I try to use setInterval and Tween Class // Flash 8.One time I move the circle on certain position and second time (what I dont know how to do it) I need to move the circle back on original position.
I need to do some work with some custom tweening and I understand how I'm suppose to do it.However CS5 is not able to resolve my import statements.I have import fl.transitions.Tween;import fl.transitions.easing.*;and both of these cause an error. The error is "definition fl.transitions.Tween or easing could not be found"The import statements are turning blue so flash is recognizing the path and I am able to import other fl components like fl.controls and fl.events. Why is my program unable to resolve these imports and how can I fix i
As code, simply trying to make things fade in and out namely :- homepage_mc which is a movieclip on my main stage. Fades in Fine on startup, but when the button mybuttons.homebutt is pressed i get no response.
I have created 4 movieclips and named (instance) them box1, box2, box3, box4 and shuffled them with the following code: var vector_name:Array = new Array("box1", "box2", "box3", "box4"); function shuffle(a,b):Number { var num : Number = Math.round(Math.random()*2)-1; return num; } var shuffled_vector:Array = vector_name.sort(shuffle); trace(shuffled_vector);
How can I tween the instances using fl.transitions.Tween with a loop. I tried the following but did not work.. btnPlay.addEventListener(MouseEvent.CLICK, startMotion); function startMotion(me:MouseEvent):void { btnPlay.visible = false; for(var j:int = 0; j < 4; j++) { var twSlide:Tween; [Code] ......
I'm running Flash Builder 4 that came with my Adobe Master Suite CS5 group of software. I'm trying to implement a flip animation that uses the following packages:
but I'm getting compiler errors for each of those lines:
1172: Definition fl.transitions:Tween could not be found. 1172: Definition fl.transitions:TweenEvent could not be found. 1172: Definition fl.transitions.eashing:Strong could not be found.
I found some references other people discussed regarding CS3, but I'm on cs5 (and this machine never had cs3 installed, I started with cs4 and upgraded to cs5).
Do I need to explicitely tell Flash Builder where to find these packages? Are they not standard to the Flash Builder 4.0 Standard build?
I'm developing an ActionScript mobile project for Android. When I add the following import, compiler says that is not found. import fl.transitions.Tween; How can I use Tween with mobile projects?
I was wondering why my current code for calling a setInterval on a function doesn't work inside my class.I have this code inside one function, calling a second function.
The selfReferential keyword refers to the current class,but was defined previously (selfReferential = this; ).I get no errors, but the dupe() function is never called.and I had the selfReferential variable replaced with the this keyword at one point as well.
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.
I am working with the BitmapData class for the first time for a transition and I am running into a problem loading a new image from the array. I have modified a tutorial from flash-db by Jorge Solis. The function dissImg is firing but I can't work out how to load another image from the array into the container! Please see the code below:
how to use this class, mx.transitions.Zoom? Acutally, there are lots of these undocumented classes.how to use them? This can be found under C:Program FilesMacromediaFlash MX 2004[lang]First RunClasses.
I have a flash piece that I programmed last year in CS4 and now I had to change a little bit of the content, nothing code related, just modify an image. Now I'm using CS5 but when I try to publish the movie, I get an error: Can't load class or interface mx.transitions.BroadcasterMX' (I'm translating fom spanish)I have reduced the fla to the minimal expression. just a frame with the following AS:import mx.transitions.Tween;import mx.transitions.easing.*;new Tween(MCcore, "_y", None.easeNone, MCcore._y, 0, 2, true);stop();Where MCcore is just a square in the bottom of the screen that should move to the top.I've checked that BroadcasterMX is in the correct path of the hard drive and is not corrupted.
how to use this class, mx.transitions.Zoom? Acutally, there are lots of these undocumented classes. Do anyone know how to use them? This can be found under C:Program FilesMacromediaFlash MX 2004[lang]First RunClasses.
I have a custom class called SpeedCheck, in this class I have a function called Activate(), I am trying to call this function using setInterval from another class but I am not sure how to format it.
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):
I am trying to write a class that will take a string (provided by a different class) and display it gradually, character by character, as if it were being written by a typewriter. To do this I am making use of the setInterval method in flash.utils, but I'm having difficulties... whenever I test the movie there is no text displayed, but flash isn't reporting any errors.
Here is the code: package { import flash.display.MovieClip; import flash.text.TextField; import flash.utils.*; public class TypeWriter extends MovieClip { [Code] .....
I have this issue where I have a function that when it gets called via a setInterval (or setTimeout as I have tried both), it somehow makes my class vars undefined. I have traced it right before I call the timer, right after and then inside the following function that gets called. See below:
Code: private function onFrontTireSuccess (evt:Object):Void { _allowTorqueChange = false;
I have this issue where I have a function that when it gets called via a setInterval (or setTimeout as I have tried both), it somehow makes my class vars undefined. I have traced it right before I call the timer, right after and then inside the following function that gets called. See below:
Code:
private function onRearTireSuccess (evt:Object):Void { allowRandomCars = true; _scoreboardTimer.reset();
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()