I need help undestanding the bolded syntax.
1)I think the first part is creating an object "game" and assigned two variables default values.
2)I think in the second part a "Tile0" object is added to the "game" object.
3)I don't understand what the "game[]" syntax is doing. Is it making...
this is my site(still not done, so don't bash too hard):
pixel-werx.com
i want the user to go through all the pages once, and after that, be able to put a menu at the bottom if they've already gone through, so don't have to repeat if they don't want to
i thought maybe there was some way to set...
well, i found what it was...for some reason, i had to rename an instance. even if i deleted everything else to make sure no duplicates or name conflicts, it still wouldn't work unless i changed the name o_O
anybody have tips on getting the best performance for collision detection on irregular shapes? I was playing around with the idea of using nodes to detect hits, but wanted to know if there was a better way. this is for a 'game'
i don't think you understand what i'm saying
i have a clip on frame 1 of the main movie
i add a keyframe on frame 2 and it copies the clip into frame 2
if i delete the instance of that clip in frame 2, when i get to frame 2, does the loop from the clip in the first frame keep looping?
i have a situtation like this:
i have a clip on frame 1 that does some sort of action on enterFrame
on frame 2, i insert a keyframe and delete the instance of that clip(in 2nd frame only)
my question is: does that enterFrame loop from frame1 keep checking in frame2?
i was wondering if there's a way to change the tint and alpha of that tint for a clip....like when you click on color in properties, you can select a color and alpha that color up or down at the same time
i figured out what i needed to do:
onClipEvent (enterFrame) {
if (Key.isDown(Key.LEFT)) {
this._rotation -= 2;
}
if (Key.isDown(Key.DOWN)) {
x = Math.sin(_rotation*(Math.PI/180))*2;
y = Math.cos(_rotation*(Math.PI/180))*2;
this._x += x;
this._y += y;
}
if (Key.isDown(Key.UP))...
i know how to do the key press detection stuff. it's the math i don't know how to set. i found some code that i'm using, but there's inertia added that i don't want(want to stop on a dime, so to speak)
this is in the clip i'm moving:
onClipEvent (enterFrame) {
_root.speed = speed;
_root.mph...
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