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Once created, switch to the code window and program those symbols. This is something you don't have to do in Flash, incidentally, at least if willing to use the Flash environment to create such symbols with the polygon tool. RotPt.py = (spoke.px * sinTheta + spoke.py * cosTheta) + this.p.py RotPt.px = (spoke.px * cosTheta - spoke.py * sinTheta) + this.p.px Generate new rotating point by rotating around center. Var spoke = new Point(rotPt.px - this.p.px, rotPt.py - this.p.py) Calculate the radial spoke : rotPt - center (p). * (would be ccw in standard Cartesian system).įor (var side = 1 side < NUM_SIDES side++) * Go clockwise around circle calulating polygon points Vertices.push(new Point(Math.round(rotPt.px), Math.round(rotPt.py))) Var rotPt = new Point(this.p.px, this.p.py - this.radius) Initial vertex at top of circle start rotating point there, store rounded copy. Calculate polygon's central angle in radians (72 deg for pentagon). To draw a star, connect every other vertex : 0 → 2 → 4 → 1 → 3. The routine starts with a vertical spoke rising from the center to the top of the circle, then systematically rotates the spoke in a clockwise sense. The idea is to rotate a spoke around a circle at regular angular intervals, collecting the points along the circle into an array. The method calculates the vertices of a regular polygon, in this case a pentagon, but simply change the value of NUM_SIDES on line 4 for a polygon of any size. The five vertices are calculated with trig at object initialization in method generateVertices(), shown below. Next is the "ship" that will be a five-pointed star and implemented in class Ship - much like class Mine, except with a different draw method.
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MAKE A CALCULATOR IN FLASH ACTIONSCRIPT 3.0 UPDATE
Draw all mines, update as appropriate. The completed code has three more conditions to sense hitting the right, top, and left boundaries, with xSpeed or ySpeed updated as appropriate to produce bounces off those walls.Ĭtx.clearRect(0, 0, canvas.width, canvas.height) The condition shown senses when the mine hits the bottom of the canvas, then changes the sign of ySpeed, in essence reversing the velocity in the up-down direction the net result is a bounce off the bottom at equal angles. A word on those velocities, which are handled in reverseSpeedAtBoundary() above. Note the initial clearRect() to clear the canvas, so the old mines are erased before the new ones are drawn. Considering that mines is a array of Mine objects, it simply draws the mines, then updates their positions and velocities as appropriate. When hit bottom, ricochet at equal angles.įunction invalidate() below shows the basic logic for the repeatedly executing function. Var mineBottom = this.p.py + this.radius Here's class Mine, depending in turn on class Point:įunction Mine(p, radius, color, xSpeed, ySpeed)Ĭtx.arc(this.p.px, this.p.py, this.radius, 0, 2 * Math.PI, false) The latter is actually available in ActionScript 3.0, although there are a number of ways there to do this type of animation. We can create a Mine class and use Javascript's setInterval() to have a callback function executed repeatedly every so many milliseconds. The first step is to have circular mines patrolling continuously, bouncing off the walls. The game ends when a mine collides with the ship. The player controls a "ship" with cursor keys, moving it up, down, left, or right in order to avoid the mines. Write a Flash "Keep Away" game, with automatically moving "mines" patrolling the stage, bouncing off the sides. swf, which executes in the (free) Flash Player.Ĭlick Play button to start, then use the cursor keys to move the ship (star).
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The environment can be skipped entirely with Abobe's free compiler which turns ActionScript into. My approach is to forgo the environment entirely, except as a medium to execute ActionScript. It's a nice in-between technology, where artists can experience Flash as as they always do, but be gently introduced to programming those objects in the code window. Even animations are possible with "tweens". Think Adobe Photoshop, apt in a couple ways considering that Adobe acquired Flash and developed ActionScript 3.0.
MAKE A CALCULATOR IN FLASH ACTIONSCRIPT 3.0 PRO
Many artists know Flash through the sophisticated Flash Pro environment, where they can create and store images efficiently with "symbols". For the programmer, a circle or rectangle or any other figure suitable to be part of a display list is just an object with properties and methods. Too bad, because Flash's ActionScript 3.0 is a thoroughgoing object oriented approach to graphics programming similar to Javascript. Flash is declining for a number of reasons, including its proprietary nature and that it's not supported by the iPhone. The Keep Away game was the last assignment in my Flash class and this is the port to HTML5 canvas, programmed in Javascript.