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Home/ Questions/Q 7810313
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Editorial Team
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Editorial Team
Asked: June 2, 20262026-06-02T03:43:46+00:00 2026-06-02T03:43:46+00:00

How to make objects move in circular motion from (startX,startY) to (destinationX, destinationY) with

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How to make objects move in circular motion from (startX,startY) to (destinationX, destinationY) with some aberration using TweenLite [actionscript 3 library]?

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  1. Editorial Team
    Editorial Team
    2026-06-02T03:43:50+00:00Added an answer on June 2, 2026 at 3:43 am

    You should be able to set a circular motion using the CirclePath2D plugin and maybe offset the location a bit with an onUpdate function.
    The bit that sounds confusing is

    from (startX,startY) to (destinationX, destinationY)

    because if you move in a circular motion, at some point you end where you started from.
    if you start from one position and end in another, you might move on a curve, in which case you want to have a look at the BezierThroughPlugin.

    Still, it’s fairly straight forward to animate on a circle path with an onEnterFrame loop and you can easily change the circle into an oval for example or randomly offset the path a bit. Normally you’d need to convert from polar to cartesian coordinates:

     x = cos(angle) * radius
     y = sin(angle) * radius
    

    but Point’s polar() method already does that for you:

    var speed:Number = 0;//how fast to move around the circle
    var spread:Number = 20;//how far away from the centre
    
    var b:Sprite = addChild(new Sprite()) as Sprite;
    b.graphics.beginFill(0);
    b.graphics.drawCircle(-3,-3,3);
    b.graphics.endFill();
    graphics.lineStyle(1,0xDEDEDE);
    
    
    
    this.addEventListener(Event.ENTER_FRAME,update);
    function update(event:Event):void{
        speed += .1;//update the 'angle' , .1 is the increment/speed at which b spins
        var distance:Number = spread + (Math.random() * 10 - 5);//spread + random 'aberration'
        var offset:Point = Point.polar(distance,speed);//convert from angle/radius to x,y
    
        b.x = mouseX + offset.x;
        b.y = mouseX + offset.y;
    
        graphics.lineTo(b.x,b.y);
    }
    
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