wow great use of a tsunami code id never have thought to actualy use it and do shapes/characters with it. nice work. alien invaders are the shit great work
ah sory i have a habit of calling it that. its basicaly a code that increases the size of objects relative to how far the mouse or other object is away from them. its sometimes called a tsunami code because when used on a say a list of nav bar links when you scroll the mouse across it looks like a big wave.
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_quality = "BEST";
Stage.scaleMode = "noScale";
text_arr = [[1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 1, 1, 0, 1, 0, 1, 1, 1],
[1, 1, 0, 0, 0, 0, 0, 1, 1],
[1, 1, 0, 1, 0, 1, 0, 1, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 1, 0, 1, 0, 1, 0, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1]
];
maxwidth = text_arr[0].length*11;
maxheight = text_arr.length*11;
for (var i = 0; i<text_arr.length; i++) {
for (var j = 0; j<text_arr[i].length; j++) {
depth = this.getNextHighestDepth();
if (text_arr[i][j] == 2) {
this.attachMovie("block", "block2"+depth.toString(), depth);
this["block2"+depth]._x = (j*10)+(Stage.width/2-maxwidth/2);
this["block2"+depth]._y = (i*10)+(Stage.height/2-maxheight/2);
}
this["block2"+depth].onEnterFrame = function() {
dx = this._x-_root._xmouse;
dy = this._y-_root._ymouse;
dist = Math.sqrt(dx*dx+dy*dy);
if (dist > 100) dist = 100;
this._rotation += (dist-this._xscale);
};
if (text_arr[i][j] == 1) {
this.attachMovie("block", "block"+depth.toString(), depth);
this["block"+depth]._x = (j*10)+(Stage.width/2-maxwidth/2);
this["block"+depth]._y = (i*10)+(Stage.height/2-maxheight/2);
}
this["block"+depth].onEnterFrame = function() {
dx = this._x-_root._xmouse;
dy = this._y-_root._ymouse;
dist = Math.sqrt(dx*dx+dy*dy);
if (dist > 100) dist = 100;
this._xscale = this._yscale += (dist-this._xscale);
};
}
}
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thanku thanku thanku
wouls u mind if i ask u to show me what u do with the script??
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_quality = "BEST";
Stage.scaleMode = "noScale";
text_arr = [[1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 1, 1, 0, 1, 0, 1, 1, 1],
[1, 1, 0, 0, 0, 0, 0, 1, 1],
[1, 1, 0, 1, 0, 1, 0, 1, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 1, 0, 1, 0, 1, 0, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1]
];
maxwidth = text_arr[0].length*11;
maxheight = text_arr.length*11;
for (var i = 0; i<text_arr.length; i++) {
for (var j = 0; j<text_arr[i].length; j++) {
depth = this.getNextHighestDepth();
if (text_arr[i][j] == 2) {
this.attachMovie("block", "block2"+depth.toString(), depth);
this["block2"+depth]._x = (j*10)+(Stage.width/2-maxwidth/2);
this["block2"+depth]._y = (i*10)+(Stage.height/2-maxheight/2);
}
this["block2"+depth].onEnterFrame = function() {
dx = this._x-_root._xmouse;
dy = this._y-_root._ymouse;
dist = Math.sqrt(dx*dx+dy*dy);
if (dist > 100) dist = 100;
this._rotation += (dist-this._xscale);
};
if (text_arr[i][j] == 1) {
this.attachMovie("block", "block"+depth.toString(), depth);
this["block"+depth]._x = (j*10)+(Stage.width/2-maxwidth/2);
this["block"+depth]._y = (i*10)+(Stage.height/2-maxheight/2);
}
this["block"+depth].onEnterFrame = function() {
dx = this._x-_root._xmouse;
dy = this._y-_root._ymouse;
dist = Math.sqrt(dx*dx+dy*dy);
if (dist > 100) dist = 100;
this._xscale = this._yscale += (dist-this._xscale);
};
}
}
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thanks again.