ActionScript 2.0 :: Using Tween Class Within Embedded Swf's
Feb 19, 2007
I have a flash project that consists of a container swf with a navigation menu that loads other swf files into a container movieclip. One clip that is loaded uses the tween class to daisy-chain together an introduction animation. It works fine the first time it is run, but if the user selects another section and then goes back to the introduction section, the tweens from the last instance of the introduction swf continue to run as well as the new ones. It seems that flash is running two instances of the same tween, even though they exist in the exact same path.
So far, I have tried unloading the each swf before loading a new one, calling removeMovieClip() and on the container clip, and then dynamically making a new container clip each time a new section is selected, and setting all of the tweens in the intro as _global variables, in hopes that they would overwrite the previous tweens. I've tried rewinding each tween and deleting them before starting a new instance of the intro animation, to no avail.
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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.
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Mar 4, 2010
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!
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Oct 2, 2010
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?
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Oct 27, 2009
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.
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Oct 25, 2010
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]........
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Oct 26, 2010
If you try to make a movie clip travel along a rectangle diagonal within 90 seconds, the movie clip makes some curves.
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May 13, 2006
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):
[Code]...
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Jun 30, 2009
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]......
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Mar 1, 2010
What is the class of an embedded asset?
[Embed(source="picture.png")] public static const picture:Class;
what is the class of:
new picture();
what superclasses does it inherit? i thought it would be Sprite, but it gave me a TypeError.
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May 3, 2011
[ Embed('Assests/ui/Main.swf', symbol='backgroundImage')]
private var background01:Class;
private function getBitmapData(className:String):BitmapData[code]....
I want to return bitmapData from a symbol that is embedded in a flash swf file. background01 is the class name exported to as3 in the flash swf file. As you can see from above I'm finding the swf with no problem. and I'm pullin the data back from the swf file with no prob. I can type addChild(new background01) and the image will show up. But when I've tried to cast to a bitmap , bitmapasset and movieclip. It always returns null. I want to get access to the bitmapdata of this image/movieclip. It should be returning a vertex circle drawn in flash and created to be a movieclip symbol. So what I would expect to be returned would be a MovieClip.
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Sep 2, 2011
I am trying to get an instance of a specific class from an embedded swf, it so happens the class I need is also the Default Application extending Sprite for the swf. I am able to do this successfully if I load the swf however I want to embed it instead.The class I want to load is also extending a custom interface. Here is what I have tried but is not working:
[Embed(source="resources/MySwf.swf")]
private var MySwf:Class;
private function someFunction() : void
[code].....
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Aug 12, 2009
If you import fonts as symbols into the Library in Flash's IDE, are those font symbols available only to the document class, or can they be used by other classes? Do those other classes need to be passed a reference to it? Question Two: This seems to be standard way to embed fonts into a class:
[Code]...
Often embeding fonts using the above method doesn't work. I've done lots and lots (and lots!!) of testing and the transcoder is very picky about which fonts it finds acceptable. It really likes .otf fonts but often not .ttf I found out that there are 3 different font managers used to transcode fonts, and although the correct one is supposed to be selected automatically, this doesn't always happen.
[URL] The solution to this in Flex is to add this additional compiler argument: -managers=flash.fonts.AFEFontManager My question is, does anyone out there know how to force the AFEF font manager in the Flash IDE?
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Jul 15, 2009
How do I give a class name to an embedded font when embedding using the textfield properties panel?
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Dec 10, 2009
Is there a way in AS 3 to trace what embedded fonts are available to your class at runtime.
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Feb 8, 2012
I am trying to create a dynamic class from a symbol in an embedded swf, basically I need to be able to add arbitrarily named properties for some exciting math, but it appears the only way is to create a dynamic class.
[Bindable]
[Embed(source='ExternalAssets/Assets.swf', symbol="assetName")]
private var AssetNameObject:Class;
[code].....
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Jan 31, 2010
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.
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Dec 18, 2006
where's the tween class?
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Dec 31, 2006
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.
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Jan 26, 2009
extending the tween class?
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Jul 13, 2009
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);
}
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Nov 14, 2010
I'm building a Flex project with a lot of embedded bitmaps and such. The usual method for getting to the bitmaps in Actionscript seems to be to do something like
[Bindable] [Embed(source = '../lib/WhiteFencePost.png')]
private static var clsObstacleFencePost : Class;
var bitmap : BitmapAsset = new clsObstacleFencePost();
I've already got several dozen of these things, and I can easily see ending up with hundreds of them by the time the project's done. Is there some way that I can avoid creating a Class for every bitmap?
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Nov 1, 2009
import fl.transitions.Tween;
import fl.transitions.easing.*;
var homemanTween:Tween = new Tween(homeman_mc, "x", Elastic.easeOut, 1000, 50, 3, true);//frist tween
var adobeTween:Tween = new Tween(adobe_mc, "alpha", Regular.easeOut, 0, 1, 3, true);//second tween
how can I animate the 2nd tween after 3 seconds when 1st tween stops.
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Apr 30, 2009
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?
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Feb 1, 2010
Quote:
import fl.transitions.Tween;
import fl.transitions.easing.*;
[code].....
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Feb 10, 2011
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);
[Code]....
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Sep 1, 2010
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.
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Jan 11, 2011
I am trying to move a movieclip down using Actionscript. Then when a user fires a back event [which is successfully firing] the movieclip is then required to go up again. The code is:
trace("fholder _y org: " + folioholdermc._y);
// THIS COMES OUT TO BE -601
var yDown1:Tween = new Tween(folioholdermc, "_y", Bounce.easeOut, -601, -449, 3, true);
trace("step 1 called");
trace("fholder _y down1: " + folioholdermc._y);
[Code] ......
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Mar 6, 2012
I'm trying to make a "pan" efect (I'm not sure if this is pan) in flash (as3) where you have an image bigger than the mask where it is displayed (just horizontaly). It's a very simple effect, but I'm having trouble with the tweens. First, I tried with the tween class. But it ended up a mess with the speed of the tween (the parameter where you set the frames or seconds of the tween). The "begin" parameter is easy, is the x value of the object, no matters where is it.
The "end" parameter is easy too, is 0 or the end of the image, depending if you are on the left or right button (the tween begins when you are over those buttons and end with a stopTween when you are out of them or when the tween is over). The problem I'm facing it's the "duration" parameter: I want the same speed in all the tweens, no matters where it begins. Obviously, if I put a static value, if I'm in the middle of the image, the speed reduces to half.
So I'm trying to figure out how to create an algorithm to do this. I first tried something like calculating which percent of the image is the current "x" value:
If I am at 50%, make the tween in 50 frames.
If I am at 90%, make the tween in 10 frames.
If I am at 20%, make the tween in 80 frames.
But I think there should be a way to make it easier. Maybe I'm getting it wrong, and the tween class is not what I need... I'm just trying to make an displacement effect, always at the same speed (although an ease in and out until the speed is reached would be greater).
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Jul 20, 2009
I've been looking for a way to delay a Tween using the AS3 Tween class instead of Tweener, Tweenlite, LMZ, etc. Most of the responses I've found declare Tweenlite the easiest and requiring the least amount of code. I finally found a solution for the Tween class:
Code:
// the masking code;
import fl.transitions.Tween;
import fl.transitions.easing.*;
var twn:Tween = new Tween(my_clip,"width",Regular.easeInOut,1,300,1,true);
twn.stop(); // stop the tween right away,
setTimeout(twn.start,1000); // start the tween after 1 second;
And that's it. I wanted to share. One of the challenges I face in my agency is handing off code to someone else who doesn't have any of the tween libraries installed so I have to walk them through it. The Flash Tween Class is not so bad, if you ask me.
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