ActionScript 2.0 :: Tween To Content Outside Of Stage
Feb 22, 2008
I project I want to do than a technical question.URL...What I have:
1. A very large image that is deliberately going off the stage (width: 2000px~, height 1000)
2. Empty movieclip outside of the stage that content will be loaded into
What I want to do:
1. When a button is clicked on the main stage, it will fire a tween that will move the
scope of the stage over the image and to the empty movieclip.
2. Effect: it will (hopefully) be like the stage is gliding over the large image until it stops at the empty movieclip's coordinates.
What I've already done:
1. I've downloaded Tweenlite after researching what I want to do
2. I've looked at this example code: Tweenlite.to(mc, 1, {x:1500, y: 1000});
The first on is using the Tweener class and everytime that I press a button it fades out the loaded content of the previous selection, waits for it to finish and then loads the content of the button pressed. Everything works fine with this part. The second code is the on that is using an Array to dynamicaly rollover, rollout and keep selected the buttons.It was also changing the content of the mc that everything is loaded on but without this fancy fade in - fade out...!!
i've got a fair bit of text i'm trying to keep on an internal page by just making each section a scrolling content box. So there are 3 buttons at the top, each 'scrolls' onto a new section and I would like the ability for it to scroll back too, hence using the tween class to do this. I've managed to set it up and each button goes to each 'page' fine in reading order, so to speak (1, 2, 3), but if I got to 1, 2 then back to 1 it will start from 0 on the x axis.
Basically what i'm wanting to do is set the tween from the current _x value. So if I go 1, 2, then back to one, it will take the current _x value from 2, and scroll the opposite direction back to one. I am using the following code on the buttons:
Since no one is able to answer my question in this thread, I like to ask a simpler question. How do I create a tween that will slide my texts from left to the middle and then pause for 3 seconds then continue to slide off stage to the right?
slideXTween = new Tween(txtField, "x", Regular.easeOut, postXFrom, postXTo, 1, true);
The above code is what I have so far for sliding texts from left to the middle. However, I couldn't figure out how to pause for 3 seconds and then continue to the right and eventually off the stage.
I got a box symbol nothing fancy I applied a motion preset to it and its just a basic bounce.I would like it when the bounce is over the box would just stay still on the stage and the time line would continue to play. The problem is this when the layer with the box on the time line ends the box disappears from the stage as well. now with a old school tween I would just add a blank key frame to the end of the movie and problem solved. But since I'm playing around with a the new type of tween when I try to stretch out the time line it affects the timing of the previous frames. In some cases the whole animation slows to a crawl in others the bouncing in the motion preset happens at the wrong time making it look like the bounce is happening in mid-air. So what I would like to do is just stretch out the time line in some way and just have the first part of the new tween stay in time and pretty much add dead space to the end of the tween and have the box stay put.
i'm currently working on a project involving a circle animating clockwise and anti-clockwise, there is a mask covering the circle and animating in over 40 frames ( 10 frames for each quater )
However when the circle tweens out, there seems to be a trail / fragments left on the stage which makes the animation look horrible and jerky
I have to adjust to a new size and my objects have to adjust accordingly. Is there a way to select multiple objects on separate frames and resize as a group?
i want to have multiple blocks moving over my stage, but i want use just the one mc in the libary and my function, what adds a new block with random color, alpha and speed.I think, that i have to use addChild();, but i have no idea how to use it properly.
I want to slide in 4 uiloaders on the stage but how can I achieve this? This is the code I've got untilll now. The effect I desire is that the uiloader slides in from the left to right. With the first going on 500 seconds, second 1000 seconds, third 1500 seconds and the fourth on 2000 seconds.
I want to slide in 4 uiloaders on the stage but how can I achieve this? This is the code I've got untilll now. The effect I desire is that the uiloader slides in from the left to right. With the first going on 500 seconds, second 1000 seconds, third 1500 seconds and the fourth on 2000 seconds.
I'm building a fullscreen flash website. I have objects moving from offscreen to the center of the stage and from the center to offscreen. I use a simple onResize listener to keep everything centered when the user resizes the stage. I'm using the MC Tween engine for all my tweens and they are all coded relative to the size of the stage.
[Code]...
Everything works great EXCEPT if the user resizes the stage while a tween is in motion. How do I update the tweens end value to the appropriate location?
I'm trying to position an MC to the bottom ( that's the simple part ) of the stage that has an initial height and width of let us say 10px height and 30px width. Ok, and now i want to scale ( stretch ) and tween the MC at the same time until it gets to Stage.height. I'm not really sure about how to do this one, i tried using some conditions, some whiles but it seems that flash kinda crashes so that's not cool.
i want the whole MC to keep on resizing ( stretching and tweening again ) on stage resize... how to tween and scale the MC at the same time ( by tweening i mean just like like a motion tween but the only problem here is that the height would be dynamic ).
When you arrive on the page the navi buttons are not completed/stuck. Out of 70% of the time the same thing happens when you refresh the page/resize the window.
I want to slide in 4 uiloaders on the stage but how can I achieve this? This is the code I've got untilll now. The effect I desire is that the uiloader slides in from the left to right. With the first going on 500 seconds, second 1000 seconds, third 1500 seconds and the fourth on 2000 seconds.
im struggling a bit with syntax here -- i'm trying to add a method to my multiplayer flash games then when an arrow hits an enemy, it will display the dmg, while scrolling up and dropping off alpha.I seem to be having some linkage problems this is what i have:
var dmgwin:dmgtxt = new dmgtxt() //movieclip that will contain textfield var dmgwinsub:TextField = new TextField(); //textfield that has dmg # var tween:Tween = new Tween(dmgwinsub, "alpha", None.easeOut, 1, 0, 2, true); //an alpha
I have an XML file with a list of photos. I have loaded the XML file into Flash (CS3 / AS 3.0) and I am iterating through the list to load the photos. The problem is only the last photo displays. I would like to load each photo and then create a movie and "copy" the loaded content into the movie clip. Here is my code:
If you have a design created in Flash and there is some content on the pasteboard (off-stage), it shouldn't appear in Flash Player.However, when you maximise the flash player window, it does
I hava an application that captures video from webcam and renders some additional elements on its display (augmented reality).Now I need to record this video and stream it to FMS.
I'm pulling news information from an XML file. The root node is "article", the child nodes are (for example) "date", "title", "caption", "copy", "link", etc.
For each article, two new buttons are added to the stage.
1st button - on rollover, display the date & title for that article in a small movie clip w/ dynamic text fields.
2nd button - on click, display ALL nodes listed for that article in a large movie clip updating only the dyn text fields
What are some methods I can use to automate the process? That is, to avoid writing an if/else statement and some code to filter the XML properly for each and every article?
I need to somehow connect the XML content and the movie clips I add to the stage dynamically.
Is it common to write two ID attributes for each XML node? Unfortunately, each article isn't in sequence and older articles could be added even amongst the new ones... so a better "ID" would be the date of the article. Would that screw up automation?
I'm just starting out with AS3 and this is what I'm trying to do:
1. I have an external .swf banner which is 900x250 pixels
2. I want to load this .swf into my main project, using this code:
var myLoader:Loader = new Loader(); addChild(myLoader); var myRequest:URLRequest = new URLRequest("ptp.swf"); myLoader.load(myRequest);
3. The problem is that the .swf banner that is being loaded has content 'outside the stage' so instead of just showing the 900x250 area I see all the off-stage content as well.
How do I 'mask out' the off-stage content of the loaded .swf so that it will be only the 900x250 that I want?
I'm a young girl who recently discovered flash cs3 (I started yesterday) I found this tutorial about how to make a flying bird. I did as the tutorial said, I just made a butterfly instead of a bird. Now I made a flower and I want the butterfly to land on the flower. The tutorial only showed me how to make the bird/butterfly fly through the scene and not how to stop it while I still see it in the scene. I figured out how to stop the motion tween but then the butterfly dissappeared from the flash file after it stopped and I also figured out how to make it land on the flower but it keeps moving its wings Now I need help to make it stop moving the wings while it's still visible. I hope my explanation is understandable. As I said I just started with this program so I don't know how to explain all the different things.
I tried to upload the file on imageshack but it seems like it doesn't support this kind of file, or I'm saving it wrong. I could need some help with that too so I can show others what I'm making without that they have to download the file so it's easier to get help when I'm stuck A link to the .swf file [URL]
I'm currently making my own 2D shoot' em up and I've created a simple enemy spawn state machine which allows the game to automatically keep spawning/creating new enemies on the stage. Before I had this spawn loop machine/code set up, I had only one single enemy which was already on the stage to test the gameplay of my game and the enemy as set up tween object using tween animation. I'm wondering if its possible to add/able tween animation on all new created enemies as appear on the stage giving them movement/ai? This is possible? I've experimented with some code, I'm failed to succeed withs such functionality, I just wondering where I am going wrong or if anyone knew of any alternatives to my approach?
I want to alpha tween (ease in from 0 to 1) an object on stage over 25 frames. And after the tween is over i want the object to persist on the stage and in the timeline. How can i do that?afaik i have to extend the tween in the timeline beyond the keyframe with 1 alpha. But when i do that this also extends the time of the tween from 0 to 1 and it actually lowers the alpha 1 in the keyframe automatically to some figure that fits with the ease in which apparently spans the entire tween.
I have spent the last 2 weeks searching the web for a tutorial on content scrolling. I have a movieclip/graphic that I want to scroll from left to right on the stage. Example of what I am trying to do: [URL] but without the vertical scroll. There seems to be a couple of AS2 tutorials around I doing it in AS3.
I'm working on an iPhone game using AS3 and I've got it working pretty well on the iPhone 3G. I intend to compile it with AIR 2.7 (or 3.0 when it drops), but for testing purposes, I do everything on my 3G. Here's the problem,I get a solid consistant 24fps until one of my objects moves offscreen - even partially. If my "character" even goes a few pixels past the edge, frame rates drop tp 9-10 fps. I've had a few people already suggest not allowing anything to move offscreen, but that's not feasible. I've gone through my code to make sure there isn't a programmatic reason this happens, and I've created a seperate project specifically to test this - with no game logic, simply moving an image across the screen, frame rates bottom out once content goes over the screen edge. I've tried using masks, I've tried using scrollRect, I'm using cacheAsBitmap, and there is no scaling, only x,y translation.