Smooth JPG Movement
Does anybody know how to create a smooth JPG movement like this
http://www.beverlyhillshotel.com/
All the thing try (Actioscript _xscale etc.) end up looking bad......
Need some help here
Thanks in advance
Martin, Holland
Adobe > ActionScript 1 and 2
Posted on: 12/12/2006 03:24:52 AM
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Smooth Movement
Hi,,
I am new to Flash. I created a scene with an object. I have included 15 frames from the first keyframe and set to motion tween.
Now when I play the scene, the object doesn't move smoothly from first frame to last frame. The movement is kind of broken. Am I missing something here?
I have seen many flash files with very smooth moving objects. How do I do it?
Any Help will be appreciated.
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Hi everybody,
I am trying to do a simple motion tween, shape enters from upper left corner & exits from the lower right corner.
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Can somebody counsel me on this.
Thanking you in advance
Hrisula
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http://www.detremmerie.be/
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onClipEvent(enterFrame) {
speed = 12;
if (this._x < -327.75) {
this._x += speed;
}
//makes the movement stop
else {
this._x = -327.75;
}
}
Any suggestions on how to make my movement more like the example?
Thanks
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Hello.
I'm making a flash project that is a small vector city. There I have o lof of buildings that must be all as vector images, because my flash will be full screen. My problem is every move I make there looks like a little jumpy. I can't get smooth movements on the cars, the train and the airplane. I've tried make the animation using the timeline and in a couple of actionscript scripts, but the result I have is always that jumpy movement. Who of you are the guru to give me the solution? I'll be very pleased about.
Thank you very much.
Marcelo.
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Hey everyone,
I am producing a game where a gitty little dog runs around and does cool little quests. All is grand and dandy except for the most important part, the movement. I want him to be able to run over wavy hills, but my script doesnt allow that. It's very jigged. Basically my script sais
"when the dog touches these bounds, it will be pushed away from the bounds"
here is the script attached to the hills:
onClipEvent (enterFrame) {
with (_root.dog) {
if (hills.hitTest(getBounds(_root).xMax, _y, true)) {
_x -= 12;
}
if (hills.hitTest(getBounds(_root).xMin, _y, true)) {
_x += 12;
}
if (hills.hitTest(_x, getBounds(_root).yMax, _x, true)) {
_y -= 6;
}
}
}
My dog also is moved with the keys, this is a simple script that works fine, but the script attached to the hills is screwy.
I feel like totally deleting script, and taking a smoother one you guys tell me. I would like the dog to be able to run along the hills and rotate with their slope.
Can someone help? Anyone have previous history with side-scrolling games?
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if ((Key.isDown(Key.RIGHT))) {
this._x += 20;
}
Any help would be greatly appreciated. Thanks so much!
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Is there a way I can have the action repeat continuously as the user holds the button down, creating a smooth movement of the movie clip?
Much thanks.
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Hi,
I have the following script in both frame 1 and 2 to let a movieclip move from right to left on the stage:
Code:
speed =-5
name._x += speed
if (name._x<-500) {
name._x = 250;
}
And the clip is indeed moving from right to left on the stage and when it reaches _x -550 it is going back to it's starting position _x 250 only the movement isn't smooth at all.
What should I do to make the movement more smooth or should I use a completely different script?
Thanks in advance
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Hi.
I´m looking for a way to code keyboard movement that is smooth. I mean, constant from the moment the key gets pressed to the moment it gets released. What I have now works like typing: u press the key, u get one glyph, then if u dont release after half a second or so u start typing lots of glyphs.
It will not do for caracter animation, and that is what i need to code.
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Hi,
I have the following script in both frame 1 and 2 to let a movieclip move from right to left on the stage:
Code:
speed =-5
name._x += speed
if (name._x<-500) {
name._x = 250;
}
And the clip is indeed moving from right to left on the stage and when it reaches _x -550 it is going back to it's starting position _x 250 only the movement isn't smooth at all.
What should I do to make the movement more smooth or should I use a completely different script?
Thanks in advance
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Hi.
I´m looking for a way to code keyboard movement that is smooth. I mean, constant from the moment the key gets pressed to the moment it gets released. What I have now works like typing: u press the key, u get one glyph, then if u dont release after half a second or so u start typing lots of glyphs.
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thanks folks
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(Settle down boys Nice work, huh?)
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Anyway, have fun on the site.
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i was looking for how to script the smoothest movement possible myself and had to pull it together from a few places so i'm gonna post it here real quick
the problem is the jerkiness, all scripted movement or tweening is tied to frame rates, even at its best (an absolutely empty flash with one square box drawn on it) you can jerkiness in the movement, the higher you turn your fps the better it looks but the less likely it is to look that way to the user, fps overclocking isn't the answer
the solution is to use an equation triggered by the clock to control the movement with updateAfterEvent() at the end of the function that does the movement
using updateAfterEvent() with on mouseMove clip event produces a perfect cursor (windows movement), not a jerky one
so to move a clip called box along x:
Code:
// set variables needed to whatever
seconds = 5;
duration = seconds*1000;
x_start = 100;
x_target = 400;
startTime = getTimer();
function doMover() {
// calculate easing based on how much time has passed
var elapsedTime = getTimer()-startTime;
k = elapsedTime/duration;
if (k >= 1)
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clearInterval(ih);
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block._x = x_start+(x_target-x_start)*k;
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updateAfterEvent();
}
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ih = setInterval(doMover,10);
this is just the heart of the code you need, jbum's favorite ease equation triggered by setInterval with updateAfterEvent() to make sure it doesn't have to wait for movie, use it to do anykind of easing - color, size, alpha
help me if i'm wrong!!! or if something could be better
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this._x +=10;
}
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The problem is that, when the key is held down, the MC moves a tiny bit to the right, sits for a second, then scrolls smoothly (like the speed things go when you hold down a letter key in a word processor) and i need it to scroll smoothly all the time. Any tips on how this can be accomplished? I am using MX 2004.
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Hi Guys...
Here's the script:
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xPos = this._x;
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trace(randomNum);
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}
Im trying to move an object (like a cloud), smoothly and randomly across the screen...
But this is a bit jerky, any ideas?
Thanks, Rob
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i have this code
Code:
offx+=(random(4)-random(4))/5;
offy+=(random(4)-random(4))/5;
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offx = Math.floor(offx/2);
}
if(Math.abs(offy)>2){
offy = Math.floor(offy/2);
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scope._x=_xmouse+offx;
scope._y=_ymouse+offy;
but it is jerky i want it to move smoothly. Anyone know a better way?
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I'm having issues with the characters and objects moving monumentally different between the standalone player and inside a browser. Obviously, the characters are moving significantly slower in the browser.
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hi,
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i'm starting to move into using more actionscript and less tweens for movement.
thanks.
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Hi everybody,
I have the code below, creating movements and changes of alpha values of three mc.
When I test the animation sometimes the animation is smooth, sometimes it isn't. Is there anything wrong with this code?
Thanks a lot
Code:
mc3._alpha = 0;
//
function fvmoving() {
mc1._xscale += (50 - mc1._xscale) * 0.3;
mc1._yscale += (50 - mc1._yscale) * 0.3;
mc1._y += (300 - mc1._y) * 0.3;
if (mc1._xscale > 50 - 1 && mc1._xscale < 50 + 1 && mc1._yscale > 50 - 1 && mc1._yscale < 50 + 1 && mc1._y > 300 - 1 && mc1._y < 300 + 1) {
mc1._xscale = 50;
mc1._yscale = 50;
mc1._y = 300;
mc2._xscale += (50 - mc2._xscale) * 0.3;
mc2._yscale += (50 - mc2._yscale) * 0.3;
if (mc2._xscale > 50 - 1 && mc2._xscale < 50 + 1 && mc2._yscale > 50 - 1 && mc2._yscale < 50 + 1) {
mc2._xscale = 50;
mc2._yscale = 50;
mc3._alpha += (100 - mc3._alpha) * 0.3;
if (mc3._alpha > 100 - 1 && mc3._alpha < 100 + 1) {
mc3._alpha = 100;
clearInterval(fvmov);
}
}
}
updateAfterEvent();
}
//
var fvmov = setInterval(fvmoving, 50);
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One more question. I tried to create a floating effect on a big image using motion tween. When it moves, the movement is very jerky no matter how slow I make it by increasing the frame.
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Hi everybody,
I have the code below, creating movements and changes of alpha values of three mc.
When I test the animation sometimes the animation is smooth, sometimes it isn't. Is there anything wrong with this code?
Thanks a lot
ActionScript Code:
mc3._alpha = 0;
function fvmoving() {
mc1._xscale += (50 - mc1._xscale) * 0.3; mc1._yscale += (50 - mc1._yscale) * 0.3; mc1._y += (300 - mc1._y) * 0.3;
if (mc1._xscale > 50 - 1 && mc1._xscale < 50 + 1 && mc1._yscale > 50 - 1 && mc1._yscale < 50 + 1 && mc1._y > 300 - 1 && mc1._y < 300 + 1) {
mc1._xscale = 50;
mc1._yscale = 50;
mc1._y = 300; mc2._xscale += (50 - mc2._xscale) * 0.3;
mc2._yscale += (50 - mc2._yscale) * 0.3;
if (mc2._xscale > 50 - 1 && mc2._xscale < 50 + 1 && mc2._yscale > 50 - 1 && mc2._yscale < 50 + 1) {
mc2._xscale = 50;
mc2._yscale = 50;
mc3._alpha += (100 - mc3._alpha) * 0.3;
if (mc3._alpha > 100 - 1 && mc3._alpha < 100 + 1) {
mc3._alpha = 100;
clearInterval(fvmov);
}
}
}
updateAfterEvent(); }
var fvmov = setInterval(fvmoving, 50);
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//create the limits for the numbers
maxNum=.1;
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range=maxNum-minNum;
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Xplus=minNum + Math.random();
Yplus=minNum + Math.random();
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The thing is that the movements are not smooth.
I have tried to play with the value of “minNum” and also to divide the value returned by “Math.random()”, but even if the generated movements are smaller, they still are not smooth.
Could anyone give me some help on this ?
Hugues.
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I was wondering if anyone would be able to enlighten me as to how i would go about performing the following:
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Cheers Peeps ...
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ActionScript Code:
function move_foto() {
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_root.zdj["fot"+i].foto_a.foto_a_a._x = 194-ww;
}
}
function readme() {
for (i=1; i<(n3/2); i++) {
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}
}
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here's the AS I'm using so far:
ActionScript Code:
<i>this.onLoad = function() { startX1 = button1._x; startY1 = button1._y;};</i>dropZone.onMouseUp = function() { //------------------------------ if (dropZone.hitTest(button1)) { button1._x = dropZone._x; button1._y = dropZone._y; button1.stopDrag(); <b>} else { button1._x = startX1; button1._y = startY1; button1.stopDrag(); }</b>};
Basically, button1 is the button that the user is dragging to the drop zone. Now, my query is about the bolded section. What that does, is when the user *unclicks* the mouse button, the module springs back to its origin which is defined during an onLoad event (in italics). Right now, it just jumps back to the origin, as opposed to smoothly animating back to the origin (which is what i want, and don't know how to code). Thanks in advance!!!!
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PHP Code:
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Steve
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What up. I'm making a website, and it's using a drag and drop type deal for navigation. Basically the user must click and drag a module into the "dropZone" to go to that particular section.
here's the AS I'm using so far:
ActionScript Code:
<i>this.onLoad = function() { startX1 = button1._x; startY1 = button1._y;};</i>dropZone.onMouseUp = function() { //------------------------------ if (dropZone.hitTest(button1)) { button1._x = dropZone._x; button1._y = dropZone._y; button1.stopDrag(); <b>} else { button1._x = startX1; button1._y = startY1; button1.stopDrag(); }</b>};
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on (release) {
current_y = _root.info.slider._y;
y_difference = current_y - new_y;
new_y = "50";
do {
current_y = _root.info.slider._y;
y_difference = current_y - new_y;
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Thanks in advance. Here's the code I've used so far.
:::::::::::::::::::::::::::::::::::::::::::::::::: :
Frame 1 of MC
:::::::::::::
if (_root._xmouse>_level0.calib._x) {
_level0.calib._x = (_level0.calib._x+1);
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_level0.calib._x = (_level0.calib._x-1);
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:::::::::::::
Frame 2 of MC
:::::::::::::
if (_root._xmouse>_level0.calib._x) {
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_level0.calib._x = (_level0.calib._x-1);
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gotoAndPlay (1);
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hi everyone.
I could really use some help. I am working on designing a flash map for our university campus. Using MX2004. I have a lot working so far, but I am running into some stumbling blocks. I've used flash for a while, but only for simple animations, I'm pretty new to actionscripting but so far have been able to piece together tutorials, examples and so forth to get the functionality I need so far.
However, I need some tips on a few things and I hope this thread can help with the development of this.
The map loads from an external flash file so it can be updated more easily by other people down the road.
I have the controls to move it around and zoom it in by using a slider and some nav buttons, both of which has been hacked together from different examples.
Now, I am trying to create a list of buildings that when clicked on colors the building and moves the view to where that building is located.
I am doing this in the following way:
each building in the imported map is a movie clip comprised of 2 frames, each with a stop(); command. the first frame is the normal color, the 2nd frame the building is colored orange.
in my list, which will be just a list of text buttons, a user clicks once on a building name and it advances the building movie clip frame foward to the next frame, which changes the color, and the next click on the same button moves to the previous frame setting the color back to green.
Problem is, if the user is not zoomed all the way out, they won't see which building is being highlighted. So what I would like, is despite what zoom or x/y position the map is currently at, when they click on a building it moves to a preset x/y coordinate and zoom level that is preset to center that selected building within the viewable area of the map window.
I have the movement and zoom kind of working, but it jumps to it. What i would like is some actionscripted smooth movement toward the preset x and y coordinates from whereever the viewer currently is.
here is the code i'm using right now for when a user clicks on a building name button:
Code:
on (release) {
if (Number(button) == 2) {
_root.mainMap.mainMap.alumnicenter.nextFrame();
_root.mainMap._y = 404; //vertical position
_root.mainMap._x = 457; //horizontal position
_root.mainMap._xscale = 300;
_root.mainMap._yscale = 300;
_root.slider._y = 27; //height of slider on range bar
_root.slider._x = 144.3; //dont change
button = 1;
} else {
_root.mainMap.mainMap.alumnicenter.prevFrame();
_root.mainMap._y = 204; //vertical position
_root.mainMap._x = 457; //horizontal position
_root.mainMap._xscale = 150;
_root.mainMap._yscale = 150;
_root.slider._y = 95; //height of slider on range bar
_root.slider._x = 144.3; //dont change
button = 2;
}
}
the flash file is too big to attach and like i said it pulls from external files, if needed I can package up the folder in a zip file, but here is the latest swf file to give you an idea. http://acketon.com/campus_map1.html
here's what's being replaced: http://www.selu.edu/map this is all part of a major redesign effort of the entire website. Most of which is done or underway, but I have taken this on as a project.
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Here is what I normally do:
I use the Zigo tween engine from the Fusekit.
Wherever possible, I cacheAsBitmap
I also avoid using strokes, and have solid filled objects.
Set my frame rate at 30fps
For my next project im going to need to recreate a world that rotates, very similar to the Patapon website. The motion on this looks pretty good! How have the achieved that?
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Steve
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_root.back._x =_root.back._x +6 ;
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//----------------------------------------------
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}[/size][/size][/size][/size]
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