ActionScript 2.0 :: Does Tween Class Not Allow Buttons
Mar 13, 2008
I built a tween function to create a dropdown nav, but the nav buttons don't respond when I mouse over them or click. The code below reflects the MC 'togglemenu' which contains 'next_btn' & 'prev_btn'. 'togglemenu' tweens them through the function 'toggleMenuTween'. I noticed that if I remove the tween, they work just fine. Why?
Now I am using the Tween Class to move some boxes in my movie, now I can move the first mc and then another mc after the first tween has finished with onMotionFinished but I was hoping someone could help with how do I start the second tween when the first mc has passed a certain _x coordinate. ie starting the second mc moving while the first tween is still moving.
If i have a clip with a bunch of stuff inside it (on layers) like other clips, bitmaps, etc. and perform a tween on that clip (via tween class), the stuff inside the clip seems to alpha at different rates.
For instance, i have a clip with an empty movieclip which loads a bitmap image and on top of the bitmap image, i have a gradient feathered edge (.png) bitmap and on top of that I have some dynamic text (embedded fonts).
The bitmap is supposed to create a feathered edge on the photo but since they alpha at different rates, you always see the hard edge of the photo...
is there a solution like cacheAsBitmap which would let the whole clip alpha at once? If it's cacheAsBitmap, i must be using it incorrectly, b/c it's not working!
Am trying to use the Tween class to scale and move a movieclip. Now the movieclip is within the loader, so I need the motion to be controlled by the percentage loaded. Now the code to move the movieclip to its final position is:
var xscaletween:Tween = new Tween(mstone, "_xscale", Regular.easeOut, mstone._xscale, 220, 6, true);
But this is the final location, I want to be able to change the properties of xscaletween, yscaletween, xmovetween and ymovetween as per percentage loaded.As in, within this final boundary limit of the tween, I want, for example, xscaletween, to scale only till 140 till percentage hits 50. Is this possible?? If not is there a workaround?Or do I have to use new tweens within each percentage limit?
I am trying to understand the thinking behind motion tweening using AS3 (rather than doing it on the timeline).I am trying to create a simple platform game, and while this is simply a learning project, I have an movieclip instance on the stage, and using basic x+5 logic I can get the instance to move left and right on the stage accordingly.Trying to make the instance 'jump' is a bit trickier. This is the code I am using:
I thought this code would move the instance from it's current y-position and tween it to it's highest jump point. From here I planned to use a MOTION.FINISH event to tell it to tween back to it's original position.Something strage happens though, rather than tween from the current y position and move up, the instance instantly transforms it's position to y+100 and then tween back to the original position. So it kind of turns out that it is the second part of the jumping action that I want to create.
Is there any way to make a movie clip start at a given x and y point, and ends at another x and y point, in 90 seconds?m not getting a good result.The main problem is, I want the movie clip to travel along a straight line. And by this code below the "b" movie clips makes some curves.Heres what Ive done.
"p" is point movie clip "b" is ball movie clip fullTime = 90000;_currentTime = fullTime;oldTime = undefined;onEnterFrame = function () {if
What I want to do is tween a number from lets say 0 to 50 using the Tween class. The below is an example of my tween but it wasn't working (*NOTE* i'm using TweenExtended but if you change the tween to Tween only it will be the same thing, i just have a habit of using the TweenExtended class):
im using the tween class within a class and having trouble getting the .onMotionFinished of the tween to recognize or relate back to the scope of the class.so if i had
Code: var t1:Tween = new Tween(myClip, "_alpha", None.easeNone, 0, 100, 1, true); t1.onMotionFinished=function()
I am using tweenLite in my Fla and I have set up this code sofar which is working fine:
Code: function tweenTopicUp(topic):void { var myTween:TweenLite = new TweenLite(topic, 0.6, {alpha:0.5, ease:Expo.easeOut});[code].........
The problem is that i have about 10 buttons (topic1, topic2, etc.) to go. I know I need to do something with Array but I can't seem to get it working .
Basically I have 3 expandable buttons place beneath each other that expand when individually clicked. I want the "other" buttons to move/tween as the user clicks each button. I could get them to move but I want them to tween when they move rather than just jump to a new y position.
i'm new to these forums and relatively new to AS3 so bare with me basically i have designed a 360degree flash applications using a movieclip that pans a panoramic photo when the mouse moves left or right. I am now having trouble fixing buttons onto the correct place in the scrolling 360 clip because i can't fix the buttons to a specific point (x + y) on the image itself.
I am using Flash CS3 targeting flashplayer 9. I have created a menu that has 5 simple buttons in it. I use a actionscript tween to move the menu from off the stage into view and back again. For some reason when the menu comes on the stage the hittable area of the buttons seems to be getting affected. I am dropping the menu onto the stage so I am only tweening the y property like so
var menuTween:Tween;
menuTween = new Tween(toc_mc, "y", toc_mc.y, 78, 1, true);
When the menu comes into view it is like the hittable area of the button gets squashed vertically down.Even though the text still appears perfectly fine and the background of the button looks right the cursor will only click on a small sliver at the very bottom of each button. Has anyone else seen this?
I have four movie clips with instance names of "purple_ob", "green_ob", "orange_ob" and "blue_ob" and four buttons "purple_but", "green_but", "orange_but" and "blue_but" I want to have the movie clips automatically fade from one to another continually with a 5 second pause inbetween, but then if the user clicks one of the four buttons it will fade the relevant movieclip in. Then if nothing else is pressed the fading will carry on working through the four images in a loop.
So far I have the movie clips fading on a button press but how do I implement the automatic fading from one MC to another?
I've added the code below into the first frame of my scene
The website I'm creating has a large map picture (mcMap) and a crosshair (mcLines) that moves to a different location, depending on which button is clicked. I used a Switch statement and the Point and Tween classes so the user can click from one to the other and the map and craosshair moves.
However, when a button is clicked...sometimes, at random, the map and/or crosshair goes to the wrong location and/or the MC that is supposed to appear doesn't. The issue is very random, so I'm lost as to what may cause this.
I've recently designed some menu buttons each one gets highlighted on mouse over and defaults back on mouse out. On Mouse click the button remains highlighted and when another button is clicked the current button goes back to its default state and the new button is now highightedI know this has been asked before, and I know how to do this using a timeline and having flags marking the 'start' 'end' and 'highlight' states on the timeline. My original code uses IF and gotoAndStop statements...But recently I've been getting into tween classes using as2 and would like to know how to achieve this effect using _alpha values within tween classes.To me it seems easier to do this purely with code, i.e _alpha is 0 then tween to 100 on rollover. On rollout it reverses, and on click the alpha immediately goes to 100 and stays at 100 until another button is pressed
I am trying to tween distance of the MCs-buttons around resizable circle... Distance should be always the same whatever the circle size is... The circle is also tweening its size... I set up some things, [URL]
I'm working on a flash 8 portfolio and using the TWEEN class. First I create 5 buttons: Code: for (i=0;i<5;i++) { var button:MovieClip = this.attachMovie("PButton", "button"+i, i);
I load different image for each button and then I create some rollover effects: Code: button.onRollOver=function() { var tweenin=new Tween(this, "_width", Elastic.easeOut, 103, 203, 20, false); new Tween(this, "_height", Elastic.easeOut, 75, 198, 20, false); [Code] .....
This works only half the time. Sometimes, a tween is'nt finished correctly. I have a feeling this has something to do with the fact that while (elastic) tweening, my rollover and rollout are fired again (without moving the mouse). Any general solution for size tweening?
I'm scrolling a masked MC, which is basically a grid of thumbnails with a few rows. Right now, it works beautifully by scrolling row-to-row if the up/down buttons are pressed only after the tween has finished. However, if I press the up or down buttons in succession before it finishes scrolling, the positions get all messed up because it will start the motion tween from the current y position, which is halfway through a scroll.
Code: new Tween(holder,"_y",mx.transitions.easing.Strong.easeOut,holder._y, holder._y+scrollAmt,1.5,true);
That is basically the only code in my onRelease function.
I've thought about 2 ways of tackling this problem:
1: to disable the up/down buttons while the tween is taking place.
2: to NOT have the tween start from the current y position since that is the root of the problem. But I think this is impossible due to the nature of the purpose of the function.
I have a movie clip that is rotated when a button is clicked:
Quote:
mc_rightBtn.addEventListener(MouseEvent.CLICK, onRotateRight); function onRotateRight(evt:MouseEvent):void { var myTweenRotation:Tween = new Tween(mc_gallery, "rotation", Elastic.easeOut, 0, 90, 5, true); }
The problem I have is that when the the right button (mc_rightBtn) is clicked again, the rotation starts from the original position. Ideally I would like the rotation to continue from its current position.
I've started using the Tween class as I find it to be a really quick way to create some smooth animations. However, what I would like to do is have a sequence of many different objects animating into the scene, but all using the Tween class.Now if they were all to animate in at the same time that would be fine - but what I would like to achieve is each object to animate in one at a time, so once 1 object has finished, the next one then animates in etc etc over until all 7 are animated in. I've read up a little on using continueTo etc but not sure how to get this to affect different mc's instead of self.
So I'm actually doing something very simple here, but it's my first attempt at tweening things through code rather than on the timeline, so I'm pretty new at this. Basically I have a small image gallery, all the thumbnails are butted up against one another in a grid. When you roll over an image, the title should tween to reveal itself below the image. I have it set up so that both the image and title are in one movie clip, with the image on the top layer.
My code does work when you move your mouse slowly, however when you roll over and out really fast, the whole thing freaks out a little, and the titles don't tween back properly, they actually stay exposed even though they shouldn't. It looks like they kind of tween back, then pop out again, with out a tween. I linked to my current swf file so you can see for yourself. [URL].
Here is an example of my code which is iterated for every image. MC.addEventListener(MouseEvent.ROLL_OVER,onMC); MC.addEventListener(MouseEvent.ROLL_OUT,offMC); var myTween:Tween; MC.buttonMode = true; function onMC(event:MouseEvent):void{ myTween = new Tween (MC.title,"y",Strong.easeOut,94.5,138,.65,true); } function offMC(event:MouseEvent):void{ myTween = new Tween (MC.title,"y",Strong.easeIn,138,94.5,.35,true); }
I am making a webpage for class and i copied all the code from previous projects that i made that worked fine. I made a menu that once you go over the button it starts a 2 motion tweens that end with buttons appearing. i keep getting the message TypeError: Error #1009: Cannot access a property or method of a null object reference.
The whole code is this stop(); back.addEventListener(MouseEvent.MOUSE_OVER,back1); function back1(event:MouseEvent):void { gotoAndPlay("one");} pump_link.addEventListener(MouseEvent.MOUSE_DOWN,pump_btn); function pump_btn(event:MouseEvent):void { MovieClip(parent).gotoAndPlay("pumpkin_frame", "pumpkin");}
I'm trying to animate the mc in my fla with the tween class (specifically have it fade from 0 to 100 transparency [left-to right] as it moves). I'm not really a coder and more animation-based. If I was to create a variable (say named "Transp", how would the rest of the declaration look in AS2?