Thanks Cory Good point about the setInterval introducing redundant processing.Problem with placing an invisible movie clip is, the users mouse may not pass over this movie clip. For example, the movie is 600 pixels wide and 400 pixels high. If I place a 400 high and say 10 pixels wide movie clip in the center of the movie, it is still possible for the player to move their mouse left and right in the area to the left or the area to the right of the hidden movie clip - hence no speed would be detected. I am therefore not sure how to overcome this apart from insisting they move the mouse in a specified area.
Any ideas anyone? -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Cory Petosky Sent: 12 February 2008 21:52 To: Flash Coders List Cc: [EMAIL PROTECTED] Subject: Re: [Flashcoders] Control speed by how fast mouse moving You'd be better off doing it in an onEnterFrame or a onMouseMove than in a setInterval call -- code is only executed between frames anyway, so your way just adds extra processing burden. Since all these events are only working once per frame, just comparing x's isn't likely to give you meaningful data -- if a player moves his mouse rapidly left to right at a rate that's some factor of your framerate, you could easily get the same (or similar) x value at every read. Increasing the framerate could help this, but brings other problems. Consider placing a small, invisible movieclip on the path you intend the user to move his mouse, and listen for onRollOver. You can use the number of RollOver events per second to adjust speed. Just keep in mind that you won't get any more events than your framerate. Finally, instead of adjusting speed directly, adjust max speed and provide a constant acceleration toward the current max speed. For example, if the user starts out at a rate that correlates to 50 mph, his current speed should slowly increase at a constant rate over many seconds until it reaches 50. Similarly, once the user begins to slow down, the speed should decrease linearly to the maximum speed allowed by the mouse move rate. This provides a slow acceleration at the beginning -- which is probably what you want if you're emulating the old button mashers -- and provides smooth speed changes as the game progresses, which is definitely good. On 2/12/08, Paul Steven <[EMAIL PROTECTED]> wrote: > I am trying to program a game where a character moves faster, the faster the > player moved the mouse left and right. A bit like the old Dailey Decathlon > Game where you had to hit 2 keys on the keyboard on after the other as fast > as you can to control the speed of say a character running. > > I could do with some advice on how to achieve this. > > I have a frame rate of 31 FPS, with a movie width of 600 pixels. > > Currently I am calling a function every 10ms to calculate the speed > > objShowerGame.updateSpeedInterval = setInterval(updateSpeed, 10); > > > I compare the previous mouse X position with the current one and use this > difference as the speed. > > This isn't really working so I could do with some suggestions. > > Thanks > > Paul > > _______________________________________________ > Flashcoders mailing list > [email protected] > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > -- Cory Petosky : Lead Developer : PUNY 1618 Central Ave NE Suite 130 Minneapolis, MN 55413 Office: 612.216.3924 Mobile: 240.422.9652 Fax: 612.605.9216 http://www.punyentertainment.com _______________________________________________ Flashcoders mailing list [email protected] http://chattyfig.figleaf.com/mailman/listinfo/flashcoders _______________________________________________ Flashcoders mailing list [email protected] http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

