ActionScript 3.0 :: Accessing Tweened Object Through TweenEvent?
Aug 26, 2011
How would I go about accessing the object I am moving with a tween through TweenEvent? or is this even possible? I think e.currentTarget will give me the tween object instead of the movieclip it is controlling, but I'm not sure.
Example:
ActionScript Code:
var tweens:Array = new Array();
How would I go about accessing the object I am moving with a tween through TweenEvent? or is this even possible? I think e.currentTarget will give me the tween object instead of the movieclip it is controlling, but I'm not sure.
Example: Code: var tweens:Array = new Array(); var aryObjects:Array = {mc1,mc2,mc3,mc4}; function someFunction():void { for(var i:int = 0; i < aryObjects.length; i++) { [Code] .....
Is it possible to access current mc the tween is moving through TweenEvent here? If not possible, how would I pass the current object in the loop to the function? I had one idea of creating a function within the addEventListener line and passing both the event and current object, but it is not working for some reason. Code: tweens[i].addEventListener(TweenEvent.MOTION_FINISH, function done(e:TweenEvent){tweenFinished(e,aryObjects[i]);}); I know that Tweener or TweenLite would work well but I want to do this without using them.
I have a string of about 5 movieclips that are tweened so that when you click left or right they slide in that direction. When you click on the movieclips themselves I want them to:
on mouse down - move to (y-5) on mouse-up - move back (y+5)
this all works fine, however after I have clicked on one of the movieclips to make it jump, when I click left or right to slide them all over again they don't slide with the rest of the clips anymore?
I'm trying to update a dynamic text field based on the scaleY value of a mask that I'm tweening using TweenLite. Example: as the mask scales from 1 to 0, the date in my text field would change from 1970 to 1980. But it doesn't want to broadcast that scaleY property during the tween.
I have a few MovieClips that are motion-tweened via the timeline. I have a function that places a glow filter on the tweened movieclip. The glow works, but... the movieclip no longer moves. I found that if I tween via actionscript (AS3) that it does tween. However, I have about 1000 movieclips, all w/ different tween properties.Is there a (much easier) walk around or am I going to have to code for a few days/weeks?
explain why the lines drawn between the circles in the code below are not aligned with the centre of the circles? It seems the x and y properties of the circles are not up to date with their actual positions but how can this be?
import flash.display.Sprite import fl.transitions.*; import fl.transitions.easing.*; var mcs=[];
I'm new to Adobe Flash CS4. I'm making an animation of some fish underwater. I have 2 small fish motion tweened to follow a large fish from left to right. When I view the animation in full screen the small fish seem to be wiped off the screen at a certain point. The tween box continues to follow it's path but the symbol disappears. This only seems to happen with larger objects.
What I should do is parse an xml and from its node name create object property and then create an object array based on those property. Am I able to make myself clear.
I have 2 classes, Display holds the currently selected Component:
public class Display { public static var selectedComponent:Component; }
Component has an ID string and the selectedComponent variable is set on click:
public class Component extends MovieClip { public var id:String; addEventListener(MouseEvent.CLICK, function() {
[Code]...
Removing the selectedComponent variable type so it reads public static var selectedComponent; removes the conversion error and seems to change the ID variable but it appears to only be a copy of the object.
I have question about eventListeners been overwritten in a ENTER_FRAME event.I have an event that gets called on ENTER_FRAME which is creating a new twn every time but the tween is been saved in a temporary variable.The tween also adds a listener every time for the MOTION_CHANGE event.Does this MOTION_CHANGE event have to be removed every time so the events don't build up or are they garbage every time a new tween is created.Here is an example of a snippet of my code. Obviously there is many ways to do this but my code is setup this way for a larger reason.
I'm making a Flash website. I've got a TweenEvent, and after that, I want Flash to show me a different screen (keyframe, labeled "een"). What command should I give then?
I'm not sure about the bold line. Which command do I give instead of the WhatToEnterHere, or do I have to do something completely different?
I'm trying to get the clip on which the tweenevent was applied when TweenEvent.MOTION_FINISH is triggered. evt.target is always in the scope of the event/tween and never about the clip.
function X { switch 1) tween1 -> on tween finish launch onTweenFinish(); 2) tween2 -> on tween finish launch onTweenFinish();
[Code]....
results in: ReferenceError: Error #1069: Property name not found on fl.transitions.Tween and there is no default value.
What I want is to process all three tweens in a single function, but I need to know which tween it was. It is of course possible to make three separate functions, one for each tween, but that is just not proper.
I found this post on the Actionscript.org forums about TweenEvent dispatches not happening consistently.
I've come up against a similar problem in the past. The first thing to check is that the Tween instance does not go out of scope. For example (this is pseudo code).[cod]e...
I have problem with accessing object created by function imported from another package. I have 2 packages DragDrop and UserInterface. In UserInterface I create methods for buttons and later add them in DragDrop . I make it in two different ways: One(this one works):
I have an interesting problem here that I can't figure out. Here's the problem: This code works:
[Code]....
As you can see, I want the object to move in the x direction, then once it's done that I want it to move in the y direction instead of just doing both at once and going diagonal. One thing that is "interesting" is that the trace still spits out the word to the output window. But the object in the end has only moved to the x destination and never gets to the y.
I've got something like this: Tweener.addTween(captions.getChildByName("captionL ine_"+i),{x:0,time:5,transitio n:"linear,onComplete:ready}) function ready():void{ trace("Ready!") }
How do I have to alter this, so that I can trace the name of sprite on which the tween has been applied to? Some kind of event.target.name stuff, but how would the syntax need to look like?
I'm just starting with OOP in AS3 so apologies if this question is too simple...The goal of this script is to have a button change it's own features (colour and transparency) and change the alpha value of a loaded picture.There are 27 buttons for 27 (stacked) pictures.In the fla is the following code:[code]When I try to access the picture (= portrait class and the test_portrait var in the fla) it can't be found. The object and the loader have for example this path when I debug: Movie Clip: Frame=0 Target="_level0.p_4.l_4. But when I do trace(getChildByName("p_"+tmp_name)); in the P_button class it returns null. Doing the same trace from the fla returns: [object Portrait] Why can't I access it from the P_button class?
Ok, so I made a custom class, but I did not want to add all the text to it through code (much easier to type it in flash on the frame). I name the instance aScoreBoard.
As my code runs, I need to call some of the functions that are part of the ScoreBoard class. As the code gets to this point, I try this line:
aScoreBoard.UpdateScores(passArray);
which will update the scores on the scoreboard. When that line in AS3 tries to execute, I get this error:
TypeError: Error #1009: Cannot access a property or method of a null object reference. at Main/Main:ayEnd()[C:projectsDev_LearningLongJumpsrcMain.as:616] at Main/Main::ButtonAfterJump()[C:projectsDev_LearningLongJumpsrcMain.as:606]
Is there a way to do things this way? or will I have to go and do all the extra text entering in the code?
I am trying to access an object I created from an another object.I have the document class main.as and two other classes player.as and console.ascircle.as is draws a circle on the stage and logger.as is a simple class that I will use to trace stuff and record data.In main.as I created both two objects and I want to be able to access the console class methods from player class (and all the future classes that I will write)Main.as:
I'm doing some work with JSON in as3 using as3corelib (very useful) and was wondering if it is possible to get an object if all you have is one of its properties, also an object. Here's an example of some JSON:
"parentObject": { "propertyObject": { etc. } } so what i'm asking is, if I have propertyObject, can I access parentObject somehow?
I have a project that i'm working on, and in the project it's important that i have an object that i can create with actionscript that already has two arrays inside of it. To do this, i made the movieclip, i checked export for actionscript in the library, and in the custom class that corresponds to that object i made the arrays with the following code:
package { import flash.display.*; public class cont extends MovieClip {
I have have a problem loading and accessing data from a value object in my new project.. I load an xml file via a service, which contains title and locations of asset files, I need to be able to access the location of an asset file by specifying the title and retrieiving it from a value object.. I'm using the Robotlegs framework, here's an example of the xml:-
ActionScript Code: //Main.as -- document class public var content:Content; something something ;
[code]....
What I need to do in Carousel.as is that, get the images in the MC to carousel (d'uuh).So, how do I get those objects from the Carousel.as class? I have declared the names of things in it as public vars but no luck so far.
Hierarchy of content:
content --on some frames-->carouselcontent(named in IDE - of Carousel type)-->image1, image2, image3(all named in IDE)