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Subject: | RE: FLASH: NICE!!!!! |
From: | George Medve |
Date: | Fri, 29 Oct 1999 15:16:08 +0100 |
I created something like this:
I have tried setting a variable in frame 1:
Set Variable: "X" = GetProperty ( "/symbol", _x )
and in frame 2:
Set Variable: "X2" = GetProperty ( "/symbol", _x )
then in frame 3:
If ( X < X2)
Begin Tell Target ("/symbol/swing")
Go to and Play ("right")
End Tell Target
End If
If ( X > X2)
Begin Tell Target ("/symbol/swing")
Go to and Play ("left")
End Tell Target
End If
If ( X = X2)
Begin Tell Target ("/symbol/swing")
Go to and Stop ("stop")
End Tell Target
End If
Where "swing" is my equivalent of the shield
It does work, but there must be a better way...as it is not as smooth as
their verion, even if I pump up the frame rate to 22fps
a third variable could be used to calculate the rotation
set variable "xrot" = (x2 - x) / 2
if (xrot > 25)
set variable "xrot" = 25
end if
if (xrot < -25)
set variable "xrot" = -25
end if
set property ("/symbol/swing",Rotation)=xrot
I am sure that there is a better way of doing it, but for now it works
-----Original Message-----
From: Jennifer Harvey [JHarveyifmc [dot] org (mailto:JHarveyifmc [dot] org)]
Sent: 29 October 1999 14:07
To: flasherchinwag [dot] com
Subject: Re: FLASH: NICE!!!!!
John Croteau wrote:
>>>The way the shield swings and how much is based on a calculation of the
amount of change in the x position from frame to frame and then a
corresponding amount of rotation is applied to the shield.<<<<
How about one of your wonderful tutorials or plug and play's, John??
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Replies
RE: FLASH: NICE!!!!!, Branden Hall
Re: FLASH: NICE!!!!!, John Croteau
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