I may be misunderstanding the trouble you are having, but are you looking for sine and cosine?
var velocity: Number = 3; // Absolute velocity, regardless of direction speedX = velocity * Math.cos( cursorAngle ); // X component of velocity speedY = velocity * Math.sin( cursorAngle ); // Y component of velocity Or, since you are starting with a dx,dy and computing an angle from that, you can just normalize the vector to whatever length (speed) you want.: var velocityVector: Point = new Point( dx, dy ); velocityVector.normalize( velocity ); // Set length of vector but preserve direction speedX = velocityVector.x; speedY = velocityVector.y; Dave On 1/25/09, Corban Baxter <[email protected]> wrote: > > thanks todd. thats what I have been doing for the most part. I'm > working on figuring out how to move the Camera sprite around on an > angle. > > i've got script that makes the airplane point towards the mouse at all > times. but thats the easy part. now i need the Camera sprite to move > at a consistent rate at the same angle the plane is pointing. Just > can't see to figure out what it take to do that. > > var minXMove:Number = 0; > var minYMove:Number = 0; > var maxXMove:Number = (levelMap.width - stage.stageWidth) * -1; > var maxYMove:Number = (levelMap.height - stage.stageHeight) * -1; > > stage.addEventListener(Event.ENTER_FRAME, pointAtCursor); > > function movemap():void { > > > //move on x-axis > levelMap.x += speedX; > > if (levelMap.x >= minXMove) { > levelMap.x = minXMove; > } > if (levelMap.x <= maxXMove) { > levelMap.x = maxXMove; > } > > > //move on y-axis > levelMap.y += speedY; > > if (levelMap.y >= minYMove) { > levelMap.y = minYMove; > } > if (levelMap.y <= maxYMove) { > levelMap.y = maxYMove; > } > } > > function pointAtCursor(e:Event) { > > // get relative mouse location > var dx:Number = mouseX - plane.x; > var dy:Number = mouseY - plane.y; > speedX = (dx * -1); > speedY = (dy * -1); > > // determine angle, convert to degrees > var cursorAngle:Number = Math.atan2(dy,dx); > var cursorDegrees:Number = 360*(cursorAngle/(2*Math.PI)); > > // point at cursor > plane.rotation = cursorDegrees; > > plane.x -= (plane.x-mouseX) / 6; > plane.y -= (plane.y-mouseY) / 6; > > movemap(); > > } > > the hard part is getting the speedX and speedY to be numbers that > don't cause the map to fly to fast. Just not sure where to go from > here. > > > > > > On Sun, Jan 25, 2009 at 2:42 PM, Todd Kerpelman <[email protected]> wrote: > > Well, I'm no plane game expert, but here's probably how I'd approach > it... > > > > Within your PlaneGame movie, create a child sprite called Camera. > > > > Make all your interface stuff children of the PlaneGame movie. But make > the > > background, your plane, the enemies, etc, all children of this Camera > child > > sprite. > > > > Then, when it comes to creating the "background scrolling below you" > look, > > don't have your background move at all. Only have the things that would > > actually move in real life (planes and tanks and whatever) move. > > > > Instead, make your Camera sprite scale and/or move itself to track your > > plane (or, even better, a point a couple hundred pixels in front of your > > plane.) That will make it look like the background is moving, but it's > > really staying in place. And it will simplify your planes and tanks and > > bullets, because you can basically just look at each sprite's position > and > > velocity, without having to try and somehow compensate for a magical > moving > > background. > > > > For development purposes, by the way, I would start your game by not > having > > the camera move at all, and just making sure everything works right in a > > tiny little world the size of your screen. Once that's working, then you > can > > enlarge the bounds of your world and start moving your camera around. > > > > Good luck! > > > > --T > > > > > > > > On Sun, Jan 25, 2009 at 11:16 AM, Corban Baxter <[email protected]> > wrote: > > > >> hey guys! I'm trying to build a simplified version of > >> http://www.miniclip.com/games/skies-of-war/en/. Mostly looking to > >> replicated the movement. But I have no ideas on where to start. I'm > >> having alot of trouble setting the angles correctly to give the > >> background a constant speed but allowing it to change angles. I > >> understand its going to be based on the planes current angle. But > >> that's where I get confused on getting the speeds to not over lap and > >> making it seem like it moving faster. Ok I'm rambling now. but I was > >> hoping someone might be able to help me understand this better and > >> give me some examples I could use to get moving. Any help would be > >> great! thanks! > >> > >> -- > >> Corban Baxter > >> http://www.projectx4.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 > > > > > > > -- > > Corban Baxter > http://www.projectx4.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

