ActionScript 2.0 :: Tween Class Is Tough For Older Computers To Handle?
Dec 9, 2005Im wondering if using the tween class is tough for older computers to handle?
View 3 RepliesIm wondering if using the tween class is tough for older computers to handle?
View 3 RepliesI was testing out the new website I just created[URL]...and it works perfect on most machines, but one computer, which is about 4 years old? just appears as a huge pink screen in the middle of the grey background. The only thing pink on the website is a content swf I called default. I used this to determine the height of the stage, and it shouldn't fill the entire stage, and it doesn't explain where the header and side bar are.
The computer is up to scratch with flash and IE and firefox, I'm out of possible answers. But also, this website is for a business too, so how many other computers would react in this way, and would hence loose business - considering this computer is apparently what we use to talk to the customer with, and how can we show off the website to customers if it doesn't work
I thought I had a better grasp at this AS3 stuff.[code]This is the 34th version of different combinations of functions, nesting functions, set and get functions, and everything else I can think of.[code]I got it to the point where a now removed Event.COMPLETE traced the contents of my welcomeText. txt, but I couldn't for the life of me get it out of the function into a variable I could read outside the COMPLETE function.
View 7 RepliesSo I just got CS4 and the all Im trying to do is a tween with a vector graphic expanding as it moves down but it cant handle it, it plays out all laggy and its the same when its published. Can any of you guys help?
Just as a note CS3 does the same job just fine I dont know whats wrong with it I have played around with the publish settings and my frame rate is set to 25fps.
To test it I did the same thing with just a vector square on a new file and it reacts the same way!
Theres no actionscript going on just simple stuff that should work but fine but doesnt
I'm trying to make a slideshow of sorts for a friend of mine in which a php script lists the number of files it's found in a directory as well as the relative links to each file. The slideshow parses these values and is supposed to individually fade between two different pictures after loading the new one... but it works erratically at best.
I've got everything working up to a component related to onLoadInit that honestly is just driving me crazy because I cannot for the life of me figure it out, as it works sometimes, other times not at all, etc. It's also supposed to loop infinitely, but it won't.
If you'd like to see what's going on, go to[URL]../moveit to see how weird it acts. Following is the brunt of the code, which I'm just about 100% sure should work correctly.
[Code]...
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.
View 1 RepliesIf 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:
ActionScript Code:
import fl.transitions.Tween;
import fl.transitions.easing.*;
import fl.transitions.TweenEvent;[code].....
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 m making three movie Clip A, B, C in Main movieclip on stage .
how to handle these movieclip by cleass file in actionscript 3.0.
i dont want to access these movieclip from libaray.
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
[code]........
If you try to make a movie clip travel along a rectangle diagonal within 90 seconds, the movie clip makes some curves.
View 5 RepliesWhat 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):
[Code]...
in Adobe tutorials, they suggest to create a class to handle the events (see below the copy/pasted code, and link to page).I was wondering if I have to handle all events with the function handleAllEvents, using if statements to check if the target is the one I want, and the event is the one I want.i.e. if (event.type=="click") && (event.currentTarget == "myId")Should I have a list of ifs (for each target and each event type ?)[code]
View 1 Replieshow to addChild() a new Object to an existing movieClip on stage from an external class....
for better understanding:
This is my external Class:
ActionScript Code:
package joueur
{
public class CreeJoueur
[Code]....
Then i have the main .fla file with a movieClip on frame1 called 'terrain'.
When i try my code, the external class does'nt reach the terrain MovieClip :
ActionScript Code:
Error 1120: Access of undefined property terrain
Is it possible to handle/control a movieclip that's on stage through a class? (not the main class)?
View 4 RepliesI'm creating a scrollbar gallery from a tutorial on this site. Though I've completed the tutorial, and customised the gallery to my own needs, however I'm trying to make a very small change to it - and no matter what I do, keep running into problems. I'm trying to replace the rectangular handle with my own customised handle - a (20 x 20) 'circular' png image that I've imported into Flash, made a graphic and stored in the library (though I understand it can be imported using actionscript, like the other images in the gallery).
[Code]....
I have swf with multiple scenes.Controls in each scenes are different. How can I manipulate these controls in different scenes in a single document class for this swf?
View 1 RepliesI'm not sure if it's possible, but can you override a variable of a parent class like you can override a function? I'm trying to create my own event class that can handle the target property. I have a custom imageLoader class, but when it dispatches it's loading complete event:
ActionScript Code: dispatch(new Event("load_complete")); and a listener picks it up, e.target = null where I would like e.target to equal the imageLoader instance that has finished loading.
Does anyone have an answer or a better way to accomplish what I am aiming for?
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()
[code]......
open an older Flash 8 .fla file in Flash CS4?.......bc I am going to have to download a trial CS4....in order to open this file..I currently have an even older version MX.....and I cannot open version 8....this file was sent to me to edit it.....and I am getting the "unexpected file format" message....
View 1 RepliesWhen I hit the run button in Flash Builder 4, an older version of my app is being run. I can't for the life of me work out why this is happening..
View 2 RepliesDo you think that flash mx and flash 8 are outdated to learn for beginners? What do you suggest to a beginner entirely new to flash, the new ones like flash CS4 or begin with older ones like flash 8 and slowly build up?
View 2 RepliesI am interested in buying flash however even with the discount given to students as a program it is still a large investment. I was wondering if I am able to buy an older version for example "Flash 8" at a reduced price from adobe or another trusted retailer I know the newer version have updated the program alot but many of the new features will be unused by me and the older version would suit my needs better.
View 1 RepliesI was wondering if older versions of Flash (specifically Flash 8 and CS3) are still available. I'm aware that Flash CS5 is the current version, and I've used it a few times at school. However, I find that the older versions are easier to use, less prone to lag, and come with less features (it might sound odd to want less features, but I don't write Actionscript or anything - all I need are the basic paintbrush tools and animating abilites). Is there anywhere on this site that I can buy/download these versions from?
View 4 RepliesCorrect me if I'm wrong, but it seems that apps created with Flash CS5.5 will not install on some iOS devices, including iPod Touch 2nd generation. For example, I see the error message stating that the app was not installed "because it is not compatible with this iPod". The same app was successfully installed when published with CS5.0
If this is true, by publishing such apps to the iTunes App store, a developer would invite negative comments from unhappy people who still use older devices. And since there's no way for the developer to respond, using CS5.5 sounds like a quick way to get negative reviews.
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.
where's the tween class?
View 7 RepliesI'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.
View 2 Repliesextending the tween class?
View 6 Replies