Hi Kevin,
It's quite simple actually. If you know the angle (it need to be in radians)
all you need after that is the speed of motion. To know the movement in the
x axis it's the cosine of the angle, for the y axis, it's the sine of the
angle so you will have the following :
mc._x = Math.cos(angle)*speed;
mc._y = Math.sin(angle)*speed;
And here is a quick example for that :
import mx.utils.Delegate;
var object:MovieClip = this.object;
var angle:Number = 45;
var DEGtoRAD:Number = Math.PI/180;
angle *= DEGtoRAD;
var speed:Number = 5;
object.onEnterFrame = Delegate.create(this, moveObject);
function moveObject():Void {
object._x += speed*Math.cos(angle);
object._y += speed*Math.sin(angle);
var leftBorder:Number = object._x-object._width;
var rightBorder:Number = object._x+object._width;
var topBorder:Number = object._y-object._height;
var bottomBorder:Number = object._y+object._height;
var initY:Number = -object._height;
var initX:Number = -object._width;
if (leftBorder >= Stage.width) {
object._x = initX ;
} else if (rightBorder <= initX) {
object._x = Stage.width + object._width;
} else if (bottomBorder <= initY ){
object._y = Stage.height + object._height;
} else if (topBorder >= Stage.height) {
object._y = initY;
}
}
In this code you can use Degree angles and then convert them to radians.
This will give you some kind of asteroids game type of motion.
HTH
Alain
-----Original Message-----
From: Kevin Aebig [mailto:[EMAIL PROTECTED]
Sent: 12 octobre 2006 14:43
To: 'Flashcoders mailing list'
Subject: [Flashcoders] Scripted Angled Motion
Hey all,
I'm trying to do something, but the mathematics of it are messing with my
head.
I've got a clip that I want to move in a specific direction (angle) without
giving an end target. When the clip is offstage, I'll simply reset it and
trigger it again accordingly.
I don't need for it to ease or anything fancy, just move on a designated
angle.
Thanks,
!k
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