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Flashstar Bots Function

 ```Here we have a little function to generate little bots. ///////////////////////////////////////////////////////// //Bots Funktion Version 2.0 //By Matthias Kannengiesser ///////////////////////////////////////////////////////// movieclip.prototype.bot = function (links,rechts,oben,unten) { if (signal == 1) { posx = _x; posy = _y; zufall = random(2); b = _rotation; if (zufall == 0) { zufall = -1; } delta = delta_wert*zufall; b = b+delta; w = (b*Math.PI)/180; new_x = posx+(s*Math.cos(w)); new_y = posy+(s*Math.sin(w)); _rotation = b; if ((new_x>links) && (new_xoben) && (new_y
FS Explosion
 /* Explosions Methoden v1.0 von Matthias Kannengiesser */ ```Movieclip.prototype.preinit = function (wBereich) { x = Math.sin(_rotation%36)*random(wBereich); y = Math.cos(_rotation%36)*random(wBereich); } Movieclip.prototype.initexpo = function (anzahl) { _x = _root._xmouse; _y = _root._ymouse; for (i=1; i
2 decimal places
 //set number to 2 decimal places //You can set this anywhere in your timeline and use as you need anywhere in your movie. ```Math.__proto__.dec2 = function (num){ valor = String (Math.round(num * 100) / 100); dot = valor.indexOf("."); if(dot == -1){ valor += ".0"; } temp = valor.split("."); addDecimals = 2 - temp[1].length; for(i=1; i<= addDecimals; i++){ valor += "0"; } return valor; }; a = 0.5; b = 0.8; z = Math.dec2(5);//if you trace thism, z will display "5.00" z = Math.dec2(a + b);//if you trace thism, z will display "1.30" ``` Posted by: LordAlex Leon | website http://www.lordalex.com
 ```//Implementing Calculator In Flash 5.0 //Design a gui in flash and buttons also and name the buttons as 1,2,3.... //+,-,*,/,= Etc, as needed to design the calculator // Here in this tutorial on(release) is related with the anu button that u clicked //go through the tutorial thoroughly if any doubts and for source fla contact me //on my mail "arunark7@indiatimes.com" or log on to "http://www.javaguru.koolhost.com" //"res" is a flash input text field to take input and display the output //************ Code Starts From Here ******************* // ** action for Button 1 starts from Here*** //intially status=0; res=0; status1=1; status2=0; op=0; q=10; on (release, keyPress "1") { if ((status == 0) && (status2 != 1)) { res = res*10; res = res+1; } if ((status1 == 0) && (status2 != 1)) { res = 0; res = res*10; res = res+1; status1 = 1; status = 0; } if ((status == 0) && (status2 == 1)) { res = res+(1/q); q = q*10; } if ((status1 == 0) && (status2=1)) { res = 0; res = res+(1/q); q = q*10; status1 = 1; status = 0; } } // ** action for Button 1 Ends Here*** // ** action for Button 2 starts Here*** on (release , keyPress "2") { if((status==0) && (status2!=1)) { res=res*10; res=res+2; } if((status1==0)&&(status2!=1)) { res=0; res=res*10; res=res+2; status1=1; status=0; } if((status==0)&&(status2==1)) { res=res+(2/q); q=q*10; } if((status1==0)&&(status2=1)) { res=0; res=res+(2/q); q=q*10; status1=1; status=0; } } // ** action for Button 2 Ends Here*** // ** action for Button 3 starts Here*** on (release , keyPress "3") { if ((status == 0) && (status2 != 1)) { res = res*10; res = res+3; } if ((status1 == 0) && (status2 != 1)) { res = 0; res = res*10; res = res+3; status1 = 1; status = 0; } if ((status == 0) && (status2 == 1)) { res = res+(3/q); q = q*10; } if ((status1 == 0) && (status2=1)) { res = 0; res = res+(3/q); q = q*10; status1 = 1; status = 0; } } // ** action for Button 3 Ends Here*** // ** action for Button 4 starts Here*** on (release , keyPress "4") { if ((status == 0) && (status2 != 1)) { res = res*10; res = res+4; } if ((status1 == 0) && (status2 != 1)) { res = 0; res = res*10; res = res+4; status1 = 1; status = 0; } if ((status == 0) && (status2 == 1)) { res = res+(4/q); q = q*10; } if ((status1 == 0) && (status2=1)) { res = 0; res = res+(4/q); q = q*10; status1 = 1; status = 0; } } // ** action for Button 4 Ends Here*** // ** action for Button 5 starts Here*** on (release , keyPress "5") { if ((status == 0) && (status2 != 1)) { res = res*10; res = res+5; } if ((status1 == 0) && (status2 != 1)) { res = 0; res = res*10; res = res+5; status1 = 1; status = 0; } if ((status == 0) && (status2 == 1)) { res = res+(5/q); q = q*10; } if ((status1 == 0) && (status2=1)) { res = 0; res = res+(5/q); q = q*10; status1 = 1; status = 0; } } // ** action for Button 5 Ends Here*** // ** action for Button 6 starts Here*** on (release , keyPress "6") { if ((status == 0) && (status2 != 1)) { res = res*10; res = res+6; } if ((status1 == 0) && (status2 != 1)) { res = 0; res = res*10; res = res+6; status1 = 1; status = 0; } if ((status == 0) && (status2 == 1)) { res = res+(6/q); q = q*10; } if ((status1 == 0) && (status2=1)) { res = 0; res = res+(6/q); q = q*10; status1 = 1; status = 0; } } // ** action for Button 6 Ends Here*** // ** action for Button 7 starts Here*** on (release , keyPress "7") { if ((status == 0) && (status2 != 1)) { res = res*10; res = res+7; } if ((status1 == 0) && (status2 != 1)) { res = 0; res = res*10; res = res+7; status1 = 1; status = 0; } if ((status == 0) && (status2 == 1)) { res = res+(7/q); q = q*10; } if ((status1 == 0) && (status2=1)) { res = 0; res = res+(7/q); q = q*10; status1 = 1; status = 0; } } // ** action for Button 7 Ends Here*** // ** action for Button 8 starts Here*** on (release , keyPress "8") { if ((status == 0) && (status2 != 1)) { res = res*10; res = res+8; } if ((status1 == 0) && (status2 != 1)) { res = 0; res = res*10; res = res+8; status1 = 1; status = 0; } if ((status == 0) && (status2 == 1)) { res = res+(8/q); q = q*10; } if ((status1 == 0) && (status2=1)) { res = 0; res = res+(8/q); q = q*10; status1 = 1; status = 0; } } // ** action for Button 8 Ends Here*** // ** action for Button 9 starts Here*** on (release , keyPress "9") { if ((status == 0) && (status2 != 1)) { res = res*10; res = res+9; } if ((status1 == 0) && (status2 != 1)) { res = 0; res = res*10; res = res+9; status1 = 1; status = 0; } if ((status == 0) && (status2 == 1)) { res = res+(9/q); q = q*10; } if ((status1 == 0) && (status2=1)) { res = 0; res = res+(9/q); q = q*10; status1 = 1; status = 0; } } // ** action for Button 9 Ends Here*** // ** action for Button 0 starts Here*** on (release, keyPress "0") { if ((status == 0) && (status2 != 1)) { res = res*10; res = res+0; } if ((status1 == 0) && (status2 != 1)) { res = 0; res = res*10; res = res+0; status1 = 1; status = 0; } if ((status == 0) && (status2 == 1)) { res = res+(0/q); q = q*10; } if ((status1 == 0) && (status2=1)) { res = 0; res = res+(0/q); q = q*10; status1 = 1; status = 0; } } // ** action for Button 0 Ends Here*** // ** action for Button "." starts Here*** on (release , keyPress ".") { status2=1; } // ** action for Button "." Ends Here*** // ** action for Button "+" starts Here*** on (release , keyPress "+") { status=1; status1=0; status2=0; a1=res; op=1; q=10; } // ** action for Button "+" Ends Here*** // ** action for Button "-" starts Here*** on (release , keyPress "-") { status = 1; status1 = 0; status2=0; a1 = res; op = 2; q=10; } // ** action for Button "-" Ends Here*** // ** action for Button "*" starts Here*** on (release , keyPress "*") { status = 1; status1 = 0; a1 = res; status2=0; op = 3; q=10; } // ** action for Button "*" Ends Here*** // ** action for Button "/" starts Here*** on (release , keyPress "/") { status = 1; status2=0; status1 = 0; a1 = res; op = 4; q=10; } // ** action for Button "/" Ends Here*** // ** action for Button "c" starts Here*** on (release , keyPress "c") { status=0; status1=1; status2=0; op=0; res=0; q=10; } // ** action for Button "c" Ends Here*** // ** action for Button "+/-" starts Here*** on(release) { res=res*(-1); } // ** action for Button "+/-" Ends Here*** // ** action for Button "=" starts Here*** on (release, keyPress "") { if (op == 1) { res = a1+res; } if (op == 2) { res = a1-res; } if (op == 3) { res = a1*res; } if (op == 4) { res = a1/res; } status = 1; status1 = 0; status2 = 0; q = 10; } // ** action for Button "=" Ends Here*** ``` Posted by: H.G.Arunkumar | website http://www.javaguru.koolhost.com
 ```//-- smartRotation(currentRotation, targetRotation, rotationAmount) // returns: New rotation value // description: Used primarily for game AI. Given two rotation values(use getRotation to find angle between player and enemy) // it will figure out which way the unit should rotate, and given rotationAmount return the new rotational value. //PARAMS // currentRotation: the current rotation value // targetRotation: the target rotation value // rotationAmount: the amount to rotate _global.smartRotation = function(currentRotation, targetRotation, rotationAmount){ if(Math.abs(currentRotation-targetRotation)<=rotationAmount){ currentRotation = targetRotation; }else if(currentRotation != targetRotation){//if not at target if(currentRotation >= 0 && targetRotation >= 0){//if both positive if(currentRotation > targetRotation){ currentRotation -= rotationAmount; }else if(currentRotation < targetRotation){ currentRotation += rotationAmount; } }else if(currentRotation < 0 && targetRotation < 0){//if both negative if(currentRotation > targetRotation){ currentRotation -= rotationAmount; }else if(currentRotation < targetRotation){ currentRotation += rotationAmount; } }else if(currentRotation < 0 && targetRotation >= 0){//if current negative and target positive if((Math.abs(currentRotation) + Math.abs(targetRotation)) <= 180){ currentRotation += rotationAmount; }else if((Math.abs(currentRotation) + Math.abs(targetRotation)) > 180){ currentRotation -= rotationAmount; } }else if(currentRotation >= 0 && targetRotation < 0){//if current positive and target negative if((Math.abs(currentRotation) + Math.abs(targetRotation)) < 180){ currentRotation -= rotationAmount; }else if((Math.abs(currentRotation) + Math.abs(targetRotation)) >= 180){ currentRotation += rotationAmount; } } } return currentRotation; } //-- getAngle(x1,x2,y1,y2) // returns: Angle between x1,y1 and x2,y2 // description: Calculates the angle between two sets of X,Y. // x1: The X coordinate of position 1 // x2: The X coordinate of position 2 // y1: The Y coordinate of position 1 // y2: The Y coordinate of position 2 _global.getAngle = function(x1,x2,y1,y2){ getAngle_delta_x = x1-x2; getAngle_delta_y = y1-y2; getAngle_rotation = -Math.atan2(getAngle_delta_x, getAngle_delta_y)/(Math.PI/180); return getAngle_rotation; } //SAMPLE AI //on an enemy movieclip. the player is called 'player_mc' onClipEvent(load){ turnSpeed=5; } onClipEvent(enterFrame){ targetRotation = getAngle(_x,player_mc._x,_y,player_mc._y); smartRotation(_rotation, targetRotation, turnSpeed); } ``` Posted by: abeall | website http://abeall.com