How do I move and scale properly in ActionScript? - actionscript-3

function scale(e:Event):void{
plane1_mc.scaleX += .1;
plane1_mc.scaleY += .1;
plane1_mc.x -= 5;
plane1_mc.y -= 3;
}
function prop(evt:Event):void{
plane1_mc.prop_mc.rotation += 100;
}
plane1_mc.prop_mc.addEventListener(Event.ENTER_FRAME, prop);
plane1_mc.addEventListener(Event.ENTER_FRAME, scale);
this is what im using to try to get plane1_mc to scale and move. it was doing both before but now its only doing the scale. Anybody feel free to tell me

Your code is correct. Try increasing the amount you move it and post what happens. Something like this:
plane1_mc.x -= 50;
plane1_mc.y -= 30;
Also make sure you aren't scaling plane1_mc anywhere else. It's possible that another event is being fired instead of this one, so it looks like the scaleX and scaleY values are being modified from this function when they really aren't. I'd suggest putting some trace statements in this function and seeing if they show up.

Related

as3 Math.random() cant seem to get it working correctly

im working on as3 adobe flash, the FLA is a catching game and seems to work fine but i want to tweak it. i currently got :
trying to implement random speed per ball, i tried this:
var speed:Number = 7;
var RandomSpeed:Number = Math.random() * 7;
var ymov:Number = RandomSpeed + speed;
and in the function i put this:
bgame[j].y += ymov;
(its [ j ] because i had to make another array to get the ball to drop)
its currently randomising all the balls in the game to the same speed but i want it to do it to individual balls.
there's also one more problem, when the game is finish (once player gets a score of 2 the game takes you back to home screen) the ball sprites that were on the screen and not caught still remain on the screen,
You need to assign different ymov speeds to each ball. As it is now you assign the value at the top level scope, then use it to update each ball's position. This is why they are all the same speed.
You can assign a new random ymov property to each ball in your addBall() function:
bgame[i].ymov = 7 + Math.random() * 7;
Then in your Ballgame() update function move the ball based on that property:
bgame[j].y += bgame[j].ymov;
BTW as a style note, classes usually are UpperCase while variables and functions are lowerCase.
Your issue is that you are only "rolling the dice" once and using that result for the speed of every ball. Make ymov into a function it will produce a different result every time. IE:
function ymov():Number
{
var speed:Number = 7;
var RandomSpeed:Number = Math.random() * 7;
return RandomSpeed + speed;
}

Rotating a canvas object around the mouse cursor

I am trying to replicate this effect: http://hakim.se/experiments/html5/trail/03/
I have this as a Particle constructor:
function Particle(x, y) {
this.x = x;
this.y = y;
this.radius = 4;
this.color = '#f0f';
this.speed = 15;
this.angle = 0;
}
And I'm using this loop to animate all particle instances:
for (var i = 0, len = particles.length; i < len; i++) {
var dx = mouse.x - particles[i].x,
dy = mouse.y - particles[i].y,
angle = Math.atan2(dy, dx);
particles[i].vx = Math.cos(angle) * particles[i].speed;
particles[i].vy = Math.sin(angle) * particles[i].speed;
particles[i].x += particles[i].vx;
particles[i].y += particles[i].vy;
particles[i].draw(ctx);
}
The particles follow the mouse, but reach the cursor and start flickering around it, which is not a desired behaviour. I'd like to circle around the cursor, as in the example.. The interesting part is that if I set the particle.speed to something like 30 and add 1000 to the angle, the particles rotate around the cursor, but really fast and ruin the effect...
You can see a live example here: http://codepen.io/gbnikolov/pen/EwafI
All suggestions are more then welcome, thanks in advance!
P.S. I know that the code for the pointed example is easily findable, but I'm relatively new to javascript and I'm not that good at reading other people code and can't quite understand the logic behind it..
Currently the target of your particles is the mouse cursor. But that's not the target you want. You want a target that's moving around your cursor. And you want for every particle a different target, so they don't hover all at the same place.
There are also some other things that the original does and you don't:
in the original, the particle speed depends on the distance to the target
it seems they can't change the direction instantly, but change the direction of their movement relatively slowly.

Nape Moving Platform

Okay Im relatively new to nape and Im in the process of making a game, I've made a Body called platform of type KINEMATIC, and I simply want to move it back a forth in a certain range on the stage. Can somebody please see where im going wrong , thanks.
private function enterFrameHandler(ev:Event):void
{
if (movingPlatform.position.x <= 150 )
{
movingPlatform.position.x += 10;
}
if (movingPlatform.position.x >= 260)
{
movingPlatform.velocity.x -= 10;
}
}
First of in one of the if blocks you are incrementing position.x by 10 in the other one you are decrementing velocity.x by 10. I guess you meant position.x in both.
Secondly, imagine movingPlatform.position.x is 150 and your enterFrameHandler runs once. movingPlatform.position.x will become 160 and on the next time enterFrameHandler is called none of the if blocks will execute since 160 is neither less than or equal to 150 or greater than or equal to 260.
You can use the velocity to indicate the side its moving and invert it once you go beyond an edge, something like :
// assuming velocity is (1,0)
private function enterFrameHandler(ev:Event):void {
if (movingPlatform.position.x <= 150 || movingPlatform.position.x >= 260) {
movingPlatform.velocity.x = -movingPlatform.velocity.x;
}
movingPlatform.position.x += movingPlatform.velocity.x;
}
Obviously this might cause problems if the object is already at let's say x=100, it will just keep inverting it's velocity, so either make sure you place it between 150-260 or add additional checks to prevent it from inverting it's direction more than once.
This might be a better way of doing it :
// assuming velocity is (1,0)
private function enterFrameHandler(ev:Event):void {
if (movingPlatform.position.x <= 150) {
movingPlatform.velocity.x = 1;
} else if (movingPlatform.position.x >= 260) {
movingPlatform.velocity.x = -1;
}
movingPlatform.position.x += movingPlatform.velocity.x;
}
In general:
Kinematic bodies are supposed to be moved solely with velocity, if you change their position directly then they are not really moving as much as they are 'teleporting' and as far as the physics is concerned their velocity is still exactly 0 so things like collisions and friction will not work as you might expect.
If you want to still work with positions instead of velocities, then there's the method setVelocityFromTarget on the Body class which is designed for kinematics:
body.setVelocityFromTarget(targetPosition, targetRotation, deltaTime);
where deltaTime is the time step you're about to use in the following call to space.step();
All this is really doing is setting an appropriate velocity and angularVel based on the current position/rotation, the target position/rotation and the amount of time it should take to get there.

Actionscript 3: Healthbar and Button

So basically I am making a game in which a button is clicked to decrease the amount of health in a healthbar. I have a button on the stage named fortyfivedown_btn, and a healthbar, which is a 101 frame (includes zero) movieclip. The health bar has an instance name of lifebar. On the stage, the button coding is:
fortyfivedown_btn.addEventListener(MouseEvent.CLICK, fortyfivedownClick);
function fortyfivedownClick(event:MouseEvent):void{
lifebar.health = lifebar.health-45;
}
Inside the healthbar movieclip, I have a layer of coding that is:
var health:int = 100;
gotoAndStop(health + 1);
if(health < 0) health = 0;
else if(health > 100) health = 100;
gotoAndStop(health + 1);
So, there is my coding. The thing is, when the button is clicked, the healthbar does not go down. I traced the health variable in the button:
fortyfivedown_btn.addEventListener(MouseEvent.CLICK, fortyfivedownClick);
function fortyfivedownClick(event:MouseEvent):void{
lifebar.health = lifebar.health-45;
}
{
trace(lifebar.health);
}
I saw that the output is 0. For some reason the button believes the health is 0, when I declared it was 100 inside the healthbar movieclip? Any help is appreciated.
(Edit)
Alright, in answer to the trace question, if I don't do it like that, there is no output. I should say I'm a beginner at this all, and am learning as I go, so please bear with me. Here is my fla file:
https://skydrive.live.com/embed?cid=9AB08B59DCCDF9C6&resid=9AB08B59DCCDF9C6%21107&authkey=AGqFHhlHnvOXvuc
Okay so take the code that was in your lifebar movie clip out entirely, you can just delete that layer for now, then replace the code you have in the main scene with this and you should get the result you want:
fortyfivedown_btn.addEventListener(MouseEvent.CLICK, fortyfivedownClick);
var health:int = 100;
lifebar.gotoAndStop(101);
function fortyfivedownClick(event:MouseEvent):void{
health -= 45;
if(health < 0) health = 0;
else if(health > 100) health = 100;
lifebar.gotoAndStop(health + 1);
//Can write this also: lifebar.health += 45;
trace(health);
}
there's other ways to go about doing this but given your current setup this is going to be the least modification to get what you want. Another option is setting the width on a sprite.
I uploaded a modified fla and companion as file for how I would personally go about doing this instead of including things on the timeline so much:
http://www.mediafire.com/?d38hbm32p71x1n8

How to make smooth moving using as3?

I have loaded some images through XML and attached into dynamically created MovieClips named mc0,mc1,mc2...etc.
_loader.removeEventListener(ProgressEvent.PROGRESS, onLoadingAction);
count++;
var img:Bitmap = Bitmap(e.target.content);
img.cacheAsBitmap = true;
img.smoothing = true;
img.alpha = 0;
TweenLite.to(MovieClip(my_mc.getChildByName("mc"+count)).addChild(img),1, {alpha:1,ease:Quint.easeIn});
and within ENTER_FRAME handler
for (i=0; i < mc.numChildren; i++)
{
my_mc.getChildAt(i).x -= Math.round((mouseX-stage.stageWidth/2)*.006);
}
Everthing works fine. But it is shaking so that it was not looking good.
How do I achieve smooth movement?
One solution I've used is to round the (x,y) position to the closest integer. No matter that you've added smoothing to your bitmap and cached it, rounding could make it feel less choppy and way smoother.
Another thing you need to be careful is the dimensions of the images. Images that have an odd dimension won't be smoothed the same way as images with even dimensions. Check how to workaround this in my blog post Flash Smoothing Issue.
Since Flash has a variable frame rate (in the sense that it will drop frames), one shouldn't depend on the entering of a frame as a unit of action. Rather, it would be wiser to calculate the elapsed time explicitly.
For instance, in the enter frame handler:
var currentTime:Number = (new Date()).time;
for (i=0; i < mc.numChildren; i++)
{
my_mc.getChildAt(i).x -= speed * (currentTime - lastTime); // speed is in px/ms
}
lastTime = currentTime;
where you have the variable lastTime declared somewhere in a persistent scope:
var lastTime:Number = (new Date()).time;
I don't know if this addresses what you are calling "shaking", but it's at least something to consider.