I have been experementing a little with the tween class and there is this one effect that I have been trying to create but with no luck. Is it possible to use the tween class with easing to have a mc flip into position? Here's an example of what I mean.
[URL]
The very first animation that plays. The part where the content area flips into view? Or if it is not possible. How would I go about creating something like that animation?
I created some text, converted into a movie clip and I have three keyframes - 1,5,15.at 1 the text is as it is, at 5 i flip it horizontally, using the transform tool [q key] and at 15 i flip it horizontally it again, so it's normal again And I've put motion tween between both the places. Now when I preview the swf, from 1 to 5 the text animates as it is supposed to clockwise but from 5 to 15 it rotates clockwise
So it covers 1/2 revolution and then traces the same half back to become normal again.What must I do in order to make it swivel in clockwise sense only ?
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):
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()
Actually, I'm struggling with a flipping swf. I did lots of research, and know about flash component. Now I can make a simple swf flipping book like this. [URL]. However, I wanna add more functions in it. Like this. [URL]. This example is a html..contains css, javascript..etc... just wanna know, is it possible to do the same thing in swf version?
That means..I want to make a flipping swf that i can: - flip like a digital magazine - double click to zoom in/out and drag - also have buttons to control
i'm struggling with a flipping swf. i did lots of research, and know about flash component. now i can make a simple swf flipping book like this.. [URL]
however, i wanna add more functions in it. like this.. [URL] this example is a html..contains css, javascript..etc... just wanna know, is it possible to do the same thing in swf version?
that means..i want to make a flipping swf that i can:
- flip like a digital magazine - double click to zoom in/out and drag - also have buttons to control
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 have a sprite element that i need flipped around 360 degrees, in it's position. I am looking to flip it forward, (similar to a dial in the casino machine, spins on the z axis).I would like it to look as if it was flipping forward, and then back to it's spot. The rotation would have to be on the z axis. I would prefer not to use the Enter_Frame event.
_testSprite = new Sprite(); _testSprite.graphics.beginFill(0xFF); testSprite.graphics.moveTo(0, 0);
I'm re-building my web site and I will like to add a Fliping clock, a few days a go i found this images that would help me to the create the clcok. How can I create (or found) this fliping clock.
In my intializeChar function i've got it so that when you move left it turns your char left by doing _root.grid.char._xscale *= -1; But that makes it so that every frame that your going left it will switch from looking left to looking right. What I want is to have the char face left while moving left and afterwards keep it looking left. And when going right it's the opposite, how do I do that?
im just starting to learn action script here and i'm trying to get an image flipped so when i move to the left, the character is facing left and other way around, normally i would do this easily on director using rotation + skew property which is not available in flash:p
my question is how you could flip an image using action script, i tried using the _xscales but it doesn't work properly because the flash is flipping my image with registration point on the left edge. making the image flipped but also changed its _x
can someone give me some help with this? like using script to center out the registration point ?
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);
It was supposed to be an easy code but i can't make it work until now.I want my intro texts to get scaled to a certain postion when clicked .So far this is what I have done,
var scaleTo:Number = 0.6; var introTexts:Array = [...]; for(var i:int = 0;i<introTexts.length;i++){ introTexts[i].addEventListener(MouseEvent.CLICK, onintroClick);}
[code]....
Right now,this code doesn't do anything, I can trace out "click" but nothing happen. I tried out the first item from the array first to make sure the code is working. The x position I want is -15 and y is 300.