But your problem is bigger than this. I see you keep wandering around..
You should add listener to each child, not the content holder as one. I usually don't use Loaders, but get their Bitmaps and wrap them in Sprites or something, that I add into the scene. You should store either this Sprite or your Loader into that array, not the Bitmap. Then add listener to each of them (Sprite or Loader, not Bitmap) and get the target. Depending on what you've stored in the array, you can easily get it as:
function gotoscene(e:MouseEvent):void {
var index:uint = loadedArray(indexOf(e.target));
}
But it's important to store one specific type that will actually be clickable. Don't think about the Bitmap - it's only a graphic representation, and doesn't do much in the code.
**EDIT:
Okay I'm adding the code you need but it's important to understand what you are doing and not just rely on someone else's answer :)
function onImageLoaded(e:Event):void {
var bitmap:Bitmap = e.target.content as Bitmap; // get the Bitmap
var image:Sprite = new Sprite();
image.addChild(bitmap); // wrap it inside new Sprite
// add listener to Sprite!
image.addEventListener(MouseEvent.CLICK, gotoscene);
// gets url of current image (http://website.com/images/image1.jpg)
var url:String = e.target.loaderURL;
// get only the number from that url by replacing or by some other way
// this removes the first part and results in "1.jpg"
var name:String = url.replace("http://website.com/images/image", "");
// this removes the extension and results in number only - 1, 2, 3
// it's important to change this depending on your naming convention
name = name.replace(".jpg", "");
image.name = "button" + name; // results in "button1", "button2", "button3"
// store object, name, or whatever (not really needed in your case, but commonly used)
loadedArray.push(image.name);
image.x = counter * 100; // position so you can see them, at 100, 200, 300, etc.
_contentHolder.addChild(image); // add newly created Sprite to content
}
function gotoscene(e:MouseEvent):void {
var name:String = e.target.name;
// strips down "button" from "button1", and only the number remains,
// which is 1, 2, 3, etc. the number of the scene :)
var scene:uint = name.replace("button", "");
// you're the man now :)
}
I'm creating a simple iPhone game (but the class I'm in is requiring me to use Flash...), and I'm having a major issue as I'm trying to remove objects from the game.
The game is somewhat of a dynamic time-wasting bubblewrap game where there are infinite "refreshes" of the stage. Once the user pops all the bubbles, more randomly generate. (When the array is empty, call the setup() again.)
For now, I have one of each five different colored bubble graphics pulled from the library by code and placed on the stage randomly. However, I don't like the overlap, so I've given each bubble a small square hitspace so when they're placed randomly and overlap significantly they pop themselves. For some reason when I'm trying to remove the bubbles it gives me
Error#2025 The supplied DisplayObject must be a child of the caller.
I've tried adding stage to addChild and removeChild, but I get the same error.
import flash.events.*;
import flash.display.*;
var bubbles:Array = new Array();
var b:BlueBubble = new BlueBubble();
var b2:GreenBubble = new GreenBubble();
var b3:PinkBubble = new PinkBubble();
var b4:PurpleBubble = new PurpleBubble();
var b5:YellowBubble = new YellowBubble();
// values to be tweaked later
var bNum:uint = 1;
var maxSize:uint = 100;
var minSize:uint = 1;
var range:uint = maxSize - minSize;
var tooBig:uint = 100;
function init():void {
setup();
stage.addEventListener(Event.ENTER_FRAME, onEveryFrame);
}
function setup():void {
for (var i:uint=0; i<bNum; i++) {
// blue
b.width = Math.ceil(Math.random() * range) + minSize;
b.height = b.width;
b.x = Math.random()*(stage.stageWidth - b.width);
b.y = Math.random()*(stage.stageHeight - b.height);
bubbles.push(b);
stage.addChild(b);
// green
b2.width = Math.ceil(Math.random() * range) + minSize;
b2.height = b2.width;
b2.x = Math.random()*(stage.stageWidth - b2.width);
b2.y = Math.random()*(stage.stageHeight - b2.height);
bubbles.push(b2);
stage.addChild(b2);
// pink
b3.width = Math.ceil(Math.random() * range) + minSize;
b3.height = b3.width;
b3.x = Math.random()*(stage.stageWidth - b3.width);
b3.y = Math.random()*(stage.stageHeight - b3.height);
bubbles.push(b3);
stage.addChild(b3);
// purple
b4.width = Math.ceil(Math.random() * range) + minSize;
b4.height = b4.width;
b4.x = Math.random()*(stage.stageWidth - b4.width);
b4.y = Math.random()*(stage.stageHeight - b4.height);
bubbles.push(b4);
stage.addChild(b4);
// yellow
b5.width = Math.ceil(Math.random() * range) + minSize;
b5.height = b5.width;
b5.x = Math.random()*(stage.stageWidth - b5.width);
b5.y = Math.random()*(stage.stageHeight - b5.height);
bubbles.push(b5);
stage.addChild(b5);
//add event listeners for bubbles later
}
}
function onEveryFrame(e:Event) {
for (var i:uint=0; i<bubbles.length; i++) {
bubbles[i].width++;
bubbles[i].height++;
if (bubbles[i].height >= tooBig && bubbles[i].width >= tooBig) {
bubbles[i].height = tooBig;
bubbles[i].width = tooBig;
}
// Blue hit testing
if (b2.hitGreen.hitTestObject(b.hitBlue)) {
removeChild(b);
}
if (b3.hitPink.hitTestObject(b.hitBlue)) {
removeChild(b);
}
if (b4.hitPurple.hitTestObject(b.hitBlue)) {
removeChild(b);
}
if (b5.hitYellow.hitTestObject(b.hitBlue)) {
removeChild(b);
}
// Other hit testing...
}
}
init();
You are adding b, b2, b3, etc to the stage, but removing them from whatever object is executing this code. Try changing
stage.addChild(b);
to
addChild(b);
Additionally, it is a good idea to check that an object is a child before removing it. Try changing
if (...)
removeChild(b);
to
if (contains(b) && ...)
removeChild(b);
The best way to solve this is:
mc.parent.removeChild(mc);
Basically, the removeChild function needs to be called from whatever display object that your soon to be removed object is in.
First I really want to thank you for all the help you have given me so far, since I did not know anything about AS3 (basics gotoAnd stuff only) I came to Stackoverflow searching for some code already made but I was encouraged by some members to make the code by myself, now after almost 2 weeks and thanks to a lot of great people my soccer penalty kick game is almost finished, I really love this place.
I know I have to work on some collisions and other stuff since currently the game is not the best (remember I’m just a newbie), but Unfortunately while checking the game functioning by playing it over and over again, I have found the following:
1- When you get 3 fails, then game is over and a play again button appears after some animation, you click on it and everything seems to be fine, but when you continue playing the second time you reach 3 fails, when you click the button a new cursor appears??? Please help
2- I tried millions of times to make the ball move with speed and to animate its trajectory but was unable to make it, any help on this will be highly appreciated. I have speed variables and gravity but I didn’t know how to use them
3- I'm getting a actionscript error related to a removeChild, I tried many times removing some lines but I´m unable to fix it.
4- I'm using too many timers, I don't know if this is recommendable.
Here is the .fla file https://rapidshare.com/files/1702748636/kicks.fla just in case anybody want to try the game (this is really simple since it is my 1st AS project) and want to help me with the code and help me improving the game, and here is the code if somebody does not need to get into the file (I know this place is full of really smart people), once I finish it I know I will be able to do a lot of stuff with AS3.
var score:Number;
var angle:Number;
var speed:Number;
var cursor:MovieClip;
var failed:Number;
var ballRotation:Boolean = false;
function initializeGame( ):void
{
ball.x = 296.35;
ball.y = 353.35;
score=0;
failed=0;
cursor = new Cursor();
addChild(cursor);
cursor.enabled = true;
Mouse.hide();
stage.addEventListener(MouseEvent.MOUSE_MOVE, dragCursor);
stage.addEventListener(MouseEvent.CLICK, kick);
}
function dragCursor(event:MouseEvent):void
{
cursor.x = this.mouseX;
cursor.y = this.mouseY;
}
initializeGame();
var mouse = this.Mouse;
function kick(evt:Event)
{
removeChild(cursor);
pateador_mc.play();
var timer:Timer = new Timer(500,1);
timer.addEventListener(TimerEvent.TIMER, delayedAction);
timer.start();
function delayedAction(e:TimerEvent)
{
moveBall();
}
}
speed=-100000;
var ease:int = 100;
var gravity:Number = 0.5;
function moveBall()
{
var targetX:Number = mouseX;
var targetY:Number = mouseY;
var angle = Math.atan2(targetY,targetX);
ball.x = mouseX + Math.cos(angle);
ball.y = mouseY + Math.sin(angle) ;
ballRotation = true;
stage.removeEventListener(MouseEvent.CLICK, kick);
if (ballRotation==true)
{
keeper.gotoAndStop(1 + Math.floor(Math.random() * keeper.totalFrames));
ball.play();
}
if (ball.hitTestObject ( keeper)){
ball.y=keeper.x-ball.height- ball.width;
trace ("Tomela");
}
if (ball.hitTestObject(goalie) && ball.y>69 /*&& ball.y<178 && ball.X>139 && ball.x<466*/)
{
gol_mc.play();
score ++;
showScore();
var timer3:Timer = new Timer(3000,1);
timer3.addEventListener(TimerEvent.TIMER, delayedAction3);
timer3.start();
function delayedAction3(e:TimerEvent)
{
ball.x = 296.35;
ball.y = 353.35;
stage.addEventListener(MouseEvent.CLICK, kick);
stage.addEventListener(MouseEvent.MOUSE_MOVE, dragCursor);
addChild(cursor);
keeper.gotoAndStop(1);
}
}
else
{
fails_mc.play();
failed++;
var timer2:Timer = new Timer(3000,1);
timer2.addEventListener(TimerEvent.TIMER, delayedAction2);
timer2.start();
function delayedAction2(e:TimerEvent)
{
ball.x = 296.35;
ball.y = 353.35;
stage.addEventListener(MouseEvent.MOUSE_MOVE, dragCursor);
stage.addEventListener(MouseEvent.CLICK, kick);
addChild(cursor);
keeper.gotoAndStop(1);
}
trace(failed);
if (failed==3) {
gameFinished();
trace("YOU LOST");
}
}
function showScore():void{
goles_txt.text ="" +score;
}
trace (score);
function gameFinished(){
gameOver.play ();
stage.removeEventListener(MouseEvent.CLICK, kick);
stage.addEventListener(MouseEvent.MOUSE_MOVE, dragCursor);
timer2.stop();
Mouse.show();
this.mouseX=cursor.x ;
this.mouseY=cursor.y;
again_btn.addEventListener(MouseEvent.MOUSE_DOWN, playAgain);
}
function playAgain():void{
gameOver.gotoAndPlay(31);
fails_mc.gotoAndStop(1);
keeper.play();
var timer4:Timer = new Timer(1000,1);
timer4.addEventListener(TimerEvent.TIMER, delayedAction3);
timer4.start();
function delayedAction3(e:TimerEvent)
{
initializeGame();
}
}
}
I’ll really appreciate it guys , I promise I won’t be bothering again for a long time
1/3.
Problem 1 & 3 are the same problem. Looks like your trying to remove the cursor from the stage (removeChild) every click (so it will error after the first click because it's no longer a child of anything). Your adding it back on your delayedAction2 which doesn't run unless your hit test is true and only after 3 seconds. On initialize game you create a whole new cursor and add that to the stage which is why you get a duplicate after the first game.
Rather than removeChild the cursor, it might better to just set it's visibility to false/true and only create it once.
You'll need to use an EnterFrame handler, or timer, or tween for this. I can post an example later.
I can't figure out why you're using timers at all or need to delay your functions, except maybe to allow time for the kick animation?
You're code is very disorganized, naming functions things like 'delayedAction' is bad as it doesn't really tell you anything about the purposed of the function. You also have way too much functions inside of other functions. Here is a quick refactoring of your code I've done to hopefully teach a few things. I've also added the tween for the ball animation.
import flash.events.Event;
import fl.transitions.Tween;
import fl.transitions.TweenEvent;
var score:Number;
var cursor:MovieClip;
var failed:Number;
var ballRotation:Boolean = false;
var ballTweenX:Tween;
var ballTweenY:Tween;
var targetCursor = new Cursor(); //only want one of these and you want it to exist the whole time so keep out here.
addChild(targetCursor);
initializeGame();
function initializeGame( ):void
{
stage.addEventListener(MouseEvent.MOUSE_MOVE, dragCursor);
stage.addEventListener(MouseEvent.CLICK, kick);
ball.x = 296.35;
ball.y = 353.35;
score=0;
failed=0;
targetCursor.visible = true;
Mouse.hide();
}
function dragCursor(event:MouseEvent):void
{
targetCursor.x = this.mouseX;
targetCursor.y = this.mouseY;
}
function kick(evt:Event)
{
//removeChild(targetCursor);
targetCursor.visible = false;
pateador_mc.play();
stage.removeEventListener(MouseEvent.CLICK, kick); //move this here, because you don't the option kick again while already kicking
stage.removeEventListener(MouseEvent.MOUSE_MOVE, dragCursor); //added this, you probably don't want the target moving after the click...
setTimeout(moveBall, 500);//cleaner and more efficient than using a timer for a one time delayed call.
}
function moveBall()
{
var targetX:Number = mouseX;
var targetY:Number = mouseY;
var angle = Math.atan2(targetY,targetX);
targetX = mouseX + Math.cos(angle);
targetY = mouseY + Math.sin(angle) ;
ballRotation = true;
ballTweenX = new Tween(ball, "x", null, ball.x, targetX, .3, true);
ballTweenY = new Tween(ball, "y", null, ball.y, targetY, .3, true);
ballTweenY.addEventListener(TweenEvent.MOTION_FINISH, ballTweenDone,false,0,true);
if (ballRotation==true)
{
keeper.gotoAndStop(1 + Math.floor(Math.random() * keeper.totalFrames));
ball.play();
}
}
function stopBallTween():void {
ballTweenX.stop();
ballTweenY.stop();
}
function ballTweenDone(e:TweenEvent):void {
if (ball.hitTestObject ( keeper)){
ball.y=keeper.x-ball.height- ball.width;
trace ("Tomela");
}
if (ball.hitTestObject(goalie) && ball.y>69 /*&& ball.y<178 && ball.X>139 && ball.x<466*/)
{
gol_mc.play();
score ++;
showScore();
}else
{
fails_mc.play();
failed++;
trace(failed);
if (failed==3) {
gameFinished();
trace("YOU LOST");
return; //added this because you don't want the rest of this function running if it's a game over
}
}
setTimeout(resetShot, 3000); //you had the code I put in resetShot repeated twice
trace(score);
}
function resetShot():void {
ball.x = 296.35;
ball.y = 353.35;
targetCursor.visible = true;
keeper.gotoAndStop(1);
stage.addEventListener(MouseEvent.MOUSE_MOVE, dragCursor);
stage.addEventListener(MouseEvent.CLICK, kick);
}
function showScore():void{
goles_txt.text ="" +score;
}
function gameFinished(){
gameOver.play();
stage.removeEventListener(MouseEvent.CLICK, kick);
stage.removeEventListener(MouseEvent.MOUSE_MOVE, dragCursor);
Mouse.show();
//this.mouseX=cursor.x ;
//this.mouseY=cursor.y; //These are read only properties, your can't set the mouse position...
again_btn.addEventListener(MouseEvent.MOUSE_DOWN, playAgain);
}
function playAgain(e:Event = null):void{
gameOver.gotoAndPlay(31);
fails_mc.gotoAndStop(1);
keeper.play();
setTimeout(initializeGame, 1000);
}
How can I make my object stop when it reaches the destination i gave it with my mouse click? The code makes the object move towards the point of a mouse click but I can't seem to find out how to make it stop, because it will almost never pass the specific destination point. :/ Somebody who knows how to accomplish this?
public function onMouseDown(evt:MouseEvent)
{
if (this._character != null)
{
_character.isMoving = false;
_character.dx = 0;
_character.dy = 0;
targetX = mouseX - _character.x;
targetY = mouseY - _character.y;
var angle:Number = Math.atan2(targetY,targetX);
var dx:Number = Math.cos(angle) * _character.speed;
var dy:Number = Math.sin(angle) * _character.speed;
_character.dx = dx;
_character.dy = dy;
_character.isMoving = true;
}
}
public function updateCharacter(e:Event):void
{
if (this._character.isMoving)
{
this._character.x += this._character.dx;
this._character.y += this._character.dy;
}
}
Easiest way to do it would be to calculate the angle to the point you want to stop at each time you move. This value should remain the same if you're moving in a straight line until you pass the point you're trying to stop at, at which point it will change drastically.
Once this happens, simply move your object back to the position it should have stopped at before you render it again.
I've created a demo with source code for you. There's a fair amount of code, so rather than posting everything here you can download the source instead:
http://martywallace.com/testing/gotoPoint.zip
Try this
package
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
public class Guest extends MovieClip
{
var walkSpeed:Number = 5;
var oldPosX;
var oldPosY;
public function Guest()
{
stage.addEventListener(MouseEvent.CLICK, walk);
}
function walk(event:MouseEvent):void
{
oldPosX = parent.mouseX;
oldPosY = parent.mouseY;
rotation = Math.atan2(oldPosY - y,oldPosX - x) / Math.PI * 180;
addEventListener(Event.ENTER_FRAME, loop);
}
function loop(event:Event):void
{
// see if you're near the target
var dx:Number = oldPosX - x;
var dy:Number = oldPosY - y;
var distance:Number = Math.sqrt((dx*dx)+(dy*dy));
if (distance<walkSpeed)
{
// if you are near the target, snap to it
x = oldPosX;
y = oldPosY;
removeEventListener(Event.ENTER_FRAME, loop);
}
else
{
x = x+Math.cos(rotation/180*Math.PI)*walkSpeed;
y = y+Math.sin(rotation/180*Math.PI)*walkSpeed;
}
}
}
}
Similar questions have been asked many times.
However, see the code in my answer here that should explain how to move and stop.
Movement of Objects in a simulation
this.createEmptyMovieClip('mask_mc',0);
bg_mc.setMask(mask_mc);
var contor:Number=0;
// function drawCircle draws a circle on mask_mc MovieClip of radius r and having center to mouse coordinates
function drawCircle(mask_mc:MovieClip):Void{
var r:Number = 20;
var xcenter:Number = _xmouse;
var ycenter:Number = _ymouse;
var A:Number = Math.tan(22.5 * Math.PI/180);
var endx:Number;
var endy:Number;
var cx:Number;
var cy:Number;
mask_mc.beginFill(0x000000, 100);
mask_mc.moveTo(xcenter+r, ycenter);
for (var angle:Number = Math.PI/4; angle<=2*Math.PI; angle += Math.PI/4) {
xend = r*Math.cos(angle);
yend = r*Math.sin(angle);
xbegin =xend + r* A *Math.cos((angle-Math.PI/2));
ybegin =yend + r* A *Math.sin((angle-Math.PI/2));
mask_mc.curveTo(xbegin+xcenter, ybegin+ycenter, xend+xcenter, yend+ycenter);
}
mask_mc.endFill();
}
// contor variable is used to hold if the mouse is pressed (contor is 1) or not (contor is 0)
this.onMouseDown=function(){
drawCircle(mask_mc);
contor=1;
}
// if the mouse is hold and moved then we draw a circle on the mask_mc
this.onMouseMove=this.onEnterFrame=function(){
if (contor==1){
drawCircle(mask_mc);
}
}
this.onMouseUp=function(){
contor=0;
}
var mask_mc:MovieClip = new MovieClip();
bg_mc.setMask(mask_mc);
var contor:Number=0;
// function drawCircle draws a circle on mask_mc MovieClip of radius r and having center to mouse coordinates
function drawCircle(mask_mc:MovieClip):void{
var r:Number = 20;
var xcenter:Number = mouseX;
var ycenter:Number = mouseY;
var A:Number = Math.tan(22.5 * Math.PI/180);
var endx:Number;
var endy:Number;
var cx:Number;
var cy:Number;
mask_mc.graphics.beginFill(0x000000, 100);
mask_mc.graphics.moveTo(xcenter+r, ycenter);
for (var angle:Number = Math.PI/4; angle<=2*Math.PI; angle += Math.PI/4) {
xend = r*Math.cos(angle);
yend = r*Math.sin(angle);
xbegin =xend + r* A *Math.cos((angle-Math.PI/2));
ybegin =yend + r* A *Math.sin((angle-Math.PI/2));
mask_mc.graphics.curveTo(xbegin+xcenter, ybegin+ycenter, xend+xcenter, yend+ycenter);
}
mask_mc.graphics.endFill();
}
// contor variable is used to hold if the mouse is pressed (contor is 1) or not (contor is 0)
addEventListener(MouseEvent.MOUSE_DOWN, mouseDown);
addEventListener(MouseEvent.MOUSE_MOVE, mouseMoved);
addEventListener(MouseEvent.MOUSE_UP, mouseUp);
function mouseDown(e:MouseEvent):void{
drawCircle(mask_mc);
contor=1;
}
function mouseMoved(e:MouseEvent):void{
if (contor==1){
drawCircle(mask_mc);
}
}
function mouseUp(e:MouseEvent):void{
contor=0;
}
see how simple it was to translate? You should try to translate it yourself first and post your attempt.
This is just a direct translation of your snippet. You will have to remove the event listeners or there will be a memory leak.
These links might be useful for you:
AS2 to AS3 Migration Cheatsheet
ActionScript Migration Cookbook
Well sometimes the best way to get started with something like is just try to compile it as AS-3 and see where it blows up. Some of the code will work and then you can type the errors into google (or if you get stuck post specific questions to SO). That will be a lot easier than just trying to "translate" it if you don't know AS very well and understand the differences.
put it in flex builder
try to compile
if you get some errors, fix them
if you don't know how to fix them, google or ask the pleps