ActionScript 3.0 :: Dynamic Text Animation Library - TextAnimBlock
Mar 4, 2010
Check out the TextAnim library. A class for dynamic text animation in AS3, that is event based, tween engine independent and sure, it's free! TextAnim works creating blocks of text, then applying functions that you create to each one of them. We call these functions as effects. These functions must receives a TextAnimBlock as a parameter to be free to make the animation you want.
Here is the most basic example:
Code:
Select allimport flupie.textanim.*;
var myTextAnim:TextAnim = new TextAnim(myTextField);
myTextAnim.effects = myEffect;
myTextAnim.start();
function myEffect(block:TextAnimBlock):void {
block.alpha = 0;
tween.to(block, {alpha:1, time:.5});
}
You can download the latest stable version of TextAnim, check out Flupie blog to get a few examples with source, read the documentation or get TextAnim code generator, called TextAnim Maker.
I'm trying to do something and I would need some help to find out the best way to do that.I'm trying to recreate the little animation on the text there is on the Iphone where it says "slide to unlock". Easy animation with a mask. But how to do that if the text is dynamic and I don't know the height and length of the button. Should I duplicate the textfield? is there a better way to do that?
I can't make Flash do a gosh darn thing 'flashy', no matter how many tutorials I read, and how many demo's I see, it never seems to do what would make sense. This worked fine until I tried to plop the dynamic text box into its own movie object in the library... I've opened flash, drawn a simple dynamic text box. Set the dynamic text box's data variable to szTextBoxData (why don't text boxes just have a value property? anyways..).
Then selecting it, I convert it to a symbol (as a movie) call it DynamicTextMovie, and stuff it away into the library. Now I delete it from the layer, as I want to add it dynamically at run time. Next, on frame one of the main movie, I insert this code. (sorry for the bad formatting, limit of the forum here..)
So I have a button I want to be able to use over and over. When you roll over the button, it does an animation and has a dynamic text box in it. Ovbiously im trying to make each text different for each button.
I have dynamic text that needs to animate slowly across the screen but right now it jerks in 1 pixel increments as compared to the vector graphics accompanying it.
I've increased the frame rate, converted it to a bitmap, applied GridFitType, etc., none of which (or my implementation) seemed to work.
Is there a way to achieve smooth animation with dynamic text at slow animation speeds?
is it's possible to create a similar effect to this menu:[Url] on a xml loaded text, in Flash. Would I need to create a mask and place it above the text then tween it's x position using tweener? would that work?
So I'm working on a project where I'm building a flash loop to play on a display in an office lobby. I'm making it so there are static elements in the animation as well as dynamic elements. I'm thinking it will pull in all the data from an XML document - I've got that worked out. Here's where I'm stuck.
I know how to use Actionscript to dynamically create a text component, and I'm using TweenLite to animate that text component -- but how would I go about setting up a class that looks at the total number of dynamic screens that need to be created and animate all the text in a sequential order...one slide at a time.
I have a Dynamic Text field inside a MovieClip and I'm trying to make it "Fade" (Go to Alpha 0%) with a Motion Tween over time.I've noticed everythin within the MovieClip BUT the Dyanmic Text field fades...
I'm trying to play a swf animation that is already in the library. When I try to, it only seems to play the first frame. The process I go through is import to library, select the swf I want, make it a movieclip, assign that swf a class name and then in the code I say:
var swfAnimation:swfClass = new swfClass(); addChild(swfAnimation);
Also, I've tried loading it in externally and it works perfectly. However, all the assets must be contained in one swf, because I am making a game that will be submitted to sites that only accept a single swf.
I'm using AS3, and have one simple layer with 4 keyframes If I import it to another fla file as a library item, it keeps showing me all keyframes, I don't want that I want it to show me the whole animation.
Like, if I have an animation of me swinging a baseball bat, I don't want to see all the keyframes seperately imported into the library, but I want it to be all in one piece, so that when I click play it plays all keyframes.
i have a problem with the line space flash creates when a dynamic text is loaded in a dynamic text field on the stage i put a dynamic textFild with istance name "profile_text". then im loadin in it a text. my text is written in the Notepad like this
[Code]...
i already set a Textformat to my dynamic text with i tryied to play with the "Leading".. but i think it something dealing with paragraph. how i can decrease spacing between paragraphs??
All I want to do is add text from my string to dynamic text field when I click dynamic buttons. What should the as code be for this? Here is my code. Right now I just have the click returning another shape.
I'm trying to use the AlivePDF library to export text from a text editor created in AS3 into a PDF. Can anyone link me to documentation or a tutorial that can help teach me how to integrate it into a normal AS3 file? I have no idea how to use the library and the only documentation I've seen for it is how to use it in Flex/Air, which is not what I'm looking for.
what I want to do is dynamically when the movie is running add a MC to the library only, I don't want it on stage, I just want to create it, add the content to it and that's it, I just want it sitting in the library. I saw this code on another post, but I don't know if this is it or if this relates to a component of some sort:
ActionScript Code: itemexists = fl.getDocumentDOM().library.itemExists("Service1"); if (itemexists == false) {
[code]....
I've tried searching everywhere I can think of, and in CS3 the help has no documentation to the getDocumentDOM function or adding to the library on the fly. how do I add to this said MC in the library, the same as I would any other MC or is it different?
What are the pros/cons for using a module versus dynamically loading a library. I need to create a pluggable framework where an application can load (using whatever mechanism) code from elsewhere and access visual or non-visual content to enhance the functionality or usability of their application.
* In the Library, I have a movieclip which has a dynamic field. Let's call the MC: "Foo" and the field"BlahField".
* In the Library, I have 3 small ball graphics which I'll call "IconA", "IconB", and "IconC".
I read data from an external file and depending on what I find, I'll use ActionScript to add a Foo movieclip to the stage. Now, I want to some text in the BlahField, but--depending on the data--I also want to put one of the icons in the field as well. For the sake of this example, let's say I need IconA
Using ActionScript how do I put the IconA image in Foo.BlahField.text (remembering that I want to pull the image from the Library).
I have some movie clips in the library I am loading but I can't figure out the right syntax to get the librabry item dynamicaly so I had to resort to a chain of "if" statements. I left off all the extra stuff like position and addChild etc just to make the code more clear.
for(var i:int=1; i>4; i++){ addChip(i) } function addChip(id:number) { if(id == 1){ this["chip"+i] = new twoXchip1() } if(id == 2){ this["chip"+i] = new twoXchip2() } if(id == 3){ this["chip"+i] = new twoXchip3() }}
So what I want to do, is instead of having 3 "if" statements - to just use the "id" value I passed in to identify the right chip in the library to load. My real if chain is actually much longer than three and it's difficult to update ..I know there's a better way to do it...but every way I try throws errors!
I've got a small icon as a .png in my library. Let's call it "icon.png".I have a number of dynamic fields on the screen that may or may not need to have the graphic depending on other circumstances.So...let's say I have a field called "Foo" and I want the .text to be the icon.png graphic from the library followed by a colon, followed by the text "This is an icon.
I have a couple of movieclips in my library (there's 52 of them actually, I'm making a card game. ) and I have them exported for actionscript through the property menu.Is it possible to load them by passing a variable with the name of the movieclip class?[code]
I have a simple text animation(revolving text) it works fine althought i would like ti to pause for 5 seconds at completion in the second to last keyframe i added the following:
now how do i make the movie clip to first go from frame 1 to 10( last frame in teh movieclip) with the text time and then when the movie clip starts again it should say place and so on and so forth.. depending on how many textline variables i define in the text file?
I simply want to build a slide show from 80 images in my library.So my problem is to create instance of each image(mc) from the library to the stage using a loop
I try to use an external StyleSheet with an embedFont. But as soon as I switch embedFonts to true, nothing happens anymore.The font is embedded in an dynamic TextField on the library (so I can embed parts of the font and doen't have to import the whole font), it's definitively there, I can find it width enumerateFonts and use it with TextFormat. But if you click here, you see the un-embedded TextFields most likely in an alternative Font (wich both are shown correctly on my system), the correct embedded-font TextField with TextFormat but nothing on StyleSheet with embedded font.[code]
why this sort of, but doesn't work?I'm just creating a group of buttons using imported pictures without having anything in the library.Here's the code I'm using:
[AS]clipArray = []; posArray = []; for (var k = 0; k<3; k++) {
I created a motion preset of a 3D text animation that made the text swing back and forth like a gate with the hinge on the far left side. However, when I apply the motion preset to other text, the text moves to a new location and the text swings closer to the center than the far left side. Moving the text only creates a travel path that further complicates matters.
what am I doing wrong with the motion preset? How can I save something into a preset and apply it to other things and have the animation work the way it was designed?
Is there any way I can determine why an animation in a "Graphics" library object of 10 frames length does not play if the main time line has only 1 frame? When the same item is changed to "MovieClip", it plays fine, regardless of the number of frames!
As far as I know theres in no way to cahnge the alpha of a dynamic text box. I put one in a movie clip and when i try to change the alpha of it everything else in it changes its alpha but the not the DT box. Could someone plz verify for me that u can't change alpha and help me find a component that allows alpha control with a dynamic text box. thx in advance.
I been using getDefinitionByName to dynamically use library items in my application. One would assume that this system would work for any class. o I set it up to call the right mediator for the right component. For some reason, it throws a reference error even tough the class is imported.
Code: var tProxy:ComponentToMediatorProxy=facade.retrieveProxy("ComponentToMediatorProxy") as ComponentToMediatorProxy; var tMediatorClassName:String=tProxy.getMediatorName(note.getBody().id);