ActionScript 2.0 :: Tween Class If Moved Mc Passed Point Start Another Tween
Jun 21, 2006
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.
Is there a way to use the scaleX and scaleY property in conjunction with the Tween class to scale from the center?ActionScript Code:[code]above unfortunately only scales from top left. This is not a class I can go in and move all the content by hand (so that the registration point is in middle) as it's all dynamic. I've looked al over but none seem to make use of the Tween class.
this might be an easy question but i have not found the answer. i want a MC to move vertically upwards and then stop. i have the code below but this tweens downwards. i tried changing the -30 value but it doesn't seem to change the starting point. import mx.transitions.Tween; import mx.transitions.easing.*; var xPosT:Tween = new Tween(kText,"_y", Bounce.easeOut, -30, 56, 3, true);}; xPosT.onMotionFinished = function() {};
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):
Ok -- so I figured out how to tween in CS4, but how the heck to you adjust the tween? If you decide you want it to be a few frames longer or shorter? It wont let you drag the tween point! The only thing I've found that works, is deleting the tween and then making a new one. Which, is absolutely rediculous -- I know there has to be a way to edit it once you make it.
Trying to start an animation after a tween is done. Animation starts but way later, like 5 seconds after tween is finished. Code: var easeInPic:Tween = new Tween(bg, "alpha", Regular.easeIn, 0, 100, 1000, false ); easeInPic.stop(); function showPic(e:Event):void{ tweenPicEI(); }function tweenPicEI ():void{ easeInPic.addEventListener(TweenEvent.MOTION_FINISH, showMenuBar); easeInPic.start(); }function showMenuBar(e:TweenEvent):void{ menuBar.gotoAndPlay(1); }
I have a problem whereby I am trying to Start a tween from set cordinates..[URL].. Which was helpful but did not sort out the problem, I have a movieclip "pano_mc" which moves around driven by mouse movements, there is a hotspot (hs1_mc) nested within it (which moves with the Pano_mc), I have an onPress Event on hs1_mc which when pressed allows me to get the x and y of "pano_mc" at the point of OnPress, I need somehow to use these x and y corodinates to define the start point of the tween, on Pano_mc.
I can't use "this" (as mentioned in the above link) as the event is on the hs1_mc and if I just use "_x" parameter in the tween, it starts from where the movie is originally and not from where it is when the onPress is actioned,where I get the cordinates at that point.
I have 7 movieclips on stage I want to tween around an ellipse from different start points. I am having lots of trouble doing this. I used a circle formula at first and then divided the y value by the width of the ellipse over the height. This sort of worked but after every rotation the y value was a little of. That code is:
I also have trouble finding the angle of the start point, if it is off they won't travel in the same ellipse but they all have different starting angles.
I have a pretty complex problem... i am trying to make a match cards game and i managed to do most of it, i mean the engine part, but i got to mouse-object interaction and this is where i have quite a few problems... I started using TweenMax for the first time at making this game and I don't know how could i get a tween to follow another (if you understand what I am saying) I put a condition and if it is fulfilled, i wanted to start a tween and after that another tween of another object...
i am on a timeline on frame 10 with a stop ,,,, i want to play frame 11 to remove ( play out movie clip) the movie clip using time line tween and the go to frame 20 and play the next movie clip and stop at frame 25 .so far i can get to the frames to start the tweens with
function onHomeClick(e:MouseEvent):void { gotoAndStop("somos");
but then before going to next frame will like to play the one i am out and then go to the next one ,
I have created a portfolio which is supposed to give the impression that it is my windows desktop that you are looking at. I have made it so that I can drag MSN Messenger around now, but I have come upon a problem I can't figure out.
I have two movieclips representing my windows. One for the open window, which contains the animation to open a windown from minimized, and the window in open state. And one which contains the animation of the window closing. The problem is that when I start to drag the movieclip, I don't know how to "lock" the close movieclip to the open moviclip, so that they remain op top of eachother. Also, the position on the stage the windows gets minimized to(and maximized from) moves with the movieclip, making it look stupid if you minimize a window after having dragged it. Look on "Om Mig" on the site to see what I mean.
Here is the site
Is there a way to fix the other movieclip to the drag, and is the a way to fix the position the windows tween to when they are minimize and maximized, after the movieclips have been dragged?[code]...
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 have a file with tweens created in the code. The file worked fine most of the time. But sometimes for no apparent reason the tween would stick at some random point through its execution. It was a small problem at first. But the more content my file has, the more it's happening and now I'm lucky if it doesn't stick! I'm loading a lot of images in externally (not with xml just with the loader class for now). I thought this would ease the problem but if anything it's becoming worse with the extra content that's added.
I'm working with some images using the tween to move them. Sometimes the tween seems to stop and quit towards the end (sometimes its fine) Is there a way to check and ensure the tween is going from from start to finish
Is it possible to alpha tween (or any tween) the end of an animation with the start?For example, here we have a simple animation that alpha tweens three images with looped playback (keyframes capitalized):
I will have three seperate pages for the motion tween, mask effect and shape tween... would you make the seperately, in a different scene, as a symbol or on the same scene with the website.
my movieclip button was working perfectly as a motion tween. Can you use shape tweens as movie clip buttons? I just made that change, and kept my code:
I am facing a problem in one of my animation with flash CS4 - I have nested a Shape Tween in a Motion tween to get more control over the easers and effects, unfortunately I am not able to view on the timeline of my Motion Tween the action of the Shape tween nested inside.
It only show the first shape of the Shape Tween during the entire Motion Tween and that is really a problem for me because I need to see the final frame result of that Shape tween to be able to position it in a precise way on my scene according to other instances.
I am working on to slide a movieclip across the stage.The movie clip is five times the width of the stage and I am using the Tween Class to move it across the stage when a button is pressed.The interaction I want is that when the button is pressed the movie clip moves a certain amount.If the button is pressed again it moves further.The script I have come up with though is taking the movieclip back to the original position of the movieclip and then moving it as opposed to moving it from the position it reached after the first button click.I have tried a few things but nothing is working.The script I am using at present is:[code]