I'm using the tweener class but I'm not sure how to accomplish what this. What I'm after is to pan the object "img" to one side, than pan back, and repeat.[code]...
But what would be the best way to run the check on the first tween action, fire the second when the first it done, and repeat the whole thing when the second is done. Should this be a while loop? Or some kind of event listener?
I'm trying to find a function that will repeat my Rotational tween function. I found the yoyo() function to be what i want to do but i don't want the tween to change the rotation to CCW while originally moving CW. Basically i want the animation to move CW at a steady rate continuously.
I'm using the following code at the moment, i'm not too sure if this is the most suitable code for this situation, maybe im off track.
From my thoughts, i assumed that i would need to put the stars function in a onEnterFrame to repeat the animation and change yoyo() to continueTo() function. or maybe some sort of if statement in the stars function?
ActionScript Code: import mx.transitions.Tween; import mx.transitions.easing.*; var stars:Tween = new Tween(ring, "_rotation", Regular.easeInOut, 0, 360, 4, true);
I have a movie clip which is brought on to the stage by a tween function called introTween. After the introTween has finished, it has an eventhandler inside it which calls on 2 new tween functions to start. These are tweenX function which contains the myTweenX tween and tweenY function which contains the myTweenY tween. these functions loop round to keep the movie clip floating along the bottom of the stage. The movie clip can be dragged by the user. The problem I have is that when the user drags the movie clip during the introTween the dragIt function is called (see below) and when called its looking to stop the myTweenX and myTweenY tweens. However, because the introTween function hasn't finished, and thus hasn't called the tweenX and tweenY functions...then the dragIt function can't find myTweenX and myTweenY to stop(). how I would go about solving this problem? Is there some sort of IF condition I can put in the dragIt function which looks at whether the tweenX and tweenY functions have started or even the myTweenX and myTweenY tweens have started?
i've defined a Tween object within a function, and i want to control that tween from another function.
This is the basic way i have the code set up currently:
// Define the function with my tween: function updateSlide() {
[Code].....
Now i'm sure it's not working because it's not within the same function, but what would you do to make this work? Some sort of global variable or global function? I'm not used to working in AS2, or with programming in general
I have been trying to assign tween function in an array through a loop in as3.I have 20 mc on stage, the instance names are obj1, obj2 and so on.I want to assign a tween function to each of them, the function looks like this :
Actionscript Code: function startTween(e:TweenEvent = null):void {xTween = new Tween(obj1, "x", None.easeNone, obj1.x, Math.random()*20, 0.2, true);
I've got a tween which is called using an ENTER_FRAME event listener, as I need the movieclip to constantly tween until it's selected. However, the tween isn't very smooth, it's very jumpy and I'm guessing this has got something to do with the ENTER_FRAME event being constantly called. Is there a better way of creating a smoother tween?
Here's my code...
ActionScript Code:this.addEventListener(Event.ENTER_FRAME, ballFloat);private function ballFloat(event:Event):void { var myTweenX:Tween = new Tween(this, "x", Regular.easeOut, this.x, randomXBoundary, 10, true); TweenX = myTweenX; }// end of ballFloat function
I have a .fla with 5 pics on my timeline and using tween function to roll them from bottom to top, what I need to get those images random from o folder or something.
I have a number of cases where I have a tween happening in ActionScript, but I would like it to happen after a delay from the event that triggers it. At the moment I'm creating this delay by having a tween that does nothing (eg. an "_x" tween for which the start and end points are the same) and then using tween1.onMotionFinished = function(){to create the one I really want. Is there a way to create this delay more neatly?
I have a movie clip which is brought on to the stage by a tween function called introTween. After the introTween has finished, it has an eventhandler inside it which calls on 2 new tween functions to start. These are tweenX function which contains the myTweenX tween and tweenY function which contains the myTweenY tween. these functions loop round to keep the movie clip floating along the bottom of the stage. The movie clip can be dragged by the user.
The problem I have is that when the user drags the movie clip during the introTween the dragIt function is called (see below) and when called its looking to stop the myTweenX and myTweenY tweens. However, because the introTween function hasn't finished, and thus hasn't called the tweenX and tweenY functions...then the dragIt function can't find myTweenX and myTweenY to stop().
Any ideas how I would go about solving this problem? Is there some sort of IF condition I can put in the dragIt function which looks at whether the tweenX and tweenY functions have started or even the myTweenX and myTweenY tweens have started?
ActionScript Code: private function dragIt(event:MouseEvent):void { this.startDrag(); this.parent.setChildIndex(this, this.parent.numChildren-1);
I want to put a function in this movie that allow me to make visible a tween function after some frame, for example 100. Here is the file; i'd like to make visible the page of book after 100 frame. So, how i could make it possible?
I changed the startframe with the currentFrame command in order to run the function from the frame that its triggered. I dont wont to put limits on startframe by defining it into the code. The clip starts playing normally. Normal speed. In about the middle I want to change it speed. So (according to the code) I just have to place the cursor on the clip in order to trigger the function (it could be with the clip of a button). The thing is that everytime that the function is triggered the clip starts -not from the frame that it was triggered- but from the beggining.
thatBall.play(); var mc_playrateChange:MovieClip; function framerateF(mc:MovieClip,framerate:int,currentFrame :int,endframe:int):void{ mc_playrateChange = mc; mc.timer=new Timer(1000/framerate,endframe-currentFrame); mc.gotoAndStop(currentFrame); [Code] .....
Users are also given a set of thumbnails for extra feedback and navigation (here's what I currently have: As you can see, I have a button on my main stage named "portfolio". It has a simple "on (release)" function that goes to frame 2 (frame 2 is when my artwork portfolio displays).I have some code placed on frame 2, in a separate "actions" layer(very simple stuff):
I wrote the code for a tween function called fadeOut. As you can understand, its end is to fade out the alpha property of an instance.the code uses an addEventListener:chooseBlue_btn.addEventListener(MouseEvent.CLICK, fadeOut);so when the button named chooseBlue_btn is clicked the fadeOut is called:[code]But I would like to call fadeOut when the clip starts without using a button.In which way?
I have a game where the player movement is dynamic but have the same template, so the movement is performed by a Tween() with changing variables. next I create a listener for the "TweenEvent.MOTION_FINISH" event of that tween, the purpose for that listener is because when the movement animation ends I call a function to show the player his next movement options.
here's the thing: in some cases, randomly, when the player performs a move the tween just stops suddenly, this is problematic for two reasons: first the player character stops in the middle of a movement, secondly the "TweenEvent.MOTION_FINISH" event is not thrown and the function that show the player his next movement options is not called.
Ok so I found this nice code over at Prototype. Its a function for Aligning to stage on Resize. [URL] It works really nice on its own but I was hoping to add some tweened easing as an additional optional parameter. (I posted there twice asking for help to no avail =( So I am asking here at Kirupa. What I wish to add is - implementing and adding an "easing" function as part of the current function. Something generalized to be called only if desired and the ability to set the ease type, duration, maybe prop etc.. (or whatever needed to make it work)
I have tried all kinds of things and below is as close as I can come (at least the only thing I can do to get the thing to move, although as you will see it works backwards and I can only get it to work using stage.width, stage.height, however I have tried newX oldX and all kinds of other things and cant seem to get things to move.
I'm a bit rusty in flash. import mx.transitions.Tween; import mx.transitions.easing.*; var mytween:Tween = new Tween(ball_mc,"_x",Strong.easeInOut,-320.10,47.90,5,true); mytween.onMotionFinished = function() { var mytween2:Tween = new Tween(ball_mc,"_x",Strong.easeInOut,47.90,-320.10,5,true); } mytween2.onMotionFinished = function() { gotoAndPlay(2); } It does the first and second tween but doesn't do the gotoAndPlay function?
I have a question regarding TweenMax and the way it tweens MovieClips. Here is what I have.
1. I have a rectangle movie clip on stage (width:20, height:20). When you click it, it expands (to width:650, height:350) and gets a 3-d function attached so it reacts to mouseXY position (like Lees 3-d photo tutorial). This part works fine.
2. I click it again and it retracts to its original small size (width:20, height:20). This also seems to work fine.
Problem: When I click it again it expands (to width:650, height:350), but when the 3-d function gets added it starts tween all weirdly shape and not the way it is intended.Here is my class