ActionScript 2.0 :: Using MC Tween 2, Updating Travel X, Y Coordinates On Runtime?
Aug 11, 2009
what I am trying to achieve using MC Tween 2. I need to be able to update X, Y coordinates while the tweening is running. I don't want to restart it but update X, Y values. For example, I want to modify the distance to travel on an object in given time. It means that if tweening started with distance to travel 100px on Y coordinate and time to ravel is set to 10 seconds and if I change Y coordinate within 1 second of 10 to 200 px the the rest 9 seconds will tween the object to the 200 px point.
what I am trying to achieve using MC Tween 2. I need to be able to update X, Y coordinates while the tweening is running. I don't want to restart it but update X, Y values. For example, I want to modify the distance to travel on an object in given time. It means that if tweening started with distance to travel 100px on Y coordinate and time to ravel is set to 10 seconds and if I change Y coordinate within 1 second of 10 to 200 px the the rest 9 seconds will tween the object to the 200 px point. I hope I described clear.
I am wondering if someone were able to do what I am trying to achieve using MC Tween 2. I need to be able to update X, Y coordinates while the tweening is running. I don�t want to restart it but update X, Y values. For example, I want to modify the distance to travel on an object in given time. It means that if tweening started with distance to travel 100px on Y coordinate and time to ravel is set to 10 seconds and if I change Y coordinate within 1 second of 10 to 200 px the the rest 9 seconds will tween the object to the 200 px point.
Im having a problem with movement in flash cs3 using as3, im basically moving 2 movie clips back and forth along the x axis using the following formular to calculate the x velocity.[code]
I'm figuring out a way to update my mouse x and y inside a loop. In this small test block, I'm tracing the mouseX and mouseY twice. The first one is outside a loop. The second one is inside a loop.
When I test the SWF, you can see that the first trace changes constantly and seamlessly. But when you hold your mouse down, the code starts tracing the 2nd trace. Even though the mouse is down and moving, the mouseX and mouseY traced is not changing.
Closely related to the main question, when you click the stage, you would get 100 lines of the 2nd trace. Is there a way to break the loop as soon as the mouse is up?
PHP Code: private function thumb_dragStart(e:TouchEvent):void { StartstageX = mouseX; prevX = mouseX; addEventListener(Event.ENTER_FRAME,checkMouseDir); addEventListener(TouchEvent.MOUSE_UP, dragStop); function checkMouseDir(e:Event):void {
I am trying to use the ENTER_FRAME to update the coordinate of my mouse when the mouse click is down but when I extend to touch, the enter frame doesn't seems to work, because my mouse is no more on that stage, the enter frame cannot locate the movement of my mouse on the SimTouch neither on CCV. What other method I should use so that I can check the coordinate of my mouse or finger movement on the flash platform?
I want to have my code/class library stored in an RSL (as a SWF online) which is then loaded during runtime by the host SWF. I learned about this technique from Colin Moock in his book Essential Actionscript 3.0 (Chapter 31: Distributing a Class Library).Now, I know that if you share graphics between SWFs via RSLs, you can update the graphic in the RSL and have all SWFs that access that RSL use that updated graphic.
But I want to store code in an online RSL, that is shared by multiple SWFs, and then when the code needs to be updated, I simply recompile the SWF (do I even need to worry about the SWC anymore?) containing the class library and upload and overwrite the existing RSL on the web. Voila! The code is now updated in all SWFs that share that RSL Class Library.The problem is, I can't get it to work right. CS3 and CS4 aren't updating and CS5 just crashes on export!
The code I'm testing with simply outputs some chosen text to screen.I want to change the string that's output by changing the code. Nothing fancy now, but it'll obviously be used for far more indepth stuff when (if?) I get this going properly.
I thought this was possible, but I seem to have trouble making it work.I want to have my code/class library stored in an RSL (as a SWF online) which is then loaded during runtime by the host SWF. I learned about this technique from Colin Moock in his book Essential Actionscript 3.0 (Chapter 31: Distributing a Class Library).Now, I know that if you share graphics between SWFs via RSLs, you can update the graphic in the RSL and have all SWFs that access that RSL use that updated graphic.But I want to store code in an online RSL, that is shared by multiple SWFs, and then when the code needs to be updated, I simply recompile the SWF (do I even need to worry about the SWC anymore?) containing the class library and upload and overwrite the existing RSL on the web. Voila! The code is now updated in all SWFs that share that RSL Class Library.
The problem is, I can't get it to work right. CS3 and CS4 aren't updating and CS5 just crashes on export!The code I'm testing with simply outputs some chosen text to screen.I want to change the string that's output by changing the code. Nothing fancy now, but it'll obviously be used for far more indepth stuff when (if?) I get this going properly.
im trying to tween a sprite to new 3D coordinates (x,y,z) using AS3 and i would like to use TweenLite to do it but i don't know how?Im not a very experienced programmer, i only started to tackle the 3d possibilities of flash 10 and Tweenlite has been far for my animations.I've been trying to use the QuaternionsPlugin like this:TweenLite.to(myMc, 2, {quaternions:{orientation:new Quaternion(x, y, z, w)}});There's the x,y,z properties but i couldn't figure out what w stand for.I tried an example with the Sprite class below but when i compile it, it says : 1180: Call to a possibly undefined method Quaternion.
I need to have a textbox displaying the x coordinates of an object during its motion tween. I know how to do it for individual frames but don't know how to add an eventListener to do it over the span of the tween.
The mc I want to tween is a menu button. I just want to change its y coordinate up on rollover and down at its original position on rollout. My mc has a y coordinate at _y 53 and should go up at _y 43 on rollover and it should go down at original _y 53 on rollout. So even if I respect precisely how the code should be built it does not do what I want. Or the mc button goes to high or it does not move at all.
So the code is import mx.transitions. Tween; import mx.transitions.easing.*; menu1_mc.onRollOver= function() { new tween(menu1_mc,_y,Bounce.easeIn,menu1_mc._y,43,3,t rue); }; menu1_mc.onRollOut= function() { new tween(menu1_mc,_y,Bounce.easeIn,menu1_mc._y,53,3,t rue); };
I've created a symbol and motion tween and given an instance name to the tween (lets call it mt1) on Layer 1, frame 1 - frame 10. On layer 2, frame 1 I create a button and stop and add the MouseEvent hander and function. Can I, from the function on layer 2, alter the end point of the motion tween on layer 1 via the function? I've tried, but unsuccessfully. Can't seem to access the tween properly. Or I am way off base. Here's the Actionscript frame 1, layer 2:
Im trying to figure out how to travel along a plane to a point in 3d space. It needs to feel as though travelling down a road. I have attached a swf with the desired effect. Im using the formula scale = fl/(fl + z);the problem im having is it looks fine until scale is > 1. I need the plane to stay central to the screen.
I was trying to convert global coordinates to local coordinates of a UIComplenent in my flex project using below code using below code
var gp:Point = new Point(e.stageX,e.stageY); //global point var lp:Point = uic.globalToLocal(gp); //local point
uic is UIComponent in which I have subclass of Sprite for drawing something I have set the sprite's mouseEnabled and mouseChildren to false to not interrupt the mouse event. above code is within uic's mousemove event where I was tracing the gp and lp gp was giving correct value and suprisingly lp was giving negetive values. when I move the move to the top left corner of uic i expect lp to be 0,0 but it is giving the -width of of uic. I broke my head for hours and ended up finding an alternate by using offsets. Infact my original code was much simpler like this which was same issue
var lp:Point = new Point(e.localX,e.localY);
I am not sure what exactly is causing this problem. the workaround had lot of issues and it creating a mess in my rest of the algorithms.Just now I found even more interesting thing (which is actually weird). for some reason I went and create a new lp2
var lp2:Point = new Point(e.localX,e.localY);
now surprisingly it was giving correct values as expected and I went back and changed the code as
var gp:Point = new Point(e.stageX,e.stageY); //global point var lp:Point = uic.globalToLocal(gp); //local point var lp2:Point = new Point(e.localX,e.localY); var lp2:Point = uic.globalToLocal(gp);
now it is expected to have all the lp, lp2 and lp3 variables to be same but weiredly lp two is giving wrong value and lp2 and lp3 were giving correct. I am suspecting using the variable lp has something to do. I am not sure about that but above proves it so right now I am using lp2.
I have a MC(a small army tank) that I can rotate using the right and left buttons. I want to make it move forward when I push the up arrow - The Catch . . . I want it to move in the same direction it is currently rotated. Example: I rotate the tank 10 degrees and then I push the up arrow off it goes in that direction.
I was reading the 'Isometric Transformations' tutorial by Danko Kozar and I have a few questions. I understand what all the code does, but not how it does it. First of all, how does the following code work:
transforms x,y,z coordinates into Flash x coordinate xFla = function (x, y, z) { // cartesian coordinates[code].....
I understand that it converts 3d coordinates to 2d coordinates, but I don't understand how. What numbers whould be punched into x, y, and z to acquire certain desired effects?Also, what's the difference between moveTo and lineTo:
red line style(1, "0xFF0000", 100); plot(0, 0, 0); draw(200, 0, 0);
I am currently working on a curved scrollbar. I want to limit the travel of the scroll thumb using two clip instances that mark the top and bottom of the scroller. To do this, I believe that I'll need to use localToGlobal on my top (topMark) and bottom (botMark) markers. Unfortunatly, my attempts to get the global coordinates has failed. In the attached file, the code can be found in the actions layer of the curvedScrollbar clip.
I am given a task by my client to develop a calculator which will calculate the Cab fair from one location to another. There is a list of Cab fairs as well as their corresponding Location Name. It would be displaying the results on the screen.
Im making a little app in flash using papervision I want to make a regular movieClip show up in the same place as a papervision object. The coordinates seem like perspective is affecting the number displayed.
There are 10 frames where playhead travels from frame 2 to frame 11. If I want the playhead to travel randomly in fixed manner such as : frame 2, 4, 6, 9, 10, 3, 5, 7, 8, 11 not using gotoAndPlay, just using script in first frame.
I am making a pong game and am having some problems with the boundaries. The ball bounces off just fine but if i hit it to close to the boundary, the ball will get stuck in the wall and slowly travel upwards. Bouncing back and forth. It happens on both sides. Also How do you set a key press movement to stop. I want to be able to stop at the boundary if i hold the left key down but it would stop the game entirely. I have it set now so that the controls reverse every time a boundary is hit. My big problem is the boundary though. I will eventually figure out the paddle movement on my own. Another problem I am having is getting my score value to increment correctly. It always reads as a NaN until I score. When I do it goes 1, 11, 111, and so forth. I have the variable set as number values but the dynamic box, I think, is still reading them as strings
i have a list cranked out from an XML file (movieclips attached to empty clip). currently it loads as the SWF launches. i can't get it to scroll because the variables won't travel outside the xml.onLoad process. what i'm wondering is once i bury this process into a button activated function, will i be able to access the list's properties? (sweet Buddha i hope that made sense...)
it seems the fundamental principle i'm struggling with is var/scope issues: how and where variables/properies can travel. i can't seem to find an explanation that makes sense from a C++ perspective. everytime i think i get it, something like this kicks me in the nuts. for those who want to dig, i'm using Kirupa's custom scrollbar modified (seemingly unsuccessfully) to my own setup. if you can recommend a different one more suited to this sort of thing, i'm open to it. if this doesn't make sense, i can attach the FLA but its a bit of a read and i'm in need of an answer before Thursday. methinks once this project is done, i'm going to hire someone for a week to fill in the gaps in my knowledge!
I have numerous objects, many of them are stored within other objects (and overlap in physical space). As I zoom into an object, it begins to fade away. At the moment it begins to fade, I load in the child object (or create a child object if one doesn't exist). I want to turn off the parent object's ability to respond to most events. The exception is the scroll wheel, which needs to be sent to both objects simultaneously so that the parent can continue to fade out as I zoom farther in. Try as I might, I can't find a way to tell Flex "hey, for right now dispatch these types of events ONLY to this object." I either end up with event dispatch stack overflows from trying to manually redirect the events, or I get events that don't activate at the correct time or on the correct object. What can I do?
and theres probably a simple solution but i dont know. I have an object travel at a constant speed across the stage area from left to right, How do i stop it at the Right side of the stage??
I've seen the Loom project, but are there any alternatives that are more mature (and actively developed)? I am looking for something that would allow load-time weaving of pointcuts into existing binary code at runtime with the AVM2 runtime.
I've been into coding for about 5 years now, but I'm a recent convert to Flash development. One of the questions I have at the moment is, considering that SWF files can be run by either Adobe Flash Player OR Adobe AIR, what's the real difference between the two runtime environments? What API's and Objects exist in one environment, but not the other?
Basically what I'm more or less trying to establish is, when would I want to develop an SWF for AIR, and when would I want to develop for Flash Player, considering that Flash Player can also execute locally (providing support for creating "desktop applications")
Whenever I link a set of movieclips together with the bone tool which are inside a containing movieclip, and also set the type to "runtime" instead of "authortime", I get this error when published.
"Runtime symbols with skewed matrices should be wrapped in a movie clip" What does it mean? I need the type to be set to runtime so I can use scripting with it..