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Actionscript Physics Actionscript Maths; and ActionScript Common
Topic Started: Apr 1 2005, 09:22 AM (158 Views)
Xavo
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Xav ♂(im a boy :P)
I've found that there are like three kinds of ActionScript

ActionScript Physics: (i dont know what it is please explain it to me) i think it is what www.arseiam.com does...

ActionScript Maths: (i dont know what it is please explain it to me) i think it is to make a calculattor or somethin like this

ActionScript Common: like web production, stops, gotoandplays, loadmovienum, and those


please answer my questions:D
thanks^^
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Arse
Brackenwood Lightweight
OK...

ActionScript Physics: Flash has no native physics functionality. So AS Physics is generally a bunch of functions (or methods, classes, objects, prototypes etc) that replicate real-world physics e.g. a ball bouncing around the screen that is effected by gravity (they Physics elements being the bounce, friction and gravity).

Note: Most flash developers use Newtonian mechanics as there model for replicating physics. Newton (in the early 1800's I think) created a bunch of simple equations that could be used to explain physical phenomenon such as the path of an arrow when fired. Unfortunately, Newtown (who believe in a static universe yet failed to explain why it doesn't compress due to gravity....duh!) was born before Einstein and therefore missed out on the whole Theory of Relativity thing.... which means that Newtonian mechanics are fundamentally flawed (well inaccurate anyway)... still... the equations are enough to do what you want with flash.

*takes breath*

Flash Math: Flash has a math object that can be used to make mathematical calculations such as addition, multiplication etc to trigonometry, volumetric calculations, Euclidian calcs etc all the way to djikstra paths and other complex calculations. the Math object is the foundation to Flash physics and other mathematical practices in Flash.

Actionscript common: it's probably a little unfair to suggest that everything else is common because you have other very important types of objects and methods.... there are data and xml objects that are fundamental to dynamic content. Then there is stuff like movieclips, event handlers, the drawing api, components, classes, the prototype chain etc etc....

Common actionscript is more like the very basic stuff... gotoAndPlay, if/for-in/while statements, conditionals, variables etc... all of which act as a glue to tie everything else together.

*splodes*
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Xavo
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Xav ♂(im a boy :P)
please a link to learn AS-P, AS-M;
and event handlers, the drawing api, components, classes, the prototype chain, components inspector, behavior and those things i don't know of flash
^^'
thanks^^:D

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Arse
Brackenwood Lightweight
To learn AS Physics and Maths your best bet is to search out tutorials fr things like collisions, motion, games etc as there are heaps of tutes out there for all different skill levels.

As for 'event handlers' you are already using them (I think).... such as onClipEvnt(load) or cbutton.onPress, or movieclip.onEnterFrame - any user interaction (such as moving the mouse or clicking the button) is an event... as is any player change (i.e. going to the next frame, recieving some data etc) is also an event. An event handler is just some AS that tells the player what to do when an event occurs.

Most of the other stuff relates to more formal script structure and methodlogies..... which you can learn in time if you want to be a flash coder. :)

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Markham Carroll
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If you want to know how to implement physics into ActionScript, I'd suggest taking a physics class.
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Xavo
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Xav ♂(im a boy :P)
i have physics at school, obligatory, so i don't have to go anywhere
:P
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mikepol
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Brackenwood Newbie
well if you do physics at school, you should be able to implement it in actionscript...

basically wrap your movieclip in an onEnterFrame handler either using

Code:
 
myMc.onEnterFrame=function(){}


or

Code:
 
OnClipEvent(enterFrame){}


then play around with the clip's _x and _y values with the help of your phisics skills...

most of the methods line cos() and sin() sit in the Math object... so if you type in Math. in your actionscript window, you'll get a list of its available methods..

:fpbls: :fpbls:
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