Is there a way to make code hints appear for the Tween Class? I declare a new Tween with the constructor var X:Tween=new Tween... But there are no code hints when I try to use its methods.
I've been really frustrated with the code hinting in CS5. It doesn't seem to work like it should. It appears to work fine if I am placing the code on the timeline, but if I create a class file I lose the class code hinting even for simple types like Boolean. The other thing I noticed is after the class file has been created even if I go back to the code on the timeline it has now lost code hinting. The only way to get them back is to close the fla I was working and close flash itself.how to resolve this or is this a legitimate bug? If others have seen this happen please post so that we can get some attention brought to this. It seems to work fine if you create flex components and then edit them in Flash Builder.
In Visual Studio, when we write some code, there are code hints, for property,custom method of some class that we create.There are code hints on Flash CS4, but it seems that it didn't show code hints for custom method or property on some class . Is there any way to make Flash CS4 show code hints for custom method, property and namespace that we created ?
cant work out whats going on. I'm creating AS3.0 flash document in CS4 and code hints are not being displayed at all even though they are enabled in the preferences. found this document but it didnt give me any more info
I just downloaded the 30 day trial of adobe flash cs4.why the code completion/hints would not be showing up? Either when typing a "(" for a method or a "." I get nothing. "code hints" is checked off in my prefs and the delay is at 0 sec. Also, If I click the show code hint button in the AS window nothing happens.
Is it possible to somehow customize the code hints that appear when I'm typing code in Flex or Flash?
Specifically, when my developers are writing to Proxied objects, I'd like to have the code hints for the object being proxied appear, rather than the hints for the Proxy itself, or to hide certain properties that are public for internal reasons but that I dont want them to access normally.
I have been producing animation on my Mac using shape tweens and hints where necessaryUnfortunately when these files are then opened on one of my colleague's PCs the shape tweens appear broken as the hints have dissapeared.If the file is opened on another Mac this does not happen.I have yet to spend too much time focussing on testing the whys and wherefores of this problem, but wondered if this is a recognised issue or is a one off
ActionScript Code: var myTween:Tween = new Tween(star, "alpha", Strong.easeOut, 0, 0.9, 3, true);
And I also have some extra code that spawns stars all over the place.If you view my swf, http:[url]...., you can notice that the stars appear to 'flash' first before settling down.I'm simply wondering if this is some problem of the Tween class or if I set something wrong. Something I found odd was when I removed my code that generated a random colour for my star,
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):
Got to the point where the hole in my AS3 knowledge is getting large!Realising I have confusion about the relationship of:Body of code on first frame of AS3 file.(Which I have so far used to create instances of library objects using addchild and make calls to class code).Is this code called the document code? What do people call it?Numerous classes linked together by extending each other etc.Library objects (usually graphical objects)Should it be done differently? have the following problems due to lack of understanding:Addchild complicated from a class but straight forward in main body code.Cant call functions on the main body code from classes, because class code does not know the main body code exists?
I had a 2 frame setup with some actionscript for each frame. Tried to move it all into one class file and a
1. frame .fla. ; Hiding and showing the resp. moviclips when i virtually move from frame 1 to frame
2. Now I get these ...Error #1069: Property edit_panel_mc not found on flash.display and there is no default value. errors or..
when i thought beeing clever adding the stage. prefix ReferenceError: Error #1069: Property edit_panel_mc not found on flash.display.Stage and there is no default value. The mc's are on the stage... i have a single .as classfile. Why cant I reference them? or how should i do it/ what should i do to change it from beeing .fla script to class script.
I see a lot of tutorials about coding actionscript 3 when they use all the code in a Class.I keep thinking every time why they use it in a class, instead of using actionscript on the stage.why it is more functional to code a class instead of putting code in the stage actionscript?
when I start with a actionscript 2.0 file, I get hints in the scriptarea both for as 2.0 as 3.0 code. See images above.But when I start with a actionscript 3.0 file, I do not get the hints, nor for as. 2.0 as for as. 3.0.
I have a complex window I'm designing in code. It starts as a button-like thing and once clicked, expands out to a window with text, links, and other misc. stuff. I'm designing it with all the objects to start inside the custom object (extending a MovieClip) and use tweening to expand it all out. The expansion works fine, although it's admittedly ugly..I'm running into an issue when alphaing from nothing (the button is placed over text, completely alpha'ed out to start) to 1.0. It will only start to alpha in if I have the alpha start at greater than 0, even then, when it reaches 1.0, it is NOT full alpha as it should be. Here's what I'm doing, trying to keep what I suspect to be unrelated code out:[code]the alpha of the bg (a shape) is originally set to 0, this code gives me no alpha, if I start it at 0.1, then it gives me some ...what looks like 0.3 at the most
I am having the following trouble using the generated code of a motion tween The code simply moves a movie clip from one place to another (rotating it): Pay attention only to the last line, where I assign the movie clip named test to the motion tween.
This is for Actionscript 3.0 on CS5.I've been having some issues with fl.transitions.easing.None.easeNone. I tried to animate my MovieClip character without easing and stopping on a dime. I used the following code to stop the easing:
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed); function keyPressed(evt:KeyboardEvent):void {
This is for Actionscript 3.0 on CS5.I've been having some issues with fl.transitions.easing.None.easeNone. I tried to animate my MovieClip character without easing and stopping on a dime. I used the following code to stop the easing:
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed); function keyPressed(evt:KeyboardEvent):void {
I recently tried using a tween on a graphic to be used when I click a button but for some reason when I go to use the yoyo tween option it gives me this 1120 error code.
ActionScript Code: /*-------------------------------------------------- Tween variable to ocillate the DVlogo at the
Say you were importing flash.events.KeyboardEvent and you wanted it to extend the MovieClip class, is this possible? Where you dont have access to the class to just type "extends XXX"
If I have an element on the stage (let's say a TextField, or a component ComboBox, for example). And I would like, when I reference it in the action script, for the IDE to give me the prompt to show me all the properties associated with that element, how do I create a reference to it, without creating code clutter? I mean, I have a reference to it already on the IDE (the instance name). So, in the IDE I call it myElement.Now, if in code I say var myElement:ComboBox; It throws a conflict at compile time. However, if I just reference it as myElement, it has no idea what sort of element it is, so it offers me no help. I know I can say var myCodeElement:ComboBox = myElement as ComboBox, but I really want to avoid that.
According to these instructions, I'm trying to use ANTLR generated *.as files in a current Flash Builder 4.5.1 project. Therefore, I added this ANTLR's Actionscript runtime to my project - without problems. I compiled lexer/parser specs using ANTLRWorks without problems too. I added the language option to the source *.g file to make ANTLR generate Actionscript sources: