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Trigonometry Tutorial.swf

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Trigonometry Tutorial
by Superjoe Software
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Superjoe
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Trigonometry is sometimes confusing,
but if you look in to it a little bit, Trig is
very helpful and worth the extra bit of
work it takes to implement.

Continue

Why Use Trig?

Trig Tutorial by Superjoe Software

Previous Step

Previous Step

Next Step

You can create interesting effects using Trigonometry.
All of these cool effects I created using Trig.

The arrow points at
the cursor.

The fish points in the
direction he swims.

The clock hands
point to the correct
numbers.

12

3

6

9

1

2

4

5

7

8

10

11

If you're still not convinced, you should know that you
have to use Trig in a lot of games, to make bullets
point in the direction they are fired, to make a
helicopter point up a little bit when it rises, and so on.
Plus, you'll probably have to learn it in Math class
anyways.

Trigonometry has to do with circles, angles,
and triangles.

A circle is broken down into 4 quadrants.

I

II

III

IV

Trig Overview

An angle is a specific amount that specifies
a rotation. To show this rotation, we use
degrees (°). 0° means no rotation, and  360°
means rotated so far that it is rotated back to
the beginning.

The blue line
marks 0° and
360°.

Watch as the red line rotates. The number
shows you what angle the red line makes
with the blue line.

The basics of Trigonometry is the fact that if
you know a few things about a triangle, you
can figure out everything else.

The triangle must be a right triangle,
meaning that one of its angles is 90°.

This angle is
90 degrees

Getting Into Mathematics

We'll name the sides of our triangle x, y, and r.
We only need to name one of the angles.
We'll call it theta (ø).

ø

r

y

x

With a triangle set up this way, all you need is
2 of the 4 variables in the drawing, and you
can find the other 2 using Trig. To do this, use
these equations.

<p align="left"><font face="Courier New" size="20" color="#000000"><b>r^2 = x^2 + y^2</b></font></p><p align="left"><font face="Courier New" size="20" color="#000000"><b>sin(ø) = y / r</b></font></p><p align="left"><font face="Courier New" size="20" color="#000000"><b>cos(ø) = x / r</b></font></p><p align="left"><font face="Courier New" size="20" color="#000000"><b>tan(ø) = y / x</b></font></p>

Note that you will have to
solve the equation for the
variable you wish to use.

sin(), cos(), and tan() are handy trig functions. You
access them in flash by using Math.sin(),
Math.cos(), and Math.tan(). However, these
functions may not act like you expect them to if
you supply angle arguments in degrees. These
functions use a different measuring system:
radians.

Radians is the same thing as degrees, but instead
of going from 0° to 360°, radians go from 0 to 2 * π.
π is a mathematical constant approximately equal
to 3.14. It is accessible in Flash using Math.PI.

90°

180°

315°

270°

45°

135°

225°

0

π/2

π

7/4 * π

3/2 * π

π/4

3/4 * π

5/4 * π

It is easy to convert between degrees and radians.
To do so, use these equations:

<p align="left"><font face="Courier New" size="20" color="#000000"><b>radians = (degrees * π) / 180</b></font></p><p align="left"><font face="Courier New" size="20" color="#000000"><b>degrees = (180 * radians) / π</b></font></p>

Important!
Take note that Flash uses degrees, but using Trig
functions in Flash requires that you use radians.

Let's look at the arrow again.

When you create a symbol in Flash, the
registration point is the point of rotation. For the
arrow, I placed it in the center. All we have to do is
make the arrow rotate to face the cursor point.

Explaining the Demos - Rotating Arrow

Are you seeing the triangle?

ø

r

y

x

Theta (ø) is the angle we need to find. We can get
x and y by subtracting the x and y locations of the
arrow from the x and y locations of the mouse.

<p align="left"><font face="Courier New" size="20" color="#000000"><b>x = Math.abs(_root._xmouse - mc_arrow._x);</b></font></p><p align="left"><font face="Courier New" size="20" color="#000000"><b>y = Math.abs(_root._ymouse - mc_arrow._y);</b></font></p>

y

x

Now that know x and y, we can find theta.
Remember the equations?

ø

The equation we need for this one is
tan(ø) = y / x
But we have a problem. We can't just enter that
into a line of code. We have to solve for theta (ø).

This is done by taking the arc tangent of both sides:
ø = atan(y / x)

Now all we have to do is convert theta (ø) to
degrees and set the arrow's rotation. Assuming the
name of the movie clip is "mc_arrow," this code will
rotate it:

mc_arrow

<p align="left"><font face="Courier New" size="18" color="#000000">mc_arrow._rotation = (180 * theta) / Math.PI;</font></p>

This works great - until the mouse exits the first
quadrant. Remember the quadrant circle?

We have to make a separate triangle
for each quadrant.

Remember that rotation starts from the 0° position.
Theta (ø) is just an angle of a triangle.

Once you find theta, there's a little bit more to it
than converting to degrees. Rotation is absolute;
theta is relative. You have to make a different
reference point for each quadrant.

I

II

III

IV

To overcome this challenge, we'll write code to
handle the 4 different quadrants:

<p align="left"><font face="Courier New" size="14" color="#000084">if<font color="#000000">(</font>_xmouse<font color="#000000"> &gt;= mc_arrow.</font>_x<font color="#000000"> &amp;&amp; </font>_ymouse<font color="#000000"> &lt;= mc_arrow.</font>_y<font color="#000000">){</font></font></p><p align="left"><font face="Courier New" size="14" color="#000000"> &nbsp;<font color="#808080">//quadrant I</font></font></p><p align="left"><font face="Courier New" size="14" color="#000000"> &nbsp;mc_arrow.<font color="#000084">_rotation</font> = (180*theta)<font color="#000084">/Math</font>.<font color="#000084">PI</font>;</font></p><p align="left"><font face="Courier New" size="14" color="#000000">}<font color="#000084">else</font> <font color="#000084">if</font>(<font color="#000084">_xmouse</font> &lt; <font color="#000084">mc_arrow</font>.<font color="#000084">_x</font> &amp;&amp; <font color="#000084">_ymouse</font> &lt;= mc_arrow.<font color="#000084">_y</font>){</font></p><p align="left"><font face="Courier New" size="14" color="#000000"> &nbsp;<font color="#808080">//quadrant II</font></font></p><p align="left"><font face="Courier New" size="14" color="#000000"> &nbsp;mc_arrow.<font color="#000099">_rotation</font> = 180 - (180*theta)<font color="#000099">/Math</font>.<font color="#000099">PI;</font></font></p><p align="left"><font face="Courier New" size="14" color="#000000">}<font color="#000084">else</font> <font color="#000084">if</font>(<font color="#000084">_xmouse</font> &gt;= mc_arrow.<font color="#000099">_x</font> &amp;&amp; <font color="#000099">_ymouse</font> &gt; mc_arrow.<font color="#000099">_y</font>){</font></p><p align="left"><font face="Courier New" size="14" color="#000000"> &nbsp;<font color="#808080">//quadrant III</font></font></p><p align="left"><font face="Courier New" size="14" color="#000000"> &nbsp;mc_arrow.<font color="#000099">_rotation</font> = 180 + (180*theta)<font color="#000099">/Math</font>.<font color="#000099">PI;</font></font></p><p align="left"><font face="Courier New" size="14" color="#000000">}<font color="#000084">else</font> {</font></p><p align="left"><font face="Courier New" size="14" color="#000000"> &nbsp;<font color="#808080">//quadrant IV</font></font></p><p align="left"><font face="Courier New" size="14" color="#000000"> &nbsp;mc_arrow.<font color="#000099">_rotation</font> = 360 - (180*theta)/<font color="#000099">Math</font>.<font color="#000099">PI</font>;</font></p><p align="left"><font face="Courier New" size="14" color="#000000">}</font></p>

All this does is start the rotation at 0°.

Only one last thing stands before you and a
finished rotating arrow Flash. It is this simple fact:
Mathematics rotates counter-clockwise, while
Flash MX rotates clockwise.
This is an easy challenge to overcome. All you
have to do is slap a negative sign (-) in front of the
angle you specify for the _rotation property.
Click here if you want to see the full source code
listing for the rotating arrow. It may look different
than what I've shown you so far, because I made
the code more efficient.

Rotating Arrow Code Listing

<p align="left"><font face="Courier New" size="13" color="#000000">this.onEnterFrame = function(){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;xdist = Math.abs(_root._xmouse - mc_arrow._x);</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;ydist = Math.abs(_root._ymouse - mc_arrow._y);</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;theta = Math.atan(ydist/xdist);</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;if(_root._xmouse &gt;= mc_arrow._x &amp;&amp; _root._ymouse &lt;= <sbr />mc_arrow._y){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;angle = theta;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;}else if(_root._xmouse &lt; mc_arrow._x &amp;&amp; _root._ymouse <sbr />&lt;= mc_arrow._y){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;angle = Math.PI - theta;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;}else if(_root._xmouse &lt; mc_arrow._x &amp;&amp; _root._ymouse &gt; <sbr />mc_arrow._y){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;angle = Math.PI + theta;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;}else {</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;angle = (2 * Math.PI) - theta;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;}</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;mc_arrow._rotation = -((180*angle) / Math.PI);</font></p><p align="left"><font face="Courier New" size="13" color="#000000">}</font></p>

On to the next Trig demo! This is the code I added
for the ABS Fishtank. I made it so that the fish
point in the direction they swim. Let's watch the
fishy again.

Explaining the Demos - Swimming Fish

The movement of the fish is not particularly
beautiful, but it gets my Trigonometry point across.
I'm not going to explain all the code, just the Trig
part. Basically, the fish picks a target location
randomly within the box. The code uses Trig to
point the fish in the right direction, and then the fish
swims until it reaches its destination, starting the
process over again.

The fish is just sitting there, and then it decides a
target point. It needs to rotate to point at the target.

Are you seeing the triangle?

Target

x

y

r

ø

You should know how to do the rest of it from the
arrow demo, but in case you forgot already, I'll walk
you through it again real quick.

1. Find x and y using x = targetX - fish._x;
and y = targetY - fish._y;

x

y

2. Find theta using theta = Math.atan(y / x);

ø

3. Edit your code so it works with all 4 quadrants.

I

IV

II

III

In this case we have a problem.
Unlike the arrow, the fish is not
symmetrical. This means that
when the fish is rotated so that it
is facing left, it would be upside
down.

To correct this, place the fish inside a movie clip. In
the first frame, make the fish face right. In the second
frame, make the fish face left. Then, in your code,
adjust the direction of the fish by using
fish.gotoAndStop([1 or 2]);

In quadrants 1 and 4, make the fish point right.
In quadrants 2 and 3, make the fish point left.

The final thing you need to do is adjust theta. Because
the fish facing left starts at 180°, and not 0°, you have
to subtract 180° from theta in quadrants 2 and 3.

4. When you finally set the _rotation property,
negate the angle.

Obviously, there's more to the code for the fish than
Trigonometry. The code I created for moving the fish
around is poorly coded and not very good, but the
code for setting the correct rotation is superb, so that's
what you should pay attention to.
Click here to see the full source listing for the
swimming fish.

Swimming Fish Code Listing

<p align="left"><font face="Courier New" size="13" color="#000000">curTime = 0;</font></p><p align="left"><font face="Courier New" size="13" color="#000000">targX = 0;</font></p><p align="left"><font face="Courier New" size="13" color="#000000">targY = 0;</font></p><p align="left"><font face="Courier New" size="13" color="#000000">fishSpd = 4;</font></p><p align="left"><font face="Courier New" size="13" color="#000000">fishSwimming = false;</font></p><p align="left"><font face="Courier New" size="13" color="#000000">xT = false;</font></p><p align="left"><font face="Courier New" size="13" color="#000000">yT = false;</font></p><p align="left"></p><p align="left"><font face="Courier New" size="13" color="#000000">this.onEnterFrame = function(){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;if(!fishSwimming &amp;&amp; getTimer() - curTime &gt; 1000){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;fishSwimming = true;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;targX = tank._x + Math.random() * tank._width;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;targY = tank._y + Math.random() * tank._height;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;//point the fish</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;xdist = Math.abs(targX - fish._x);</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;ydist = Math.abs(targY - fish._y);</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;theta = Math.atan(ydist/xdist);</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;if(_root.targX &gt;= fish._x &amp;&amp; targY &lt;= fish._y){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;angle = theta;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;fish.gotoAndStop(1);</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;}else if(targX &lt; fish._x &amp;&amp; targY &lt;= fish._y){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;angle = - theta;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;fish.gotoAndStop(2);</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;}else if(targX &lt; fish._x &amp;&amp; targY &gt; fish._y){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;angle = &nbsp;theta;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;fish.gotoAndStop(2);</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;}else {</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;angle = (2 * Math.PI) - theta;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;fish.gotoAndStop(1);</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;}</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;fish._rotation = -((180*angle) / Math.PI);</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;}</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;if(fishSwimming){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;if(fish._x &lt;= targX){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if(fish._x+ fishSpd &gt;= targX){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;fish._x = targX;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;xT = true;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}else{</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;fish._x += fishSpd;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;} else if(fish._x &gt;= targX) {</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;if(fish._x- fishSpd &lt;= targX){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;fish._x = targX;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;xT = true;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;}else{</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;fish._x -= fishSpd;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;}</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;}</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;if(fish._y &lt;= targY){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;if(fish._y+ fishSpd &gt;= targY){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;fish._y = targY;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;yT = true;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;}else{</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;fish._y += fishSpd;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;}</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;} else if(fish._y &gt;= targY) {</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;if(fish._y- fishSpd &lt;= targY){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;fish._y = targY;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;yT = true;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}else{</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;fish._y -= fishSpd;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;}</font></p><p align="left"></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;if(xT &amp;&amp; yT){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;fishSwimming = false;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;curTime = getTimer();</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;xT = false;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;yT = false;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></p><p align="left"><font face="Courier New" size="13" color="#000000">&nbsp;&nbsp;&nbsp;&nbsp;}</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;}</font></p><p align="left"><font face="Courier New" size="13" color="#000000">}</font></p>

This example really doesn't have too much to do with
Trig, but I put it in because it has to do with circles,
angles, and rotation. The point is, if you're good at
Trig, using the _rotation property is a cinch. Let's
see what time it is.

Hmm, it's been 1 hours, 32 minutes, and 56 seconds since you looked at this clock.

Explaining the Demos - Clock

The first thing you have to do is create the clock
outline. I did a nice, simple one using the circle tool
and the text tool.

Next, I created the hands. Instead of making them
point right, like I usually do, I made them point up,
because that's where the clock starts.

The important thing when making the hands is to set
the registration point at the bottom. That way, when
you rotate the hands, they rotate around the clock.

Next, I simply positioned the registration point at the
center of the clock. When we rotate it, the clock hands
will act like they are supposed to.

Now we come to the easy, fun part. We'll put some
ActionScript in the frame with the clock. The code for
retrieving the current time in Flash is:
curTime = new Date();
That's all. The variable curTime now holds the
current date and time. To extract hours, minutes, and
seconds, use:
hours = curTime.getHours();
minutes = curTime.getMinutes();
seconds = curTime.getSeconds();

Unforunately, I can't ask you if you're seeing the
triangle, because there isn't one. All you have to do is
make a proportion. Flash rotates clockwise, so all you
have to do is decide how far to rotate. Well, the
maximum amount of minutes is 60, so that ones easy:

<p align="left"><font face="Courier New" size="19" color="#000000">minuteHand._rotation = (curTime.getMinutes() / 60) * 360;</font></p>

And it's the same thing with the second hand:

<p align="left"><font face="Courier New" size="19" color="#000000">secondHand._rotation = (curTime.getSeconds() / 60) * 360;</font></p>

The only problem arises with the hour hand. When
you use curTime.getHours(), it returns the hours
in 24-hour time format. Three simple lines of code will
overcome that:

<p align="left"><font face="Courier New" size="19" color="#000000">hours = nowTime.getHours();</font></p><p align="left"><font face="Courier New" size="19" color="#000000">if (hours &gt; 12) hours -= 12;</font></p><p align="left"><font face="Courier New" size="19" color="#000000">hourHand._rotation = (hours / 12) * 360;</font></p>

You should be able to create a working clock now.
That example was pretty easy.
Click here to see the full source code listing for the
clock. It's not very much code at all.

Clock Code Listing

<p align="left"><font face="Courier New" size="13" color="#000000">this.onEnterFrame = function(){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;nowTime = new Date();</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;hours = nowTime.getHours();</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;if (hours &gt; 12) hours -= 12;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;hourH._rotation = (hours / 12) * 360;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;minH._rotation = &nbsp;(nowTime.getMinutes() / 60) * 360;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> &nbsp;secH._rotation = &nbsp;(nowTime.getSeconds() / 60) * 360;</font></p><p align="left"><font face="Courier New" size="13" color="#000000">}</font></p>

If you were paying attention, you should be able to
use trig to assist your animations and games.
Keep your chin up - Trig can get complicated. If
something is not going as expected, mess around with
theta. Try making it negative, or adding/subtracting
180°, or anything you can think of. Usually, it takes me
4 or 5 tries until my Trig code works out. Even when I
was making this tutorial, the Trig didn't work out right
at first. Keep trying and you'll get it eventually.

Congratulations

Congratulations, you just spent 5 hours, 56 minutes, and 23 seconds learning about Trigonometry. You should ask your teacher for extra credit or something.

<p align="center"><font face="Arial" size="16" color="#000000">Made for <a href="http://www.albinoblacksheep.com">Albino Blacksheep</a></font></p>

<p align="center"><font face="Arial" size="20" color="#000000">by</font></p><p align="center"><font face="Arial" size="49" color="#000000"><a href="http://www.geocities.com/joesarcade">Superjoe Software</a></font></p>

ActionScript [AS1/AS2]

Frame 1
if (_global.System) { System.security.allowDomain("mochibot.com"); } _level0.__com_mochibot__swfid = "47e14f78"; loadMovieNum ("http://mochibot.com/my/core.swf", 10301); loadPercent = _root.getBytesLoaded() / _root.getBytesTotal(); degrees = loadPercent * 360; ticker._rotation = degrees;
Frame 2
if (_root.getBytesLoaded() < _root.getBytesTotal()) { gotoAndPlay (1); }
Frame 3
stop();
Frame 21
stop();
Frame 22
curTime = 0; targX = 0; targY = 0; fishSpd = 4; fishSwimming = false; xT = false; yT = false; onEnterFrame = function () { xdist = Math.abs(_root._xmouse - mc_arrow._x); ydist = Math.abs(_root._ymouse - mc_arrow._y); theta = Math.atan(ydist / xdist); if ((_root._xmouse >= mc_arrow._x) && (_root._ymouse <= mc_arrow._y)) { angle = theta; } else if ((_root._xmouse < mc_arrow._x) && (_root._ymouse <= mc_arrow._y)) { angle = Math.PI - theta; } else if ((_root._xmouse < mc_arrow._x) && (_root._ymouse > mc_arrow._y)) { angle = Math.PI + theta; } else { angle = (Math.PI*2) - theta; } mc_arrow._rotation = -((180 * angle) / Math.PI); if ((!fishSwimming) && ((getTimer() - curTime) > 1000)) { fishSwimming = true; targX = tank._x + (Math.random() * tank._width); targY = tank._y + (Math.random() * tank._height); xdist = Math.abs(targX - fish._x); ydist = Math.abs(targY - fish._y); theta = Math.atan(ydist / xdist); if ((_root.targX >= fish._x) && (targY <= fish._y)) { angle = theta; fish.gotoAndStop(1); } else if ((targX < fish._x) && (targY <= fish._y)) { angle = -theta; fish.gotoAndStop(2); } else if ((targX < fish._x) && (targY > fish._y)) { angle = theta; fish.gotoAndStop(2); } else { angle = (Math.PI*2) - theta; fish.gotoAndStop(1); } fish._rotation = -((180 * angle) / Math.PI); } if (fishSwimming) { if (fish._x <= targX) { if ((fish._x + fishSpd) >= targX) { fish._x = targX; xT = true; } else { fish._x = fish._x + fishSpd; } } else if (fish._x >= targX) { if ((fish._x - fishSpd) <= targX) { fish._x = targX; xT = true; } else { fish._x = fish._x - fishSpd; } } if (fish._y <= targY) { if ((fish._y + fishSpd) >= targY) { fish._y = targY; yT = true; } else { fish._y = fish._y + fishSpd; } } else if (fish._y >= targY) { if ((fish._y - fishSpd) <= targY) { fish._y = targY; yT = true; } else { fish._y = fish._y - fishSpd; } } if (xT && (yT)) { fishSwimming = false; curTime = getTimer(); xT = false; yT = false; } } nowTime = new Date(); hours = nowTime.getHours(); if (hours > 12) { hours = hours - 12; } hourH._rotation = (hours / 12) * 360; minH._rotation = (nowTime.getMinutes() / 60) * 360; secH._rotation = (nowTime.getSeconds() / 60) * 360; clockTime = getTimer(); };
Frame 26
rot = 0; wid = redLine._width; this.onEnterFrame = function () { rot++; if (rot > 360) { rot = rot - 360; } redLine._rotation = -rot; degClip._x = redLine._x + (wid * Math.cos(((-rot) * Math.PI) / 180)); degClip._y = redLine._y + (wid * Math.sin(((-rot) * Math.PI) / 180)); degClip.numDegrees.text = rot + "\u00B0"; };
Frame 34
onEnterFrame = function () { xdist = Math.abs(_root._xmouse - mc_arrow._x); ydist = Math.abs(_root._ymouse - mc_arrow._y); theta = Math.atan(ydist / xdist); if ((_root._xmouse >= mc_arrow._x) && (_root._ymouse <= mc_arrow._y)) { angle = theta; } else if ((_root._xmouse < mc_arrow._x) && (_root._ymouse <= mc_arrow._y)) { angle = Math.PI - theta; } else if ((_root._xmouse < mc_arrow._x) && (_root._ymouse > mc_arrow._y)) { angle = Math.PI + theta; } else { angle = (Math.PI*2) - theta; } mc_arrow._rotation = -((180 * angle) / Math.PI); };
Frame 43
arrowCode._visible = false;
Frame 44
curTime = 0; targX = 0; targY = 0; fishSpd = 4; fishSwimming = false; xT = false; yT = false; this.onEnterFrame = function () { if ((!fishSwimming) && ((getTimer() - curTime) > 1000)) { fishSwimming = true; targX = tank._x + (Math.random() * tank._width); targY = tank._y + (Math.random() * tank._height); xdist = Math.abs(targX - fish._x); ydist = Math.abs(targY - fish._y); theta = Math.atan(ydist / xdist); if ((_root.targX >= fish._x) && (targY <= fish._y)) { angle = theta; fish.gotoAndStop(1); } else if ((targX < fish._x) && (targY <= fish._y)) { angle = -theta; fish.gotoAndStop(2); } else if ((targX < fish._x) && (targY > fish._y)) { angle = theta; fish.gotoAndStop(2); } else { angle = (Math.PI*2) - theta; fish.gotoAndStop(1); } fish._rotation = -((180 * angle) / Math.PI); } if (fishSwimming) { if (fish._x <= targX) { if ((fish._x + fishSpd) >= targX) { fish._x = targX; xT = true; } else { fish._x = fish._x + fishSpd; } } else if (fish._x >= targX) { if ((fish._x - fishSpd) <= targX) { fish._x = targX; xT = true; } else { fish._x = fish._x - fishSpd; } } if (fish._y <= targY) { if ((fish._y + fishSpd) >= targY) { fish._y = targY; yT = true; } else { fish._y = fish._y + fishSpd; } } else if (fish._y >= targY) { if ((fish._y - fishSpd) <= targY) { fish._y = targY; yT = true; } else { fish._y = fish._y - fishSpd; } } if (xT && (yT)) { fishSwimming = false; curTime = getTimer(); xT = false; yT = false; } } };
Frame 53
fishCode._visible = false;
Frame 54
secondsPassed = Math.floor((getTimer() - clockTime) / 1000); if (secondsPassed >= 60) { minutesPassed = Math.floor(secondsPassed / 60); secondsPassed = secondsPassed % 60; if (minutesPassed >= 60) { hoursPassed = Math.floor(minutesPassed / 60); minutesPassed = minutesPassed % 60; } } newText = "Hmm, it's been"; if (hoursPassed > 0) { newText = newText + (" " + hoursPassed); if (hoursPassed > 1) { newText = newText + " hours,"; } else { newText = newText + " hour,"; } } if (minutesPassed > 0) { if (secondsPassed > 0) { newText = newText + (" " + minutesPassed); } else { newText = newText + (" and " + minutesPassed); } if (minutesPassed > 1) { newText = newText + " minutes"; } else { newText = newText + " minute"; } if ((secondsPassed > 0) && (hoursPassed > 0)) { newText = newText + ","; } } if (secondsPassed > 0) { if ((minutesPassed > 0) || (hoursPassed > 0)) { newText = newText + (" and " + secondsPassed); } else { newText = newText + (" " + secondsPassed); } if (secondsPassed > 1) { newText = newText + " seconds"; } else { newText = newText + " second"; } } newText = newText + " since you last looked at this clock."; timePassed.text = newText; clockTime = getTimer(); this.onEnterFrame = function () { nowTime = new Date(); hours = nowTime.getHours(); if (hours > 12) { hours = hours - 12; } hourH._rotation = (hours / 12) * 360; minH._rotation = (nowTime.getMinutes() / 60) * 360; secH._rotation = (nowTime.getSeconds() / 60) * 360; };
Frame 62
clockCode._visible = false;
Frame 64
secondsPassed = Math.floor(getTimer() / 1000); if (secondsPassed >= 60) { minutesPassed = Math.floor(secondsPassed / 60); secondsPassed = secondsPassed % 60; if (minutesPassed >= 60) { hoursPassed = Math.floor(minutesPassed / 60); minutesPassed = minutesPassed % 60; } } newText = "Congratulations, you just spent"; if (hoursPassed > 0) { newText = newText + (" " + hoursPassed); if (hoursPassed > 1) { newText = newText + " hours,"; } else { newText = newText + " hour,"; } } if (minutesPassed > 0) { if (secondsPassed > 0) { newText = newText + (" " + minutesPassed); } else { newText = newText + (" and " + minutesPassed); } if (minutesPassed > 1) { newText = newText + " minutes"; } else { newText = newText + " minute"; } if ((secondsPassed > 0) && (hoursPassed > 0)) { newText = newText + ","; } } if (secondsPassed > 0) { if ((minutesPassed > 0) || (hoursPassed > 0)) { newText = newText + (" and " + secondsPassed); } else { newText = newText + (" " + secondsPassed); } if (secondsPassed > 1) { newText = newText + " seconds"; } else { newText = newText + " second"; } } newText = newText + " learning about Trigonometry. You should ask your teacher for extra credit or something."; timePassed.text = newText;
Symbol 20 Button
on (release) { play(); }
Symbol 37 Button
on (release) { nextFrame(); }
Symbol 50 Button
on (release) { gotoAndStop ("topic2"); }
Symbol 52 Button
on (release) { _root.onEnterFrame = null; nextFrame(); }
Symbol 100 Button
on (release) { gotoAndStop ("topic1"); }
Symbol 110 Button
on (release) { gotoAndStop ("topic3"); }
Symbol 114 Button
on (release) { gotoAndStop ("topic2"); }
Symbol 126 Button
on (release) { gotoAndStop ("topic4"); }
Symbol 132 Button
on (release) { gotoAndStop ("topic3"); }
Symbol 162 Button
on (release) { gotoAndStop ("topic5"); }
Symbol 173 MovieClip Frame 40
stop();
Symbol 174 Button
on (release) { gotoAndStop ("topic4"); }
Symbol 190 MovieClip Frame 40
stop();
Symbol 206 Button
on (press) { arrowCode._visible = true; }
Symbol 208 Button
on (press) { this._visible = false; }
Symbol 214 Button
on (release) { gotoAndStop ("topic6"); }
Symbol 217 Button
on (release) { gotoAndStop ("topic5"); }
Symbol 229 MovieClip Frame 40
stop();
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on (press) { fishCode._visible = true; }
Symbol 258 Button
on (rollOver) { _parent.onEnterFrame = function () { fishCode._y = fishCode._y + 12; if (fishCode._y > fishTop) { fishCode._y = fishTop; } }; } on (rollOut) { _parent.onEnterFrame = null; }
Symbol 259 Button
on (rollOver) { _parent.onEnterFrame = function () { fishCode._y = fishCode._y - 12; if ((fishCode._y + fishCode._height) < fishBottom) { fishCode._y = fishBottom - fishCode._height; } }; } on (rollOut) { _parent.onEnterFrame = null; }
Symbol 260 MovieClip Frame 1
fishTop = fishCode._y; fishBottom = fishTop - fishCode._height;
Symbol 264 Button
on (release) { gotoAndStop ("topic7"); }
Symbol 266 Button
on (release) { gotoAndStop ("topic6"); }
Symbol 281 Button
on (press) { clockCode._visible = true; }
Symbol 291 MovieClip Frame 40
stop();
Symbol 292 Button
on (release) { gotoAndStop ("topic7"); }

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Symbol 280 TextUses:31Used by:Timeline
Symbol 281 ButtonUses:21Used by:Timeline
Symbol 282 TextUses:16Used by:284
Symbol 283 EditableTextUses:24 136Used by:284
Symbol 284 MovieClipUses:207 208 282 283Used by:Timeline
Symbol 285 TextUses:31Used by:Timeline
Symbol 286 TextUses:38Used by:Timeline
Symbol 287 ButtonUses:47 48 49 45Used by:Timeline
Symbol 288 EditableTextUses:31Used by:Timeline
Symbol 289 EditableTextUses:16 31 243Used by:Timeline
Symbol 290 EditableTextUses:16 31 243Used by:291
Symbol 291 MovieClipUses:21 290Used by:Timeline
Symbol 292 ButtonUses:41 42 43 44 45Used by:Timeline
Symbol 293 SoundUsed by:Timeline

Instance Names

"ticker"Frame 1Symbol 14 MovieClip
"mc_arrow"Frame 22Symbol 57 MovieClip
"tank"Frame 22Symbol 59 MovieClip
"hourH"Frame 22Symbol 75 MovieClip
"secH"Frame 22Symbol 77 MovieClip
"minH"Frame 22Symbol 79 MovieClip
"fish"Frame 22Symbol 99 MovieClip
"degClip"Frame 26Symbol 118 MovieClip
"redLine"Frame 26Symbol 120 MovieClip
"mc_arrow"Frame 34Symbol 57 MovieClip
"mc_arrow"Frame 41Symbol 57 MovieClip
"arrowCode"Frame 43Symbol 211 MovieClip
"tank"Frame 44Symbol 59 MovieClip
"fish"Frame 44Symbol 99 MovieClip
"fishCode"Frame 53Symbol 260 MovieClip
"hourH"Frame 54Symbol 75 MovieClip
"secH"Frame 54Symbol 77 MovieClip
"minH"Frame 54Symbol 79 MovieClip
"timePassed"Frame 54Symbol 262 EditableText
"clockCode"Frame 62Symbol 284 MovieClip
"timePassed"Frame 64Symbol 288 EditableText
"numDegrees"Symbol 118 MovieClip Frame 1Symbol 117 EditableText
"mc_arrow"Symbol 189 MovieClip Frame 1Symbol 57 MovieClip
"fishCode"Symbol 260 MovieClip Frame 1Symbol 255 MovieClip

Labels

"topic1"Frame 21
"topic2"Frame 24
"topic3"Frame 27
"topic4"Frame 34
"topic5"Frame 44
"topic6"Frame 54
"topic7"Frame 63




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Created: 19/5 -2019 12:40:13 Last modified: 19/5 -2019 12:40:13 Server time: 22/12 -2024 11:28:05