Shaking effect - Flash CS6 ActionScript3.0

The Last Melody picture The Last Melody · Dec 3, 2012 · Viewed 8k times · Source

This question is related to ActionScript 3.0 and Flash CS6

I am trying to make an object shake a bit in a certain for some seconds. I made it a "movieclip" and made this code:

import flash.events.TimerEvent;

var Machine_mc:Array = new Array();

var fl_machineshaking:Timer = new Timer(1000, 10);
fl_machineshaking.addEventListener (TimerEvent.TIMER, fl_shakemachine);
fl_machineshaking.start ();


function fl_shakemachine (event:TimerEvent):void {


 for (var i = 0; i < 20; i++) {

  Machine.x += Math.random() * 6 - 4;
  Machine.y += Math.random() * 6 - 4;
 }

}

When testing the movie I get multiple errors looking exactly like this one:

TypeError: Error #1009: Cannot access a property or method of a null object reference.
    at Historieoppgave_fla::MainTimeline/fl_shakemachine()
    at flash.utils::Timer/_timerDispatch()
    at flash.utils::Timer/tick()

Also, the object doesnt shake, but it moves steadily upwards to the left a bit every tick.

To the point: I wish to know how I stop the script after the object is not in the stage/scene anymore and also how to make it shake around, as I do not see what is wrong with my script, please help, thank you ^_^

Answer

Gone3d picture Gone3d · Dec 3, 2012

AStupidNube brought up a great point about the original position. So adding that to shaking that should be a back and forth motion, so don't rely on random values that may or may not get you what you want. Shaking also has a dampening effect over time, so try something like this:

Link to working code

http://wonderfl.net/c/eB1E - Event.ENTER_FRAME based

http://wonderfl.net/c/hJJl - Timer Based

http://wonderfl.net/c/chYC - Event.ENTER_FRAME based with extra randomness

**1 to 20 shaking items Timer Based code - see link above for ENTER_FRAME code••

package {
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.TimerEvent;
import flash.geom.Point;
import flash.text.TextField;
import flash.utils.Timer;

public class testing extends Sprite {

    private var shakeButton:Sprite;
    private var graphic:Sprite;
    private var shakerPos:Array;
    private var shakers:Array;
    private var numShakers:int = 20;
    private var dir:int = 1;
    private var displacement:Number = 10;
    private var shakeTimer:Timer;

    public function testing() {
        this.shakers = new Array();
        this.shakerPos = new Array();
        this.addEventListener(Event.ADDED_TO_STAGE, this.init);
    }
    private function init(e:Event):void {
        this.stage.frameRate = 30;
        this.shakeTimer = new Timer(33, 20);
        this.shakeTimer.addEventListener(TimerEvent.TIMER, this.shake);
        this.graphics.beginFill(0x333333);
        this.graphics.drawRect(0,0,this.stage.stageWidth, this.stage.stageHeight);
        this.graphics.endFill();

        this.createShakers();

        this.shakeButton = this.createSpriteButton("Shake ");
        this.addChild(this.shakeButton);
        this.shakeButton.x = 10;
        this.shakeButton.y = 10;
        this.shakeButton.addEventListener(MouseEvent.CLICK, this.shakeCallback);
    }
    private function createSpriteButton(btnName:String):Sprite {
        var sBtn:Sprite = new Sprite();
        sBtn.name = btnName;
        sBtn.graphics.beginFill(0xFFFFFF);
        sBtn.graphics.drawRoundRect(0,0,80,20,5);
        var sBtnTF:TextField = new TextField();
        sBtn.addChild(sBtnTF);
        sBtnTF.text = btnName;
        sBtnTF.x = 5;
        sBtnTF.y = 3;
        sBtnTF.selectable = false;
        sBtn.alpha = .5;
        sBtn.addEventListener(MouseEvent.MOUSE_OVER, function(e:Event):void { sBtn.alpha = 1 });
        sBtn.addEventListener(MouseEvent.MOUSE_OUT, function(e:Event):void { sBtn.alpha = .5 });
        return sBtn;
    }
    private function createShakers():void {
        var graphic:Sprite;

        for(var i:int = 0;i < this.numShakers;i++) {
            graphic = new Sprite();
            this.addChild(graphic);
            graphic.graphics.beginFill(0xFFFFFF);
            graphic.graphics.drawRect(0,0,10,10);
            graphic.graphics.endFill();
            // add a 30 pixel margin for the graphic
            graphic.x = (this.stage.stageWidth-60)*Math.random()+30;
            graphic.y = (this.stage.stageWidth-60)*Math.random()+30;
            this.shakers[i] = graphic;
            this.shakerPos[i] = new Point(graphic.x, graphic.y);
        }
    }
    private function shakeCallback(e:Event):void {
        this.shakeTimer.reset();
        this.shakeTimer.start();
    }
    private function shake(e:TimerEvent):void {
        this.dir *= -1;
        var dampening:Number = (20 - e.target.currentCount)/20;
        for(var i:int = 0;i < this.numShakers;i++) {
            this.shakers[i].x = this.shakerPos[i].x + Math.random()*10*dir*dampening;
            this.shakers[i].y = this.shakerPos[i].y + Math.random()*10*dir*dampening;
        }
    }
}

}

Now this is a linear dampening, you can adjust as you see fit by squaring or cubing the values.