fairly simple. but here's what i'd really like to do. i want the first tween to execute (_xscale) and then after that is finished execute the (_yscale) tween. i've thought about using onMotionFinished...but am not exactly sure how to go about getting it to work correctly.
I am currently creating a menu system for a site, that when hovered over expands from a short strip into the larger menu containing buttons/graphics etc. To reduce the number of frames used within the site, i am trying to achieve this method using the tween class / onMotionFinished action as opposed to having a movieclip which plays through when hovered over. However if you move the mouse off before the "loading in" animation is complete, it begins the "reverse" animation and seperate titles both appear on top of eachother.
Basically i need to stop the tweens from playing, should the user hover away before they are complete, like a movieclip would "rewind" if you were using that well documented method. Below is the script, and I have attached the .fla for you to have a look at.
I am trying to create a photo album, and I need the image to fade out, load the next one from XML, then fade back in...trouble is, when I tried a simple fade out, load then fade in, there wasn't enough time for the fade out to take effect and it loaded the next one instantly, so I need to pause the load section until the fade has finished...
[code]...
Oh, P.S I know I'm fading the alpha the wrong way, but to fade the images directly created some funky and undesirable effects, so I'm fading in and out a white rectangle that matches the size of the image.
This code is within a class and the problem is that the "myMovieToAnimate" movieClip animates the first time around but when the tween finishes, it does not call the AnimateScreen() function again, why is this.
I'm trying to animate entirely in AS for the first time. (Woo!) I'm using the Tween class, with the very convenient Tween.onMotionFinished to invoke my next animation. But once I get pretty far into it, it starts to look like this:
[code]...
I've found that, when applying a tween to a function, I am unable to refer to that tween (specifically, onMotionFinished) from outside of it. This works okay but leaves me with some rather ugly ActionScript!
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):
i'm experiencing a strange issue, until now i alwasy have used "onMotionFinished" without problem, like in this way...[code]suddendly, without any reasons, i get this error in the compiler when trying to publish no property named "onMotionFinished" (i translated it from italian language)i tried also opening other fla i created with the same actionscript, that have always worked fine.there is no way to use the property again.url...
I created some code in Flash 8 for a client using MX2004. I used Tween and made a onMotionFinished function. I saved it as a MX2004 file, but when he tries to compile it he gets.[code]
Ok, for my site i have a preloader that slides in, then it slides out once it's finished. I decided to change a couple things, now the same file with some unrelated changes is giving me syntax errors when publishing it. Heres some code:
I have this function that builds menus, and I'm using a tweening class function to move the menu items around. The thing is that when calling the tween function I need the submenu building function to wait until the tween is finished otherwise things start freaking out. It's organized like this (pseudo code):
[Code]...
The problem is that I need the first tweening to finish before I can build the submenu. I've tried using the onMotionFinished, but it doesn't seem to want to call a function nestled into another function (in this case buildMenu()).
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()
I'm working with the Tween object: I'm building a game where mc's need to drop periodically from the sky, and then when they reach the bottom of the screen, they need to be unloaded. The problem I'm having is firing "onMotionFinished" events for these dynamically, "loop-generated" mc's. I think I need to be able to send parameters to an onMotionFinished function, but I can't figure out how. I made a stripped-down version of what I'm doing, here's the code:
Code: import mx.transitions.Tween; import mx.transitions.easing.*; //this keeps track of which bomb we're on bomb_count = 0;
[code]....
Basically I just want to have more control over the programmatic tween and its associated events. Everything is there, it's just that the onMotionFinished event isn't attached to the tween I want it to be attached to, it's attached to the most recent tween that occured, or something. I suspect it has something to do with the fact that all my tweens have the same name, but I don't know how to name them differently in the loop.
I read some stuff about "delegates" and "superclasses" and other dizzying objecty things that seemed relevant but like I said, since I'm not oop fluent, I get pretty lost pretty quick, esp.
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.
So I'm actually doing something very simple here, but it's my first attempt at tweening things through code rather than on the timeline, so I'm pretty new at this. Basically I have a small image gallery, all the thumbnails are butted up against one another in a grid. When you roll over an image, the title should tween to reveal itself below the image. I have it set up so that both the image and title are in one movie clip, with the image on the top layer.
My code does work when you move your mouse slowly, however when you roll over and out really fast, the whole thing freaks out a little, and the titles don't tween back properly, they actually stay exposed even though they shouldn't. It looks like they kind of tween back, then pop out again, with out a tween. I linked to my current swf file so you can see for yourself. [URL].
Here is an example of my code which is iterated for every image. MC.addEventListener(MouseEvent.ROLL_OVER,onMC); MC.addEventListener(MouseEvent.ROLL_OUT,offMC); var myTween:Tween; MC.buttonMode = true; function onMC(event:MouseEvent):void{ myTween = new Tween (MC.title,"y",Strong.easeOut,94.5,138,.65,true); } function offMC(event:MouseEvent):void{ myTween = new Tween (MC.title,"y",Strong.easeIn,138,94.5,.35,true); }
I'm trying to animate the mc in my fla with the tween class (specifically have it fade from 0 to 100 transparency [left-to right] as it moves). I'm not really a coder and more animation-based. If I was to create a variable (say named "Transp", how would the rest of the declaration look in AS2?
I have a movie clip (box) with a text box embedded in it. I want it to expand and move to the middle of the stage when the user places the mousepointer over top of it. When the mouse is moved off I want the movie clip to return to its original position. My code almost works. The MOUSE_OUT works and returns the movieclip to its original position but the MOUSE_OVER causes the movie clip to bounce to the center of the stage, return to the original position and then bounce back to the center of the stage before coming to rest at the center location. I just want it to go directly to the center of the stage.
Also, if I have 25 movieclips like this, is there anyway that I can capture the xy coordinates of the current movieclip that is being clicked on so that I can use the same code for each movieclip to expand and move it to the center of the stage and return them to their original . I am assuming that I would have to capture the name of the current movieclip being clicked on, in a variable and capture the initial x and y coordinates in two other variables. Can I then use these variables in the following Tween statements? Not sure how to code it so that the statement will read the contents of these variables and use them as paramenters in this routine.
square1.addEventListener(MouseEvent.MOUSE_OVER,tex ter); function texter(e:MouseEvent):voidn { new Tween(square1, "x", Regular.easeIn, square1.x, stage.stageWidth/2, 1, true);