Privacy Policy

Date: 14th March 2009 at 11:30 am | Filed under: blog | Author: Sam Burdge

Privacy Policy for www.samburdge.co.uk

If you require any more information or have any questions about our privacy policy, please feel free to contact us by email at

At www.samburdge.co.uk, the privacy of our visitors is of extreme importance to us. This privacy policy document outlines the types of personal information is received and collected by www.samburdge.co.uk and how it is used.

Log Files
Like many other Web sites, www.samburdge.co.uk makes use of log files. The information inside the log files includes internet protocol ( IP ) addresses, type of browser, Internet Service Provider ( ISP ), date/time stamp, referring/exit pages, and number of clicks to analyze trends, administer the site, track user’s movement around the site, and gather demographic information. IP addresses, and other such information are not linked to any information that is personally identifiable.

Cookies and Web Beacons
www.samburdge.co.uk does use cookies to store information about visitors preferences, record user-specific information on which pages the user access or visit, customize Web page content based on visitors browser type or other information that the visitor sends via their browser.

Some of our advertising partners may use cookies and web beacons on our site. Our advertising partners include Google Adsense, .

These third-party ad servers or ad networks use technology to the advertisements and links that appear on www.samburdge.co.uk send directly to your browsers. They automatically receive your IP address when this occurs. Other technologies ( such as cookies, JavaScript, or Web Beacons ) may also be used by the third-party ad networks to measure the effectiveness of their advertisements and / or to personalize the advertising content that you see.

www.samburdge.co.uk has no access to or control over these cookies that are used by third-party advertisers.

You should consult the respective privacy policies of these third-party ad servers for more detailed information on their practices as well as for instructions about how to opt-out of certain practices. www.samburdge.co.uk's privacy policy does not apply to, and we cannot control the activities of, such other advertisers or web sites.

If you wish to disable cookies, you may do so through your individual browser options. More detailed information about cookie management with specific web browsers can be found at the browsers' respective websites.

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Flash - random motion and rotation - Actionscript 2

Date: 9th April 2008 at 11:32 am | Filed under: actionscript, development, flash | Author: Sam Burdge

Back again, my pet tadpoles (they still haven't grown into frogs yet!). This time I am going to explain the actionscript that makes them move, turn and run from the mouse. Firstly, heres an example of what they do (move your mouse over them and watch 'em swim away): Read on…

11 Responses to “Flash - random motion and rotation - Actionscript 2”

  • Comment by Sherry
    Date: April 9th, 2008 at 5:14 pm

    This is very cool, thank you for sharing. I can't wait to try it :-)

  • Comment by sherry
    Date: April 10th, 2008 at 8:55 pm

    Hi, I tried this out and am having trouble getting it to work. Am I supposed to have 2 different layers, one for tadpole and one for mouse_mc? Also, my transparent pixels don't seem to be attached to my mouse…

  • Comment by Sam Burdge
    Date: April 12th, 2008 at 11:04 pm

    Hi Sherry

    They can be on separate layers, or both the same layer, it shouldn’t matter. Did you give the movie clips instance names in the ‘properties’ panel?

    Sam

  • Comment by bex
    Date: August 12th, 2008 at 2:10 pm

    Hi there, just wondering if you’d have an tips on converting this to AS3. I’m very new to Flash and have been trying to do it all day!

    Thanks in advance,

    bex.

  • Comment by ds
    Date: April 7th, 2009 at 4:18 am

    very nice !!!!!!!!!!

  • Comment by gray
    Date: April 23rd, 2009 at 7:32 am

    Hi, I know this is a little late in the game and not sure if anyone is still answering questions but…

    What I’m looking to do is have the sprite (tadpole) freeze on mouse over; basically a button, and resume it’s motion on rollout.

    Any help is appreciated.

    Thanks,
    Gray

  • Comment by VIEZZZZ
    Date: May 26th, 2009 at 7:36 am

    i tried it and it worked! tnx
    BUT i dont understand something. The tadpoles move quite smooth with an “ease out” first of all this looks nice but i dont understand why it moves like that. Second thing is… How can i also make an “ease in” So that they start moving slowly, then get to speed, then slow down en eventually stop… ?? can anyone help??

  • Comment by Sam Burdge
    Date: May 26th, 2009 at 12:01 pm

    the function called newpos() basically does the following:

    1. choose a rondom point on the stage
    2. rotate to face the direction of that point
    3. Move toward the point while decelerating to a stop
    4. Once it is not moving repeat the process

    @gray

    to stop them moving try changing:

    if(this.hitTest(_root.mouse_mc)){ this.newpos();}

    to:

    if(this.hitTest(_root.mouse_mc)){
    this._x = this._x;
    this._y = this._y;
    }

    @viezzz
    sorry i don’t have time to code it and test it at the moment, but you need to look at these lines of code:

    this._x += dx/acceleration;
    this._y += dy/acceleration;

    this is the code for the deceleration.

    My idea would be to calculate a halfway point between the start and end position and make the tadpole accelerate towards the halfway point, and then deccelerate away from it.

    Hope this helps!

  • Comment by Max
    Date: November 23rd, 2009 at 2:51 pm

    where can i get copy of whole script?

  • Comment by pete
    Date: February 1st, 2010 at 5:40 pm

    Hi.. nice work. I wanted to increase the acceleration value, but the motion stops after a while if a higher value is used.
    I just don’t get it why? maybe someone can give me a hint ;)

  • Comment by Zon
    Date: June 19th, 2010 at 2:43 am

    Sweet little function man, cheers for the explanation!

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