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Thread: [RESOLVED] Bubbles/Ball Mousover Random

  1. #1
    Junior Member
    Join Date
    Jul 2013
    Posts
    10

    resolved [RESOLVED] Bubbles/Ball Mousover Random

    Ok, so below is a code I found and modified to create some bubbles floating around in the background on a site. There is one issue though, the client wans the bubbles to pop into different colored logos. I figured the best way to do this would to have it change to a random logo upon a mouse over (so they wouldn't all pop at once). the problem is I can't seem to get this to recognize a mouse over and change. You can see my attempt to get it to work in the code, but if you have any alternative ideas I would really appreciate it.

    The ball is made of a 5 frame movie clip symbol. The first frame is the bubble and the other 4 are the logos.

    If this is just not going to be possible no mater what I try please let me know.

    Thanks.

    Code:
    kNbrBalls = 20;
    gravK = -0.0;			// gravity
    dampK = 01;       	// lower numbers make more air resistance
    dampCollision = .99; 	// energy retained in collisions
    
    ballRadius = 15;
    ballWidth = ballRadius*2;
    
    SH = Stage.height;
    SW = Stage.width;
    
    MovieClip.prototype.handleCollisions = function()
    {
    	for (var i = mcs.length-1; i >= 1; --i) {
    		var x1 = mcs[i]._x;
    		var y1 = mcs[i]._y;
    		for (j = i-1; j >= 0; --j) {
    			var dx = mcs[j]._x - x1;
    			var dy = mcs[j]._y - y1;
    			var dist = Math.sqrt(dx*dx+dy*dy);
    			if (dist < ballWidth) {
    				// collide - trade energy (mag1,mag2), and travel in opposite direction of collision
    				var mag1 = Math.sqrt(mcs[i].vx*mcs[i].vx+mcs[i].vy*mcs[i].vy);
    				var mag2 = Math.sqrt(mcs[j].vx*mcs[j].vx+mcs[j].vy*mcs[j].vy);
    				mcs[j].vx = (mag1*dx/dist)*dampCollision;
    				mcs[j].vy = (mag1*dy/dist)*dampCollision;
    				mcs[i].vx = -(mag2*dx/dist)*dampCollision;
    				mcs[i].vy = -(mag2*dy/dist)*dampCollision;
    			}
    		}
    	}
    }
    
    
    
    MovieClip.prototype.moveBall = function()
    {
    	// compute forces on ball
    	if (!this.isDragging) {
    		this.vx *= dampK;	// damping due to air resistance
    		this.vy *= dampK;
    
    		this.vy += gravK;	// gravity
    		
    		// bounce off floor and ceiling
    		if (this._y+ballRadius + this.vy >= SH ||
    			(this._y-ballRadius) + this.vy < 0)
    		{
    			this.vy *= -dampCollision;
    		}
    		// bounce off right and left walls
    		if ((this._x-ballRadius) + this.vx <= 0 ||
    			 this._x+ballRadius + this.vx >= SW)
    		{
    			this.vx *= -dampCollision;
    		}
    		this._x += this.vx;
    		this._y += this.vy;
    	}
    	else {
    		// Set vx,vy to correspond to mouse movement, enabling user to 'toss' ball
    		this.vx *= dampK;
    		this.vy *= dampK;
    		this.vx = _root._xmouse - this.lmx;
    		this.vy = _root._ymouse - this.lmy;
    		this.lmx = _root._xmouse;
    		this.lmy = _root._ymouse;
    	}
    }
    
    mcs = [];
    for (var i = 0; i < kNbrBalls; ++i) {
      var mc = this.attachMovie("superball_mc", "mc"+i, 1+i);
      mcs[i] = mc;
      mc._x = ballRadius+random(Stage.width-ballWidth);
      mc._y = ballRadius+random(Stage.height-ballWidth);
      mc.vx = Math.random()*32-16;
      mc.vy = Math.random()*32-16;
      mc._width = ballRadius*2;
      mc._height = ballRadius*2;
      mc.onEnterFrame = mc.moveBall;
      mc.gotoAndStop(1)
      mc.cursor.onRollOver=function(){
    	  stop();
    	choice = Math.round(Math.random()*4);
    
    	switch (choice) {
    
    	case 0 :
    
    		mc.gotoAndStop(1);
    
    		break;
    
    	case 1 :
    
    		mc.gotoAndStop(2);
    
    		break;
    
    	case 2 :
    
    		mc.gotoAndStop(3);
    
    		break;
    
    	case 3 :
    
    		mc.gotoAndStop(4);
    
    		break;
    
    	case 4 :
    
    		mc.gotoAndStop(5);
    
    		break;
    		}
    }
    }
    
    _root.onEnterFrame = handleCollisions;

  2. #2
    . fruitbeard's Avatar
    Join Date
    Oct 2011
    Posts
    1,780
    Hi,

    I removed the "cursor" from "mc.cursor.onRollOver=function()" at this end as I'm not sure what or where it is, but I'm sure it can be reinstated within the code, perhaps this might get you somewhere:
    PHP Code:
    kNbrBalls 20;
    gravK = -0.0;// gravity
    dampK 01;// lower numbers make more air resistance
    dampCollision .99;// energy retained in collisions

    ballRadius 15;
    ballWidth ballRadius 2;

    SH Stage.height;
    SW Stage.width;

    MovieClip.prototype.handleCollisions = function()
    {
        for (var 
    mcs.length 1>= 1; --i)
        {
            var 
    x1 mcs[i]._x;
            var 
    y1 mcs[i]._y;
            for (
    1>= 0; --j)
            {
                var 
    dx mcs[j]._x x1;
                var 
    dy mcs[j]._y y1;
                var 
    dist Math.sqrt(dx dx dy dy);
                if (
    dist ballWidth)
                {
                    
    // collide - trade energy (mag1,mag2), and travel in opposite direction of collision
                    
    var mag1 Math.sqrt(mcs[i].vx mcs[i].vx mcs[i].vy mcs[i].vy);
                    var 
    mag2 Math.sqrt(mcs[j].vx mcs[j].vx mcs[j].vy mcs[j].vy);
                    
    mcs[j].vx = (mag1 dx dist) * dampCollision;
                    
    mcs[j].vy = (mag1 dy dist) * dampCollision;
                    
    mcs[i].vx = -(mag2 dx dist) * dampCollision;
                    
    mcs[i].vy = -(mag2 dy dist) * dampCollision;
                }
            }
        }
    };


    MovieClip.prototype.moveBall = function()
    {
        
    // compute forces on ball
        
    if (!this.isDragging)
        {
            
    this.vx *= dampK;// damping due to air resistance
            
    this.vy *= dampK;

            
    this.vy += gravK;// gravity

            // bounce off floor and ceiling
            
    if (this._y ballRadius this.vy >= SH || (this._y ballRadius) + this.vy 0)
            {
                
    this.vy *= -dampCollision;
            }
            
    // bounce off right and left walls   
            
    if ((this._x ballRadius) + this.vx <= || this._x ballRadius this.vx >= SW)
            {
                
    this.vx *= -dampCollision;
            }
            
    this._x += this.vx;
            
    this._y += this.vy;
        }
        else
        {
            
    // Set vx,vy to correspond to mouse movement, enabling user to 'toss' ball
            
    this.vx *= dampK;
            
    this.vy *= dampK;
            
    this.vx _root._xmouse this.lmx;
            
    this.vy _root._ymouse this.lmy;
            
    this.lmx _root._xmouse;
            
    this.lmy _root._ymouse;
        }
    };

    mcs = [];
    for (var 
    0kNbrBalls; ++i)
    {
        var 
    mc this.attachMovie("superball_mc""mc" ii);
        
    mcs[i] = mc;
        
    mc._x ballRadius random(Stage.width ballWidth);
        
    mc._y ballRadius random(Stage.height ballWidth);
        
    mc.vx Math.random() * 32 16;
        
    mc.vy Math.random() * 32 16;
        
    mc._width ballRadius 2;
        
    mc._height ballRadius 2;
        
    mc.onEnterFrame mc.moveBall;
        
    mc.gotoAndStop(1);
        
    mc.onRollOver = function()
        {
            
    delete this.onEnterFrame;
            
    choice Math.round(+ (1) * Math.random());
            
    trace(choice " : " this);
            switch (
    choice)
            {
                    
    //case 0 :
                    //this.gotoAndStop(1);
                    //break;
                
    case :
                    
    this.gotoAndStop(2);
                    break;
                case 
    :
                    
    this.gotoAndStop(3);
                    break;
                case 
    :
                    
    mc.gotoAndStop(4);
                    break;
                case 
    :
                    
    this.gotoAndStop(5);
                    break;
            }
        };
        
    mc.onRollOut = function()
        {
            
    this.onEnterFrame this.moveBall;
            
    this.gotoAndStop(1);
        };
    }

    _root.onEnterFrame handleCollisions
    alternativelt, attach your fla

  3. #3
    Junior Member
    Join Date
    Jul 2013
    Posts
    10
    Thanks for the help fruitbeard. I actually just figured out a way to randomize it that works without a mouseover. However now I have a new problem with this I discovered after trying to implement it: http://board.flashkit.com/board/show...21#post4317321

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