import mx.transitions.Tween;import mx.transitions.easing.*;"The first line imports the Tween class file into your Flash document. You can find the class file called Tween.as at C:Program FilesMacromediaFlash 8<language>First RunClassesmx transitions assuming a default installation. Here you should find 16 class files used by Flash for various other effects (including the slideshow templates)."Now i am wondering.... suppose that's not my default installation (wich is the case now) and it is effecting the file of not finding my tween.as do I have to ajust the path?
When I have a class linked to a MovieClip in my library and that class takes an argument in its constructor method. That class will compile properly ONLY when it's located in my top-level directory (same dir as the .fla and Document.as files). If I move that class to a deeper directory, say com.place, and update the package statement and symbol link appropriately, the compiler will generate error "1136: Incorrect number of arguments. Expected 0."Create flash project and put a rectangle on the stage. Covert it to symbol and assign it to class TestPanel - or whatever you choose. Also configure the fla so that is uses a Document (Main) class.Create Main.as and TestPanel.as in the same folder. In the Main class, instantiate a instance of TestPanel and add it to the stage. Flash will, predictably, add the rectangle symbol and everything is fine.Now modify TestPanel so that its constructor method takes a Number and have Main.as pass some number to TestPanel.[code]You now get the error: 1136: Incorrect number of arguments.Expected 0.When I move the TestPanel.as into a deeper directory, Flash somehow is looking elsewhere for the base class for Symbol, even though I'm mapping that Symbol to com.place.TestPanel.
I have a movieclip with multiple movieclips inside of it, and these movieclips' alpha changes over time(basically its a map with graphics nested within that light up certain areas of the map). By change I mean they "flash" ond and off once. I have each of these counties in an array and I have a timer and for loop firing on each of these mcs and I push them into the array. Problem is I keep getting an error (1009) after it runs through one cycle.... I of course need it to loop.
Trying to fix other peoples bad coding and I can not change the file structure but I would like to add a class directory and be able to reference it for buttons and variables. The problem is that the directory needs to be up 1 directory so that it can work with all the other files.
Also I need to be able to set it as the symbol property "linkage" class file so I can apply the class to all the buttons.
File folder structure:
Main folder New class files FLA files Folder holding more FLA files More FLA files
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!
Originally my classes(.as) and project (.fla) were stored in the same directory. But I would like to refactor them. I've created a subdirectory "classes", and moved my classes into this subdirectory but I've got error.
All my classes are stored in one package.
How can I "include" or "import" my classes from a subdirectory of my project?
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.
So I'm trying to copy a file selected by the user into the AIR application storage directory, but when I attempt to resolve the path in the storage directory, I get:
Error #3002: File or directory exists.
I get this even when there is no possible way that the file already exists (I am pretty sure there is no "qqqqq.txt" there).
My code looks like this:
var saveFile:File = File.desktopDirectory; saveFile.browseForOpen("Open File"); saveFile.addEventListener(Event.SELECT, function(e:Event):void
[Code]....
The error is thrown on the line where I try to set the destination as the applicationStorageDirectory, but I have no idea why.
Edit: So I commented out everything below var destination:File = File.applicationStorageDirectory; and it STILL throws the error.
I have created few actionscript projects and most of them uses same com/ dir with same classes library such are adobe or greensock.In Flash builder, on one of the projects, I`ve created new source path, to that common dir.So now I have structure like this: MyProject
[source path] com src (with AS documents) fla (flash file)
When I edit one of my AS files from src dir in Flash Builder, I can normaly see reference to [source path] com directory, and I have full tooltip reference to it`s content.
However, if I try to edit that same file in flash professional, I get no reference and there is no way I can compile file.What am I doing wrong, why flash professional does not see classes from my com directory? I even try to point it to that dir in actionscript settings but that did not work either.
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):
(Spoiler alert: It's not an issue of my package statement not reflecting the location of my class file.) When I have a class linked to a MovieClip in my library and that class takes an argument in its constructor method. That class will compile properly ONLY when it's located in my top-level directory (same dir as the .fla and Document.as files). If I move that class to a deeper directory, say com.place, the compiler will generate error "1136: Incorrect number of arguments. Expected 0.
I am working through an audio player demonstration in the book "Foundation Actionscript 3.0". When I try to publish my AudioDemo_final.FLA file I get the following error, "Adobe Flash CS3 - Error creating flash movie file. Destination directory does not exist. Change your publish settings."The following is displayed in my output panel >> Error opening URL 'file:///C|/Sites/flashcoder.net/FAS3/Audio/AudioDemo%5Ffinal.swf'My file directory is set up like this:AudioDemo_final.flasong1.mp3com.fas3.smc (folder)Main.asSounds.as
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()
does anyone know how to use f4vpp on linux? I am not able to use it on Debian Lenny. What i have done so far after downloading and extracting the F4V Post Processor:
[Code]...
I cannot understand why this happens. Maybe Debian Lenny is not supported? Which linux distributions are supported?
I am coming from flash to flashbuilder I have a directory, AS3_classes_dir, on my computer that stores all of my classes, including my greensock and papervision packages. In every flash app that I make I include that directory in the Source Path, so that I can import whatever I may need. Compiling in flash (using ctrl/enter) takes very little time; only the classes that are specifically imported are compiled.So today I did that in flashbuilder, included AS3_classes_dir via Flex Build Path/Source Path ... but now the compile time are a couple of minutes, even though I am not even importing ANY of the classes from within.
I have two classes. The Main class calls a function, which is defined in a Second class.I'm getting the following error:Error 1120: Access of undefined property myFunctionBasically, I am creating buttons in the Main class that will add a corresponding Child to an Object in the Second class (if you click one button, child x1 will be added, if you click another button, child x2 will be added, and so forth).Here's the relevant code for the Main.as file:
I am refactoring a hugh action script solution in Flash builder (beta 2) using the flex 4 sdk.The project does NOT use the mx framework.What i want to have is:
A big 'MAIN' project several small 'MODULE' projects. each 'MODULE' class refrences the 'MAIN' project as an External reference (doesnt compile into swf) - this is done by setting link type = external in the 'MODULE' project properties -> library path.'MAIN' loads a 'MODULE' project on runtime using the 'loader' class.
the problem:I recieve an error from the MODULE project: VerifyError: Error #1014: Class [some class in MAIN] could not be found.
I'm trying to build a shuffle function that somebody gave me into my card game. I two external .as classes; one is Shuffle.as, which is my document class, and the other is card.as. I'm building the shuffling function into Shuffle.as. I think I'm getting close to making it work, but there are some problems. I keep getting this error message: "5000: The class 'Shuffle' must subclass 'flash.display.MovieClip' since it is linked to a library symbol of that type." Here is my code. Shuffle.as code
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.