![]() be sure to subscribe because using random method of math class from actionscript 3.0 the math class contains methods and constants that represent learn how to incorporate random chance into your flash projects as doug winnie generates random numbers using the math learn how to implement code that will auto center your dynamically loaded objects. ![]() in this tutorial, you will learn how to create a random frame generator using as3 in flash cs4. ![]() use actionscript 3.0 and flash cs3 to create a random number generator that can be used with anything, even games. creating a random excuse generator in flash actionscript 3.0. this video gives an explanation of what the code is doing. website: learn how to generate a random number. developphp video flash random number generator code an actionscript 3.0 random number generation script this video tutorial will help you to create a random number generator to generate number between two specific values. Stage.addEventListener(Event.Flash And Actionscript 3 Tutorial: Generating A Random Numberįlash and actionscript 3 tutorial: generating a random number. Trails.draw(spheres,trailsFade) įunction getCircleSprite(radius:Number,color:int):Sprite) //double click to clear Var earth:Sprite = earthPivot.addChild(getCircleSprite(60.52 / 4,0x2233FE)) as Sprite Var venus:Sprite = venusPivot.addChild(getCircleSprite(60.52 / 4,0xFF2200)) as Sprite Var mercury:Sprite = mercuryPivot.addChild(getCircleSprite(24.40 / 4,0xCECECE)) as Sprite Var sun:Sprite = spheres.addChild(getCircleSprite(69.5500 /4,0xFF9900)) as Sprite Var earthPivot:Sprite = spheres.addChild(new Sprite()) as Sprite Var venusPivot:Sprite = spheres.addChild(new Sprite()) as Sprite Var mercuryPivot:Sprite = spheres.addChild(new Sprite()) as Sprite Var spheres:Sprite = addChild(new Sprite()) as Sprite //add a container for all the spheres (planets/moons/sun/etc.) See more: actionscript 3 game tutorial, actionscript 3.0 tutorial w3schools, learn actionscript, actionscript tutorial, actionscript 3 tutorials for beginners, actionscript 3 download, actionscript 3.0 codes, actionscript flash, help need marketing help, help need artist design, help need change face picture, website kindness mission help need. Var trailsFade:ColorTransform = new ColorTransform(1,1,1,0.025,0,0,0,0.1) //color transform: keep rgb the same(1,1,1), set alpha to 0.025 out of 1.0 Var trails:BitmapData = new BitmapData(w,h,true,0x00000000) //create a transparent bitmap to draw the trails into Here's a longer example using multiple objects: import flash.display.* Notice the trails when you move the mouse and how they are affected by the (update) speed. Trails.draw(dot,trailsFade) //draw the dot into the bitmap data using the dot's transformation (x,y, rotation, scale) Var dot:Sprite = addChild(new Sprite()) as Sprite ĪddEventListener(Event.ENTER_FRAME,update) Var background:Bitmap = addChild(new Bitmap(trails,PixelSnapping.AUTO,true)) as Bitmap //add the trails pixels/bitmap data into a Bitmap/display object at the bottom of the display list Var trailsFade:ColorTransform = new ColorTransform(1,1,1,0.025,0,0,0,1) //color transform: keep rgb the same(1,1,1), set alpha to 0.025 out of 1.0 Var trails:BitmapData = new BitmapData(stage.stageWidth,stage.stageHeight,true,0x00000000) //create a transparent bitmap to draw the trails into Here's a basic commented example: import This way, you will only be updating pixels instead of continuously creating new display objects. If you pass the objects transformation, the position/rotation/scale will be visible (as opposed to drawing from 0,0). It basically works like a 'screenshot' of the display object you pass it as n argument. I recommend using BitmapData's draw() method to render your planets as pixels each time you update them.
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