I have been working on a Flash game made in Flash Builder using the Flixel library. I have been trying to dynamically create a group of FlxSprites , and revolve them around a player controlled class that extends FlxSprite when the player uses a power up.
My thought on how to approach this, was to create a circle, use points on that circle to instantiate the sprites, and then somehow update those sprites to points along that circle during the game's update
step. But I am not sure what would be the best way to hold information about a circle, or circular path's in ActionScript 3. I assumed that As3Math provided some of the means to do this, and I tried to add one sprite to a circle like this:
package
{
import As3Math.*;
import As3Math.geo2d.amBoundCircle2d;
import org.flixel.FlxGroup;
import org.flixel.FlxState;
public class ButterflyRing extends FlxGroup
{
[Embed(source="../Content/Images/spritesheet_butterfly_32x8.png")] var butterflySprite:Class;
public function ButterflyRing(playState:FlxState,X:Number,Y:Number)
{
//add to super class
super();
//create a circle motion path at coordinates x:150, y:150 with a radius of 100
var butterflyCircle:Math.amBoundCircle2d = new Math.amBoundCircle2d(150,50);
var circDiameter:Number = butterflyCircle.radius/2;
var pX:Number = butterflyCircle.center.x + circDiameter
var pY:Number = butterflyCircle.center.y;
var butterfly:SpriteButterfly = new SpriteButterfly(pX,pY);
add(butterfly);
}
override public function update():void
{
super.update();
}
}
}
I realize now this is not the correct way to use As3Math, that it is accessible by default and you call it like Math.pi
. My question is, Does ActionsScript 3 have the means to do this in its code base, or do you have to define your own classes to hold information for a circle, or do you use Math.pi to build circles from scratch? What is a good approach for this? Or does Flixel provide something good for this?