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» Author: Bugra Ozden
» Title: Skatalog v9 - product catalog
» Description: Create your product catalog easly and publish on your website or Create your image gallery, documents list, portfolio. Fully XML Driven
» More by Bugra Ozden
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» Posted in the Flash Kit Links section
» Title: Creative DW Image Show PRO
» Description: Creative DW Image Show PRO is a Dreamweaver extension which enables the user to create multimedia presentations. It combines the features of the popular Creative DW Image Show with the ability to add professional text effects to slides (similar to After Effects). The product is very customizable: the user can choose the duration of the transition effects, the slide motion start and end position, zoom and panning type for both images and texts.
There are a few important pieces of ActionScript that help in making this a fairly realistic
space flight simulation. For the sake of not getting confused, we'll deal with each object to
be scripted seperately. There are four objects which need ActionScript added to them. These are
"player1", "planet1", "starfield1", and "bigstars1". First, let's
deal with player1, the target that will sit in the center of the viewscreen. To center the
target, enter the following code in the player1 instance's Action box:
Most of this code is pretty straight-forward, but it's worth going over. First, in the (load)
section at the top of the script, we center the object at the coordinates 250,200 and introduce
our three speed variables: planetSpeed is the rate at which the planet object seems to
move relative to the player. starSpeed sets how quickly the smaller stars appear to move,
and bigstarSpeed sets that speed for the big stars. As you can see, all three of these
variables depend ultimately on the _width property of the planet1 object. In other words, as the
planet object grows (or seems to get closer), the other objects' movements are affected, just
as if they were actually getting closer to the player in a space environment. After the (load)
section is (enterFrame), which updates every time the object takes any action. This section
consists of four keystroke handlers, one for each of the arrow keys. When each arrow key is
pushed, all three objects will react according to the variables set earlier.