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Math, Science and Animation
Animation class uses Algebra,Geometry,Trigonometry,Calculus, Biology, Chemistry and Physics.
 
Geometry1 :
Move the mouse over the movie.
Trigonometry:
Move the mouseover the movie.

Creating the animations above leads to knowledge of vectors.
 
circle_mc.startDrag(true);
_root.onEnterFrame = function() {
var myRadians:Number = Math.atan2((circle_mc._y - myReferencePoint_mc._y),
(circle_mc._x - myReferencePoint_mc._x));
myDegrees_txt.text = Math.round(myRadians * 180 / Math.PI) + " degrees";
//
// draw line to show angle
//
_root.clear();
_root.lineStyle(1, 0x000000, 100);
_root.moveTo(myReferencePoint_mc._x, myReferencePoint_mc._y);
_root.lineTo(circle_mc._x, circle_mc._y);
};
Do you want to win an X Box 360?
Create the best computer game in class.
Austin Kline's Fish Game
X Box 360 Winner 2010
Control the game with the arrow keys.
Up and Down use Alt with the arrow keys.
A coin is needed for your score total to show at the end of the game.
 
Jennifer Opel - Argyle H.S. - Runner Up
Refresh - F5
 
 
Algebra: Temperature Conversions
function changeTemp() {
boilingPoint=212;
absoluteZero=-460;
if (temperature.text>boilingPoint) {
temperature.text=boilingPoint;
} else if (temperature.text
temperature.text=absoluteZero;
}
fahrenheit.text=temperature.text;
celsius.text=Math.round((5/9)*fahrenheit.text-17.777);
scalePercent=(Math.abs(absoluteZero-fahrenheit.text)/
Math.abs(absoluteZero-boilingPoint))*100;
mercury._yScale = scalePercent;
}


Trigonometry:
Start- Press F5. Use your arrow keys to turn the car.


_root.onEnterFrame = function() {
if (Key.isDown(Key.LEFT)) {
car_mc._rotation -= 10;
} else if (Key.isDown(Key.RIGHT)) {
car_mc._rotation += 10;
}
// trigonometry instructions follow

var myAngle:Number = 90 - car_mc._rotation;
var xchange:Number = Math.cos(Math.PI / 180 * myAngle) * 5;
var ychange:Number = -Math.sin(Math.PI / 180 * myAngle) * 5;

car_mc._x += xchange;
car_mc._y += ychange;
};

 
Physics: Press Button Use your arrow keys to move the spaceship.

stop();
function startGame() {
gameLevel = 1;
startLevel();
}
function startLevel() {
gotoAndStop("level"+gameLevel);
// start ship still
ship._x = 275;
ship._y = 25;
// start ship still
ship.dx = 0;
ship.dy = 0;
// init gravity
gravity = .1;
// init fuel
fuel = 100;
showFuel();
// set collision points
hitPoints = new Array();
hitPoints.push({x:-9,y:13});
hitPoints.push({x:9,y:13});
hitPoints.push({x:0,y:-10});
hitPoints.push({x:-8,y:-7});
hitPoints.push({x:8,y:-7});
// set landing points
footPoints = new Array();
footPoints.push({x:-9,y:13});
footPoints.push({x:9,y:13});
// make array from pad clips
pads = new Array();
for(i=0;i<3;i++) {
pads.push(_root["pad"+i]);
}
}
function moveShip() {
shipThrusters();
shipMovement();
checkForLand();
checkForCrash();
}
function shipThrusters() {
// check thrusters and adjust speed
if (fuel < 0) {
ship.gotoAndStop("normal");
} else if (Key.isDown(Key.UP)) {
ship.dy -= .4;
ship.gotoAndStop("up");
fuel -= 2;
showFuel();
} else if (Key.isDown(Key.LEFT)) {
ship.dx -= .2;
ship.gotoAndStop("left");
fuel -= 1;
showFuel();
} else if (Key.isDown(Key.RIGHT)) {
ship.dx += .2;
ship.gotoAndStop("right");
fuel -= 1;
showFuel();
} else {
// no thruster at all
ship.gotoAndStop("normal");
}
}
function shipMovement() {
// gravity pulls ship down
ship.dy += gravity;
// move ship
ship._x += ship.dx;
ship._y += ship.dy;
}
function checkForLand() {
// check to see whether both feet are on a pad
// loop through both feet
landed = true;
for(i=0;i
// loop through all pads
footDown = false;
for(j=0;j
// see whether foot is on a pad
if (pads[j].hitTest(ship._x+footPoints[i].x,ship._y+footPoints[i].y,true)) {
footDown = true;
break;
}
}
// if a foot in not down, then the ship has not landed
if (!footDown) {
landed = false;
break;
}
}

// see whether the ship is going too fast
if (ship.dy > 3.0) landed = false;
if (landed) {
// made it
gotoAndPlay(_currentFrame+1);
gameLevel++;
}
}
function checkForCrash() {
// not landed, so check for crash
if (!landed) {
// loop through all hit points
for(i=0;i
// check hit point against the ground
if (activeground.hitTest(ship._x+hitPoints[i].x,ship._y+hitPoints[i].y,true)) {
ship.gotoAndPlay("explode");
// lost life, or game over
gotoAndPlay("lost ship");
break;
}
}
}
}
function showFuel() {
gauge.meter._xscale = fuel;
}
 
berg_bone_hand_2.jpg
For example, a man walking will require a body that was created with knowledge
 of anatomy. Students render the bones, muscles and body movement
daily upon entering class.   
 

Last Modified on 7/10/2010 11:28:55 AM
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