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Trigonometry example 6 – rotatory movement and direction |
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Written by Flep
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Monday, 03 March 2008 |
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Hi!
We saw diverse techniques on how to apply the trigonometry to Actionscript 3.0 .
With this tutorial, we will see how to manage the rotatory movement of a MovieClip and the direction of movement.
I will clearly make a purely didactic example and as always it will depend on ourselves to find a practical application.
The more fantasy and the more graphics skills, the more you could use those simple trigonometric formulas with wonderful results.
Let us see…
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Last Updated ( Tuesday, 04 March 2008 )
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Trigonometry with Actionscript 3.0 example 5 |
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Written by Flep
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Friday, 21 September 2007 |
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Today, we are back to the trigonometry applied to Actionscript 3.0.
In this example of drawing in runtime I used sinus and co sinus.
Before starting this tutorial, I recommend to those who have not done so yet, to read the articles in the section Trigonometry and Flash CS3 . It would then be easier for you, to follow this article.
Let us look at it…
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Last Updated ( Sunday, 23 September 2007 )
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Trigonometry with Actionscript 3.0 – example 4 |
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Written by Flep
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Tuesday, 14 August 2007 |
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Here is another example that carries on the theme of the trigonometry applied to Actionscript.
Regarding the code, you will find nothing new that has not already been published in this blog.
I ‘attach’ MovieClips in runtime as in the article attachMovie removed to which I apply some trigonometry that we have already seen in the first article Trigonometry applied to Actionscript 3.0 .
It came out of it a very nice effect and it is needless to say that the more imagination you put into it the more you get. :))))
Click to view the SWF:
Let’s take a look at the code…
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Last Updated ( Tuesday, 25 September 2007 )
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Pythagorean theorem – collision detection |
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Written by Flep
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Thursday, 09 August 2007 |
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Here we are at our second appointment with the Pythagorean theorem.
I advise you to read the first part of this article so to better understand what will come next.
In the first part, we saw how to calculate the distance in between two objects.
Now, we will discover how to detect the collision of two objects using the Pythagorean theorem.
Many of you would surely think ‘what’s the use of Pythagora to detect the collision when we have the method hitTestObject available’?
To detect simple collision, hitTestObject remains a valid method. For more complex collisions and specially when developing flash games, Pythagora is the best way to go.
Let’s see the example…
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Last Updated ( Thursday, 27 September 2007 )
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Trigonometry with Actionscript 3.0 [example3] |
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Written by Flep
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Saturday, 28 July 2007 |
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The series of articles/tutorials on the trigonometry applied to Actionscript 3.0 carry on.
We get into the heart of this argument using angles, radius, sinus and cosinus.
In this example, we will see how to move a simple ball using trigonometry.
We will see how to create an effect with more balls using the library's MovieClip ID to create more instances of the same MovieClip. Everything under an interval.
At the end, we will see how to apply this effect to a mask.
Let's take a look at the code...
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Last Updated ( Thursday, 27 September 2007 )
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Pythagorean theorem with Actionscript 3.0 |
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Written by Flep
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Tuesday, 17 July 2007 |
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In this article we will see how to apply the Pythagorean theorem to Actionscript 3.0.
This theorem allows us to calculate the distance in between two points keeping in mind both X coordinates and Y coordinates of the points.
The theorem has more then one practical applications while developing with Flash, but we will discover them as we go forward with the articles that I will publish on this matter.
For now, let's concentrate on how to calculate this distance.
Let's see how...
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Last Updated ( Thursday, 27 September 2007 )
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Trigonometry with Actionscript 3.0 [example2] |
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Written by Flep
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Friday, 13 July 2007 |
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Here we are! We are back to the trigonometry (very fascinating eh...)
This article is the second , but not least, part of the article Trigonometry with Actionscript 3.0 [example1].
This time, I will apply the trigonometry to the spring effect .
Let's get straight into it...
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Last Updated ( Thursday, 27 September 2007 )
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Trigonometry with Actionscript 3.0 [example1] |
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Written by Flep
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Tuesday, 03 July 2007 |
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Applying some trigonometry to Actionscript, we can realise some really nice effects and give the possibility to the user to interact in an amusing and creative way within our flash application.
The following example will be the first in a series in which I will try to do my best to apply to Actionscript everything I know about trigonometry.
In this case, I am using the static method Math.atan2.
Let’s take a look at it…
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Last Updated ( Saturday, 29 September 2007 )
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