ActionScript 3.0 :: Flash Attach And Remove Sprites Using TweenLite?

Aug 19, 2010

I'm creating visual effects using TweenLite, which currently only manages the tweens for me, can I also attach a sprite at a specific time? (using "delay")

Basically I want to use TweenLite to attach/remove sprites apart from just tweening existing objects.

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ActionScript 3.0 :: Attach Sprites Using TweenLite?

Aug 19, 2010

I'm creating visual effects using TweenLite, which currently only manages the tweens for me, can I also attach a sprite at a specific time? (using "delay")

Basically I want to use TweenLite to attach/remove sprites apart from just tweening existing objects.

View 1 Replies

ActionScript 3.0 :: Attach Sprites Using TweenLite

Aug 19, 2010

I'm creating visual effects using TweenLite, which currently only manages the tweens for me, can I also attach a sprite at a specific time? (using "delay") Basically I want to use TweenLite to attach/remove sprites apart from just tweening existing objects.

View 6 Replies

Flash - Add/Tween/Remove - Multiple Instances Of The Same MC (Tweenlite)?

Nov 11, 2009

I'm trying to create a simple loop that adds a random number of stars, fades them out and removes them.The script I've come up with does everything but remove them, and perhaps I need a less on adding children to a stage.

Here's what I come up with

import flash.display.*;
import com.greensock.*;
import com.greensock.easing.*;

[code].....

I need a way to make the movie clips unique so I can tell my oncomplete function to remove the property clip, if I don't do this the movie will eventually slow down and crash because of so many (invisible) movieclips.

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ActionScript 3.0 :: Properly Attach Sprites Dynamically In Tile-game?

Apr 6, 2010

i am trying to do the following: in a tile-based game i want to attach a bunch of tiles which are movieclips the tiles are all similar in function, only the graphics are different. so i created one basic class for all of them:

Code:
package {
import flash.display.MovieClip;
public class TileMC extends MovieClip {

[Code].....

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Actionscript 3 :: Android - Attach Mouse Event Listeners To The Stage Or To Individual Sprites?

Aug 16, 2011

In AS3 on Android is it bad from a performance perspective to attach mouse event listeners to individual sprites rather than to the stage? I am writing an app for an Android phone using AS3 in Flash Builder. The app has multiple screens that respond to user touch. The screens are arranged in a hierarchy and show list data so that when you click on an item in a list you are presented with a new screen with a new sub list on it.

I have been using an event listener to detect mouse / touch input and based on something I read that indicated that performance is much better if you keep the number of objects you are listening to to a minimum I have attached the mouse listeners from each screen to the stage object.

This all works fine but I am finding that as I move between screens (and they get popped or pushed onto the dislay stack) I have to keep track of alot of adding and removing listeners to the stage object. If I don't then windows higher up the hierarchy than the current screen keep receiving mouse events.

If I used listeners attached to sprites in each window then when the window was removed from the display even though it is kept in memory (ready to be popped back when a child window is closed) it won't receive any mouse events....

Performance doesn't seem to be impacted using listeners directly on sprites when using my HTC phone to test with, however I obviously don't know what it will be like on other phones. Does anyone have any experience either way or a view on the best approach?

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Flash :: Tweenlite - A Sequence Chain Of TweenLite.to Not Triggering?

Jun 1, 2011

Its pretty simple what im trying to achieve.I have a MC on Stage, which im trying to tween to different X coordinates.I've set up four TweenLite.to sequences, however for some weird reason only one is being triggered - what am I doing wrong?

TweenLite.to(slider.mc_slider,1,{x:_returnXPos(95), ease:menuEasing});
TweenLite.to(slider.mc_slider,1,{delay: 1, x:_returnXPos(35), ease:menuEasing});
TweenLite.to(slider.mc_slider,1,{delay: 2, x:_returnXPos(50), ease:menuEasing});

[code].....

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Flex :: Remove Object From Tweenlite?

Sep 13, 2011

how can i remove object from Tweenlite

private var planeCards:Plane;
protected function animate():void
{

[code].....

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Actionscript 3 :: Remove To Save The Memory - Use Several Tweenlite?

Oct 16, 2011

can we know what "eat" the most of memory in a swf ? is it possible with monster debugger? (i've just downloaded it)

my project works fine, but if i re-launch the swf when it is already launched (cmd+enter -> the swf is launched, then cmd+enter), this seems to give me an example of how it would be if i was on a very very slow computer, and this is "very" slow.So is there any possiblity to know what i can remove to save the memory?i use several tweenlite, no sound, and i load all my pages (5) that contains a very basic content, at the beginning, so during the preloading...

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ActionScript 3.0 :: Remove Objects Via RemoveChild After Tweenlite Has Finished Tweening?

Oct 11, 2011

I'd like to remove objects via removeChild after Tweenlite has finished tweening. But it doesn't really work because my objects are still in the DisplayList.

Code:

//TweenLite.to(sndText, .5, {alpha:0, onComplete:removeChild, onCompleteParams:[sndText]});//does not really work; still in DisplayList
TweenLite.to(sndText, .5, {alpha:0});
TweenLite.to(musicText, .5, {alpha:0});
TweenLite.to(sndSlider, .5, {alpha:0});

[code]....

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ActionScript 3.0 :: Remove Sprites From Container And Onto Stage?

Feb 27, 2012

so i have a sprite containing a bunch of other sprites. what is the simplest way to remove every sprite within and place onto stage in the same spot?

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ActionScript 2.0 :: Remove Mc And Attach New Mc?

Dec 6, 2010

i have problem with my array. when i remove mc and attach new mc. new mc comes wrong place. fla says more than a thousand words

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ActionScript 2.0 :: Attach Movie And Remove It Later?

Jul 15, 2010

I have a movie with some MC inside the library, and im calling them with buttons with the follow script :

[Code]...

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ActionScript 2.0 :: Attach/remove With Combo Box?

Sep 28, 2005

So I have a combobox...it's called tableColorBox, with two labels and data- transparent and color. The initially selected label is transparent, but when the user changes to color, I have an attachMovie that calls on a color picker. That part works like a charm. But for some reason, I can't get rid of the color picker when I change back to transparent

Code:
tableColorBox.changeHandler = function() {
if (tableColorBox.selectedItem.data == transparent) {

[code].....

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ActionScript 2.0 :: Un-attach Or Remove Movieclip From Parent

Nov 3, 2010

I am using the following for attaching a clip from library but how do i un-attach or unload. I am using the home button to remove the attached clips when i clicked About or Gallery (using xml gallery format) or Contact.

on (release) {_parent.holder.attachMovie("AboutClip", "AboutClip", 1);}

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ActionScript 2.0 :: Remove AttachHand1 And Attach A New Movie Clip On It?

Mar 15, 2005

Code:
var hands = new Array();
function attachHands(){[code]....

These are the codes i have typed.I have already attach the movie in hand1,hand2,hand3.Is there a way to remove attachHand1 and attach a new movie clip on it? Not to overlap on attachHand1 because it will be seen.Those hand1,hand2,hand3 are empty movie clips....

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ActionScript 1/2 :: 2 X Remove/attach Mc In One RollOver Event Doesn't Work

Nov 26, 2009

I'm using removeMovieClip and AttachMovie twice in one rollOver event, but only the second one works. Here's the code:

[Code]....
 
So - if there is only remove/attach of "LetP" everything works fine, but whene I add ramove/attach "k" only the "k" works, the "LetP" doesn't change.
Should I put it into a function? Or is there another reason?
 
Actually I just checked and the removeMovieClip doesn't work in both cases. Is that becouse actionscript is attached to object itself instead of a dedicated actionscript layer?

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ActionScript 2.0 :: Eliminate Previous Attach Before Move To Next Attach MC?

Nov 5, 2006

how to eliminate previos attach before move to next attach MC..let say as u can see in my code..I just settign the interval..for 2 second..in other to attach the mc on eby one...so how to set up the code so that if the 2nd mc has attach it'll remove the 1st one attach for certain time...and so on..the scenario like this..

mc1 attach
after 2 second
mc2 attach --> remove mc1
after 2 second

[code]....

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Flash :: Variable TweenLite Is Not Defined

Sep 28, 2011

Im currently getting the following error:"ReferenceError: Error #1065: Variable TweenLite is not defined."I might think its because tweenlite isnt imported correctly, so some path issue - but tried a few things, and still the same.Basically I have my main.fla, where I import a class:path: main. fla /classes / com / myfolder / contact / ContactForm.as.AS: import classes.com.myfolder.contact.ContactForm;In this package I try and import the tweenlite librabry with the following:[code]

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Flash TweenLite Design Pattern

Oct 3, 2011

Just curious. TweenLite/TweenMax is a very common animation library, and I was wondering how someone would classify the design pattern used in TweenLite.For those of you unfamiliar, here's some example code from their website:[code]

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ActionScript 3.0 :: Flash If/else Statement With Tweenlite?

Oct 24, 2011

Still quite new to AS3. I suppose this might be a bad thing but gotten I've to a point where even when I've gotten something to work, I'll try to make the code more efficient. I've spent three hours trying with condense my code without success.

Essentially I have a movie clip with three movieclips inside it. What I want is when the mouse hovers over one, it unblurs and the the other two blur. I've actually gotten this to work by adding an event listener to each clip and writing three separate functions that unblurs the one which the mouse rolls over and blurs the other two.

[Code]...

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Flash :: Optimising Tweenlite For IPhone Application?

Mar 3, 2011

I have an intro screen with a bitmap 250x130 that i want to fade in and out. I am using tweenlite and it looks great on the Pc, but on the iphone, it looks like 1 or 2 fps, really slow.There is only 2 text fields and this animating Bitmap. The movie is set to the default 24fps. the code is

[Code]...

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Flash :: Tweenlite Faster/lighter Than Manual Animation?

Jan 19, 2011

I was wondering is there a difference between the processor usage when using tweenlite or animating the same clip manually? Considering it's vectors and also dynamic text with it.

Similarly, if we animate manually or copy the code snippet produced by that animation. Would that make a difference on the CPU usage?

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ActionScript 3.0 :: Flash Tweening Multiple Objects With Tweenlite

Nov 23, 2011

I would like to know if I can get an error or some other problems when I try to tween several objects like this and using an onComplete-property:[code]:What I want to do is fade out several objects at once and when they finished a special function gets called. Are there other possibilities when using tweenlite available or do I have to use timelinelite?

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Flash :: Tween Scroll Position Of ScrollPane Component With TweenLite?

Sep 10, 2010

In actionscript3,using the ScrollPane component and the TweenLite package, would it be possible to animate to a particular scroll position?

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Flash :: Activate Tweenlite Plugins Inside Class File

Sep 20, 2011

So I have a public class and I have imported TweenLite into it and it works great but how would I activate a TweenLite plugin? The usual syntax weenPlugin.activate([ShortRotation]); isn't correct in here.

[Code]...

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ActionScript 3.0 :: Flash Smooth Transition With Tweenlite Doesn't Work

Oct 26, 2011

I have a vector circle and what to do the following:I 'd like to animate it with tweenlite so it looks like a shockwave of an explosion. At first it fades in (from 0 to .5) and gets scaled and when it reaches half of the total animation time it fades out but it still gets scaled (hope you know what I mean).

Currently it looks horrible because I don't know how to get a smooth transition from part 1 to part 2 with TweenLite. My animation stops when reaching the end of part 1 and suddenly makes a jump to part 2.

Total time of animation: .75 sec
total amount of scaling: 5

Code:

part 1 of 2:

TweenLite.to(blastwave, .375, {alpha:.5, transformAroundCenter:{scale:2.23},
onComplete:blastScaleFadeOut, onCompleteParams:[blastwave]});

part 2 of 2:

private function blastScaleFadeOut(object:DisplayObject, time:Number = .375, scaleVal:Number = 4.46) {
TweenLite.to(object, time, {alpha:0, transformAroundCenter:{scale:scaleVal},
onComplete:backgroundSprite.removeChild, onCompleteParams:[object]});
}

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ActionScript 3.0 :: Use Sprites On Images In Flash?

Nov 21, 2011

I'm designing a calculator-like application in Flash for a school IT project. I made the layout in photoshop, and want to lay out the buttons with sprites (was just on CSS so addicted to those things xD ). I've tried googling and have found something like you can use sprites like buttons (which is good), but I can't figure out how to apply bitmaps to sprite backgrounds vs. plain colors.

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Flash :: Invisible Sprites Still Take Up A Lot In Memory

Feb 1, 2010

Just curious, if I have a sprite on the stage with the alpha set to 0 does that take up just as much memory as a sprite that is visible? I imagine it does because it draws the sprite to the stage and then it has to set the alpha to zero.

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Flash :: Counter Triggers Sprites?

Feb 11, 2010

How do I use the counter to trigger sprites? Need an example or idea to work from. I want the number values to load sprites. The value of the counter goes to a text field. I want each number value to have an "if" condition to play a sprite of a corresponding number.

[Code]...

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