ActionScript 3.0 :: Flash Ease Speed Without X Or YTarget
Mar 23, 2012
I'm making a Virtual Tour through a building. I have figured out how to navigate through pictures. But now I want to ease the speed in witch the picture is moving when the user navigates.
I have attatched the .fla .as and caurina in a zip file. There is an explenation of what I want to create in the .fla file
I'm creating a thermometer with the mercury animated as donations come in. I haven't touched flash in a long time, so be gentle.
How can I change the code below so the animation is faster without increasing the framerate?
var maxMercuryHeight = 192; // Mercury height at 100% var currentDonations = 80; // Percentage of donations taken var currentHeight = (currentDonations / 100) * maxMercuryHeight;
[Code]....
How can I make the animation ease out so it starts fast and slows down at the end?
I'm tweening a movieclip from startX to finishX. The value of startX varies but finishX is a constant. But as the startX increases in value the animation appears to be quicker. How do I adjust the speed of the tween to ensure a consistant speed regardless of the value of startX?
Is there a way to increase the ease in and ease out effect? It will only let you choose -100 to 100, and I've messed around with the length of the tween, and the FPS of the movie, but I want the acceleration to be greater.
I have a simple motion tween from fr 1 - 52 (x and y property movement only). I create a custom ease - standard 100 ease in and then a 100 ease out. When this ease is applied to the motion, the ease "happens" after fr 52. So the object does not stop until fr 63 (eased out at 63. How can I get the ease to match / ease out to the last keyframe on 52, rather than 63??? See the attached image of the motion editor.
I'm trying to get a prototype working for a website.
What I would like to do is have five buttons at the bottom of my stage, and when I click them, an image fades AND eases in. I have this part finished so far, but the issue is that when I click another button, I want the previous image to fade/ease out before the next one fades/eases in.
Here is my code:
Code: Select all import fl.transitions.Tween; import fl.transitions.easing.*; import fl.transitions.TweenEvent;
I want to add an animated .gif file to my movie. So I created a new symbol and then imported the .gif file to the stage. This created the symbol containing the animated .gif.I dragged the symbol onto the scene where I want it. However, the animation seems to play at a different speed (fps) than normal. So I changed the fps of the symbol (at bottom of Timeline where it says "fps"). But for some reason this changes the fps of the rest of the entire movie.
I have a movie clip on my scene which has a speed applied to it making it move across the screen. This is duplicated when it reaches the other end of the screen.On my scene I have some action script which is acting as a timer. After a set time I want it to increase the speed of the movie clips, making the game become "harder". I seem to be able to manipulate the alpha of my movie clips but can't seem to trigger the speed increase.If i use a setInterval it seems to trigger the speed increase but it does it each time the movie clip is duplicated (so the delay resets, it does not change once and apply throughout)However, where I am changing the alpha I cannot seem to change the speed.
How can i detect mouse speed with AS 3.0, and then put speed limit? Also can i use speed var for anything else? *sorry for my bad English, i live in non-english-speaking country*
Here's the code I'm using to drag an object and I wonder how could I make the movement to be "eased" when I release the mouse (MOUSE_UP) I've been thinking of using Caurina Tweener or Grant's Tweener?
Essentially what I'm trying to do is nearly the same as this: http:[url].......However I'd like to ease/tween the movieclip position and rotation to the mouse position.The main issue I see is trying to get the current movieclip rotation and the target rotation,then tween it cockwise or counterclockwise from current to target.The way a movieclips rotation uses positive and negative numbers throws it off.If you just want to lock the mc rotation to the mouse rotation its fine, but once you try to tween it you run into difficulties. So the end effect would be like if you were to draw imaginary clockwise circles around the object, it should just keep rotating clockwise towards the mouse. Then if you started going counter clockwise it should just keep easing counter clockwise to the mouse.
I have encountered an interesting situation, I would like to simulate a ball thrown by a goalkeeper from top. Ball is going to move from right to left, it is small at the beginning, getting bigger at the half, because it gains height, and small again at the end. The scenario is this. And I do not want to use any actionscript code because of the performance loss caused by the event listeners.
How can I simulate two different kinds of tween (horizontal move is without ease and vertical move is with easeOut and easeIn) in the design environment of Flash cs5.5
By the way, I have already tried using actionscript code however, because there so many concurrent event, a little lag is occured at the beginning of each tween start.
I have a movieclip that is scrolled by means of a 'sensor' on each side of the stage. The clip scrolls fine in both directions, however here is my problem:When the users mouse leaves the stage, the movie clip stops dead in it's tracks, and this does not provide a nice smooth effect. Looking at the code below, is there any way I could tell the animation to ease out when the users mouse leaves the stage rather than simply stop suddenly?
class Sensor extends MovieClip { public function Sensor() { }
I currently have an animation that rotate infinitely but it's just too fast to begin with... I tried lowering the fps to 12 but it would just be skip.... Is there a possibility to make the animation slower by this code:
//Import TweenMax import com.greensock.TweenMax; //Save the horizontal center var centerX:Number = stage.stageWidth / 2;
I'm trying to program an arrow flying in the air, but the speed doesn't look well. But now the arrow moves very slow, here's a sample. (I know the arrow and the trajectory doesn't match 100%, it's just a sample.)
[Code]...
And now it looks good, but can someone tell me why I need to do this while in physics it normally would fly 15 times too fast?
My trouble is that my project is taking more and more time to be compiled.My preocupation is how to speed up this compilation ?I used now a SSD hard disk and a quad core CPU.Do you think that purchasing an I7 core will speed up the compilation ?
My fear is that it does not bacause Flash CS5 will not take advantage of the multi core.
Is there a hardware configuration someone can advise me ?
I'm creating a drag based control in Flex / Flash, similar to a film strip, where an individual can swipe horizontally to scroll through the items. To make the control feel a bit more natural I've added some inertia to slow the scrolling once a swipe has taken place. When first loaded up there will be five items in view with 'x' numbers of items to scroll through with the 3rd item centred and selected.
My problem though is that I want, when animating, a swipe gesture to determine whether an item will end up the middle (3rd position) and adjust its movement calculation accordingly so it docks with the 3rd / centre position. Imagine you perform a long swipe, it flys pasts 'x' amount of items, but as it slows to a stop it elegantly stops with an item centred / in the 3rd position. To do this I believe I need to determine the distance to travel just from the speed value (as time is irrelevent to the user experience, i.e. a longer / stronger swipe would justify a longer animation skimming through the items).
At the moment I'm invoking the animation routine (with inertia) in the ENTER_FRAME event when the user generates a MOUSE_UP event. When they do this, I obtain the speed of drag (by monitoring this beforehand) and then decrement this speed value on each call of the ENTER_FRAME event until it reaches an appropriate value to stop the animation.
Unfortunately all the speed calculations I've seen deal with Speed and Time to determine distance, I just need Speed. Admittedly, my knowledge isn't strong in this area so I might be missing the obvious.
I downloaded a free flash banner from [url]......,I tried contacting the site's owner in Germany but no answer from him therefore I am seeking help elsewhere. I would like to adjust the banner in 2 ways, first, create rounded edges so the left and right ends look oval in shape and if possible I would like to slow down the speed at which the text changes,
Currently I'm working with Flash CS3 but can upgrade to 4 . . .I'm wondering if there is a way to speed up the process of animating certain things. For instance, if I make an animated subject and then want to make ten or twenty from the same template with the same objects, but each object will follow a different animated path in the new animation, i. e., in the new swf file.
Should I rely on using code to animate objects? I'm trying to avoid repeatedly dragging the same movie clips from the library to the timeline and setting tweening each time. Sometimes I need to do this action 50 or 60 times per animation, and it's the same two or three movie clips each time--it's very tedious. Also, each animated movie clip must be in sync with music . . .
I had created a simple slide show in Flash and published as a .swf file. The slide show contains few images and the animation takes about 45 seconds to run at 8 frames per second. When i imported it into Flash Catalyst, the animationa runs very fast, taking only about 15 seconds to get through the whole slide show. I re-adjusted the animation in Flash to make it run slower but when i imported the new version into flash catalyst, it runs at the same speed, --still very fast.Is there any way for me to control the speed of my animation and make it runs the same speed as I set up in Flash?
I have 60 frames I want to increase the fps value for frames from 20 to 30, and the remaining frames fps value should remain the same Using Action Script 3 or Action Script 2
I am trying to get a menu that has videos that I will scroll through at a certain speed.Right now I have 30FPS which I have tried to lower which doesn't' control the speed of the auto scroll? Below is the code.
I would like to recreate the swipe functionality of the ios platform. Where the user can swipe slow or fast or forward and back - without lifting the finger from the screen - and also be able to flick the finger for a really fast swipe that maybe goes on for a little while. The built in swipe gesture is much too basic for this kind of effect. How would you go about achieving a real swipe effect?
Anyone know how to vary the playback speed of video in Flash? I'm looking to implement this in an educational website where users can slow down the video or breeze through it by changing the playback.
Here's an example of what I'm looking for: [URL].. Except that this is a PC application, .exe. I'm looking to vary speed WITHIN Flash. I think FLV is not an option because you can only jump from cue-point to cue-point. With F4V work? MP4?