Share Posted August 25, 2014 Hey everybody,I am trying to make my background scroll smoothly according to the user's drag,window (stage) is 800 by 480,background (lvl1_blitmask) is 2400 by 480 It's scrolling quite nicely, but not perfectly, it skips and jumps around toward the right side of stage.It is surely a matter of the maths involved, im afraid i just comprehend where...Here is the code: function mouseMoveHandler(event: MouseEvent): void { if (blitMask.bitmapMode == false) { blitMask.enableBitmapMode(); } var x: Number = this.mouseX - xOffset; if (x > bounds.left) { lvl1_blitmask.x = (x + bounds.left) * 0.5; } else if (x < bounds.left - xOverlap) { lvl1_blitmask.x = (x + bounds.left - xOverlap) * 0.5; } else { lvl1_blitmask.x = x; } blitMask.update(); var t: uint = getTimer(); //if the frame rate is too high, we won't be able to track the velocity as well, so only update the values 20 times per second if (t - t2 > 50) { x2 = x1; t2 = t1; x1 = lvl1_blitmask.x; t1 = t; } event.updateAfterEvent(); } function mouseUpHandler(event: MouseEvent): void { lvl1_blitmask.stage.removeEventListener(MouseEvent.MOUSE_UP, mouseUpHandler); lvl1_blitmask.stage.removeEventListener(MouseEvent.MOUSE_MOVE, mouseMoveHandler); var time: Number = (getTimer() - t2) / 1000; var xVelocity: Number = (lvl1_blitmask.x - x2) / time; ThrowPropsPlugin.to(lvl1_blitmask, { throwProps: { x: { velocity: xVelocity, max: bounds.left, min: bounds.left - xOverlap, resistance: 1000 } }, onUpdate: blitMask.update, ease: Strong.easeOut }, 10, 0.5, 1); I have also uploaded the flash cc file, Thanks anybody who can spare a sec, LeonardTheLeopardV2.zip Link to comment Share on other sites More sharing options...
Share Posted August 25, 2014 Sorry, I can't hunt through all the code and find where you might have made a mistake. Replace your code in your fla with the code below: import com.greensock.*; import com.greensock.easing.*; import com.greensock.plugins.*; import flash.geom.Rectangle; import flash.utils.getTimer; import flash.events.MouseEvent; import flash.text.*; import flash.display.*; TweenPlugin.activate([ThrowPropsPlugin]); var bounds:Rectangle = new Rectangle(0,0,800,480); var blitMask:BlitMask = new BlitMask(lvl1_blitmask,bounds.x,bounds.y,bounds.width,bounds.height,true); var t1:uint,t2:uint,x1:Number,x2:Number,xOverlap:Number,xOffset:Number; blitMask.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler); function mouseDownHandler(event:MouseEvent):void { TweenLite.killTweensOf(lvl1_blitmask); x1 = x2 = lvl1_blitmask.x; xOffset = this.mouseX - lvl1_blitmask.x; xOverlap = Math.max(0,lvl1_blitmask.width - bounds.width); t1 = t2 = getTimer(); lvl1_blitmask.stage.addEventListener(MouseEvent.MOUSE_MOVE, mouseMoveHandler); lvl1_blitmask.stage.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler); } function mouseMoveHandler(event:MouseEvent):void { var x:Number = this.mouseX - xOffset; if (x > bounds.left) { lvl1_blitmask.x = (x + bounds.left) * 0.5; } else if (x < bounds.left - xOverlap) { lvl1_blitmask.x = (x + bounds.top - xOverlap) * 0.5; } else { lvl1_blitmask.x = x; } blitMask.update(); var t:uint = getTimer(); if (t - t2 > 50) { x2 = x1; t2 = t1; x1 = lvl1_blitmask.x; t1 = t; } event.updateAfterEvent(); } function mouseUpHandler(event:MouseEvent):void { lvl1_blitmask.stage.removeEventListener(MouseEvent.MOUSE_UP, mouseUpHandler); lvl1_blitmask.stage.removeEventListener(MouseEvent.MOUSE_MOVE, mouseMoveHandler); var time:Number = (getTimer() - t2) / 1000; var xVelocity:Number = (lvl1_blitmask.x - x2) / time; ThrowPropsPlugin.to(lvl1_blitmask, {throwProps:{ x:{velocity:xVelocity, max:0, min:-lvl1_blitmask.width+bounds.width, resistance:-300} }, onUpdate:blitMask.update, ease:Strong.easeOut }, 10, 0.3, 1); } That should make the dragging work fine. You can build up from there and add in your other code. Link to comment Share on other sites More sharing options...
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