ActionScript 3.0 :: Custom Easing Function With Bounce

Aug 20, 2009

I've been trying to find an easing generator that supports bounce but have found none. I want to create an easing function that starts as a easeInSine (or quad) and ends as en easeOutBounce (imagine dropping an object on the ground). I've already thought of splitting up the tween in two. Just realised that the easeOutBounce actually starts a little bit like easeInSine but I would like to enhance that part to make a steeper curve.

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I have this code in a button. I want more exaggerated easing, but more importantly, a "bounce." What I mean by this is on rollout, the button seems kinda sticky and jiggles back and forth a little.

code:

onClipEvent (enterFrame) {
if (_root._ymouse > 50 && _root._ymouse < 150) {
_root.yChange = Math.round(_root._ymouse-this._y);[code].........

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Is there a way to control the number of bounce when using Bounce.easeIn ?

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In this documentation it says that flash CS5 should support custom easing, just like old good CS3 and earlier versions of flash.however, this feature seems to be missing from CS5. it says:Click the Edit button next to the Ease slider in the frame Property inspector.but there is no "edit button" in the panel with easing slider.

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just wondering if anyone could give me a kickstart with any tutorials or anything? i was hoping to make one like the flashloaded one etc..

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ActionScript 2.0 :: Call A Custom Function From Another Custom Function's Parameter?

Apr 1, 2008

I want to call a function from another function's parameter but I don't know how and don't know if it is possible.I've considered this as a solution but it didn't worked.

Code:
function myFunc(target_mc:MovieClip, nX:Number, nY:Number, cFunc:Function) {
target_mc._x += nX;
targen_mc._y += nY;
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[code]....

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ActionScript 2.0 :: Get Easing Function Name From XML

Nov 5, 2009

I have an xml sheet that has a number of values - one of them contains the type of easing that I would like to apply to a movie clip.

Code:
<settings loop="false">
<section duration="5">
<image startX="-120" endX="0" startY="-80" endY="0" startAlpha="100" endAlpha="100" duration="6" easing="Elastic.easeOut" delay="0" startScale="90" endScale="100">images/9_properties_l.jpg</image>
[Code] .....

I've tried type casting as "function" as well and it doesn't seem to be working. Any ideas?

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ActionScript 2.0 :: Easing Function On Scrollbar?

Jan 18, 2011

I have built a scroll bar that targets a movieClip on level0, i want to make it have a ease function. Can anyone help or direct my in the right way?

[Code]...

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ActionScript 2.0 :: Incorporating Easing Into Function?

Jan 6, 2006

i have this function that moves my mc under a mask, when it gets to the higher than the mask its text changes then moves to a position lower then the mask and scrolls back up to its origional position with the updated text. the problem is i need help making it ease instead of just moving with "this._y -=6"

my code:
Code:

function newProject(g, d, l, c, t) {
dtext.onEnterFrame = function() {[code].....

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ActionScript 2.0 :: Reverse An Easing Function?

Jun 9, 2008

How do you get it to play backwards - so that it bounces in reverse?

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AS :: Flash - Pass Easing Function As Variable?

May 31, 2010

Is is possible to pass easing function as variable in AS3?g.

TweenLite.to(mcDelimiter, resizeTween, { x:(stageWidthHalf-(initStageWidthHalf-mcDelimiteri_X)), ease:Elastic.easeOut } );
TweenLite.to(mcBody, resizeTween, { x:(stageWidthHalf-(initStageWidthHalf-mcBody_X)),

[code].....

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Flex :: Easing Function - Show / Hide Window?

May 28, 2011

I am working on a display that starts with a centered logo and menu. When one of the menu items is clicked I move the logo and menu to the left side and show a datagrid on the right. Is there a way to use an easing function to make this change look better?

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ActionScript 2.0 :: Adding Easing Tween To Existing Function

Mar 31, 2007

Ok so I found this nice code over at Prototype. Its a function for Aligning to stage on Resize. [URL] It works really nice on its own but I was hoping to add some tweened easing as an additional optional parameter. (I posted there twice asking for help to no avail =( So I am asking here at Kirupa. What I wish to add is - implementing and adding an "easing" function as part of the current function. Something generalized to be called only if desired and the ability to set the ease type, duration, maybe prop etc.. (or whatever needed to make it work)

I have tried all kinds of things and below is as close as I can come (at least the only thing I can do to get the thing to move, although as you will see it works backwards and I can only get it to work using stage.width, stage.height, however I have tried newX oldX and all kinds of other things and cant seem to get things to move.

[Code]...

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ActionScript 2.0 :: Easing - Number In Function Represent Speed?

Aug 1, 2004

Is the number in a function representing the speed (in case of easing) equal to a certain amount of frames?

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ActionScript 2.0 :: Easing/Tweening - Incorporate Easing Into The Movement Of Each Movie Clip?

Feb 25, 2011

im trying to create this custom menu a bit more efficiently. As written, it operates fine glitch free. However, id like to incorporate some easing into the movement of each movie clip.

[code]...

how to incorporate tween classes and then easing?

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ActionScript 2.0 :: Easing Function - Increasing Speed Of Object With Arrow Key

Nov 5, 2006

I'm working on this "game" and I currently have a ball that increases in speed as you hold down the arrow key. What I am now trying to accomplish is I want the ball to ease to a stop when the user let's go of the keyboard key (onKeyUp). Here's the File. <---Link

Here is my code so far:
var speed = 10;
ball_mc.onEnterFrame = function (){
if(Key.isDown(Key.RIGHT)){
this._x += speed += 1;
} if(Key.isDown(Key.UP)){
[Code] .....

So once you let go of the Keyboard Key I want the ball to slow down to a stop.

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ActionScript 2.0 :: Mathematics And Easing - Make A Slowing-and-stop-easing Effect At Anytime The Command Will Arrive?

Jan 15, 2009

I've built a code to cyclically move a scene on the bottom of my stage; I've done this to make a slowing-and-stop-easing effect at anytime the command will arrive. The entire scene mc is _x long something like 6000 px. The whole code goes in this way:

1) importing on the stage (with attachMovie) a mc with this code inside:

onClipEvent(enterFrame) {
_parent._parent.fondo_mc._x -= countermovement;
if (_parent._parent.fondo_mc._x <= -5800) {[code].....

The code goes right, but I need to improve it.Now there is just a variable, I tought to use two vars to implement the whole code in a setInterval, but maybe it's unuseful, and actually I can't use it in the right way.

Second issue: actually when slowAndStop function is called the scene slow too fast, if I take it to 15 it slow better but the scene is running too fast...

The best would be that the scene slow down and stop following: A) a temporal variable (and I can try to implement it with setInterval, that for istance is a cycle)

B) an indipendent moving variable, so that on one side I set the speed, on the other side I set the slow-and-stop in a matter of time with countermovement.I also tried to use a second variable:

var counter:Number = 15;
// set the _x increment
var countermovement:Number = counter/2;

but the scene slow and goes backward a bit

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ActionScript 3.0 :: Easing Out AND Easing In Using Math?

Jan 12, 2009

I'm familiar with how to ease something in using motion math. Easing out would not be that bad either. But how would I script something easing in half way, then easing out the second half? It would start slow, gradually move faster, then slow to a stop at the end. - almost like a sine wave I guess?

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ActionScript 3.0 :: Creating A Custom Function?

Sep 2, 2009

i have a set of "if conditionals" that should always be together,what i want to do is to put these conditionals in a function... then call the function once needed. i want to call this function once the flash starts playing + when i click on any of the 3 buttons.

here is the code so far:

ActionScript Code:
var btn1:Boolean=true;
var btn2:Boolean;
var btn3:Boolean;

[code]....

the problem is button1 should have no eventlistener once the movie starts playing, but it has all listeners... so how can i make AS reads BtnStatus function once it starts loading

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ActionScript 3.0 :: Custom Events - Any Way To Call Function?

Jul 29, 2009

The fact is that the "dispatchEvent" method must be placed into the code or timeline where the "event" happens, then it can be trigged and the function associated with the event will be invoked. Ok, it is understood. Nevertheless, my question is: what's the point to create an event to trigger the a function call, if I can simply call the function instead directly???

Code:
package{
import flash.events.Event;
public class CustomEvent extends Event{
public static const ONSOMETHING:String = "onSomething";
public function CustomEvent(type:String){
super(type);
[Code] .....

If I can do simply:
Code:
DoIt();
function DoIt(){
trace ("Done!");
}
What I mean is that custom events doesn't look like as REAL events for me, but more like a delegate way to call a function. Differently from Flash native events that are controlled by an internal engine that keep checking if the event happened, in the custom events they must triggered 'manually', and it seems to lose the event main characteristic.

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Actionscript 3 :: Custom Sorting Function Bottleneck?

Jun 6, 2011

I am trying to sort big array using actionscript 3. The problem is that i have to use custom sorting function which is painfully slow and leads to flash plugin crash.

Below is a sample code for custom function used to sort array by length of its members:

[Code]...

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ActionScript 3.0 :: Accessing The Function Of A Custom Class?

Dec 26, 2009

I want to be able to make my own math-functions, so that I don't have to write the same trivial functions in all my classes. I would like to import a class called something like MathExtended, and then use functions like this:

MathExtended.sign(x)

I have made an example that tries to import a custom class like that:

Code:
/*
This is the main script which my fla. runs.
*/

[Code].....

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ActionScript 3.0 :: Function That Creates Custom Displayobjects?

Mar 18, 2011

ActionScript Code:
private function drawMap(tile1:DisplayObject, tile2:DisplayObject):void
{
var _tile1 = tile1;

[Code].....

The idea behind this is to store custom sprites in an array and then feed the array to the drawMap function, which would use the sprites from the array to draw a map.

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ActionScript 2.0 :: Custom _alpha Function Not Working (one Way)?

Jul 8, 2011

I'm trying to fade a piece of text that I'm loading via XML in and out (as well as moving it's location in and out).* The fade out part is working fine, and as long as I have a _alpha.100 command where I'm currently calling my "slidein" function (really the fade in function) it works fine. No idea why! I've tried about 100 different placements and I'm stumped.. It's very perplexing.*

ActionScript Code:
function loadXML(loaded) {
if (loaded) {

[code].....

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ActionScript 3.0 :: Sorting An Array With A Custom Function?

Jun 30, 2009

I'm trying to create a custom sort function. This function will sort the pegs in a certain row by their row number (0: lowest -- numRows - 1: highest)For context, here is Adobe's description for the Array sort method: http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/Array.html#sort()

My array-building function:

Code:
public function getPegsInRow(row:int):Array
{
var pegRowArray:Array = new Array()
for(var i:int = 0; i < pegArray.length; i++)

[code]....

Unfortunately, the array does not get sorted correctly.

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ActionScript 3.0 :: Communication Between Custom Function And OnComplete?

Feb 21, 2012

I created a function with input variables, so I don't have to repeat this function X amount of times. But within the function is a TweenLite call and that call has an onComplete. This onComplete somehow doesn't understand what the variables filled in in my function represent.

PHP Code:

function navMenuInput(check01:Boolean, check02:Boolean, movieClip01:MovieClip, movieClip02:MovieClip){        if(check01 == true && check02 == false){            if(movieClip02.stage){                TweenLite.to(movieClip02, 1, {alpha: 0, onComplete: navMenuInputComplete} );            }else{                navMenu.addChildAt(movieClip01, 0);                movieClip01.x = navMenu.width-

[code]...

EDIT:I think I can make this a bit more clear when I explain what this is supposed to do:This menu can reach it's end via different routes. So the user can choose Path A or B, but what I'm trying to set up here is. If A is on stage, A should be removed first before B is placed and vice versa. And because this happens for about 4-5 times I wanted to shorten the code by using something like this.

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