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?
I've recently made the move from Tweener to TweenLite (about time) and am wondering if its possible to pass more than one object into a tween like I could with tweener.
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});
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?
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.
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.
how to make the objects in your flash move without tweening? example, I have 2 retangles and I want the 1st rectangle to move left and bounce at the edge of the scene. and the 2nd rectangle move to the same direction but not the same speed.
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?
As the title says, need best way to move objects in game. Always used x and y increments. Read about tweenlite and use it, very easy. So which do I use taking into account that these games can be ported to mobiles ie: which is more optimized. It's a platform type game. I will have a. A little girl that walks and climbs
b. Little platforms that slide from side to side - you have to jump on them
c. The little girl will jump
d. Little baddies will fly around the screen.
ALSO, as the girl jumps I would like it to look natural Gravity as she falls down The correct increment on x and y as she jumps. Shouldn't their be an actionscript 3 games forum
Is there a way to scale up an object from its center even if its registeration point is at the top left? can that be done using TweenMax?2. can I apply the same tween on two objects at the same time? basically what I want to do is load up an image to the stage, and then tween its scale from 0 to the original size along with another movie clip behind it that would form some sort of a border for the image. and I want to scale them up from the center.
How to make the objects in your flash move without tweening? example, I have 2 retangles and I want the 1st rectangle to move left and bounce at the edge of the scene. And the 2nd rectangle move to the same direction but not the same speed. Rectangles are: rectangle1 and rectangle2
Is there an easier way to set up 6 different similar tweens? I can't seem to get a "for" loop to work - Each of the nested clips is sitting on the main stage. The following code works, but it's way too long:
I am creating a Twitter to Flash newsticker using a TextBox class. I animate the movement using methods of the TextBox class and TweenLite. The application runs fine, but after about 15 minutes, the tweenings become very sluggish. Anyone that has experience with the drawing API, as I think it is related to clearing / deleting the objects...
I've searched a lot, but still cannot find answer to my problem. I have a dynamic gallery that needs some animation on each item. I tried using AnimatorFactory, but because items are dynamically created it doesn't work. I tried using dictionaries, arrays, but nothing helps. I keep on getting the following error: Code: ReferenceError: Error #1069: Property p_380020857260 not found on packages.lord.Group and there is no default value. Here is a snippet of my code regarding this:
I currently have an over, out and click event for 8 different objects. The over and out events are identical for each (tween expands object and then shrinks it back for the out state).I have previously asked for an easy way to declare those events, and now I was looking for an easier way to handle them.
Here's my code:
//-----------GARAGE function growGarage(e:MouseEvent):void{ scaleTweenX = new Tween(map_garage, "scaleX", Elastic.easeOut, 0.648, 1, 0.5, true);
[code]....
I've tried using a single function and then using "this" as the object of the tween but that expanded the entire stage.
I am making some animations with shape tweening. I actually need it for my presentation.There are five layers of almost same shape of objects. The first two layers and shape tweening works as I expected.But from third layer, something weird happening. As I do shape tween, the layer becomes two moving objects: one is acting as I wish, but the other same object rotaing in x-direction.
i'm having problems tweening 3d objects using the built in fp10 3d engine. i have a timeline tween that i want to create a tweenlite tween from and then duplicate it for other objects. i am using the bezierthrough plugin as well to tween along a path. i have used the motion editor in the ide to copy all values that change along the path into a tweenlite instance as follows:
I have got a handle on the logic of arrays (just), but the syntax is doing my head in. I'm trying to tween six mc's with the one single action.ugliness of the following misbegotten code I am failing with:
I have to make a photo album, so I'm creating a container mc for a single pic.Inside it I have an empty mc where i'll "loadMovie" the pic jpg, a simple animated gif serving as a preloader and a dynamic text to load the pic title from a XML file.Then I tween the container.pic and the container.preloader.The problem come when I have multiple instances of container, because my function only works for the last created instance.
ActionScript Code: preloaderTween(container.preload, _alpha, 0, 100); on finished {
[code]....
Is there a simple way to "separate" the instances of the same mc?I've also tried to put the instances on different layers, but it doesn't work.
I need to remove mc's that are stored in an array, I need to remove them when they finish a tweening effect (everything works great) only that i get to remove only 1 created mc, but i need to erase all the mc's that are on the array...
Code: for (var i:uint = 0; i < arrayMC.length; i++) { var tweenBonusY:Tween = new Tween(arrayMC[i].mcPower, "scaleY", Strong.easeInOut, pct,
I'm planning to add a page to my site that would have sample music from a variety of artists. There would be several sentances about the musician, then a free Flash mp3 player I'm using. I'm planning at least a dozen of these on the page. I didn't anticipate any problems, but a page where I had done something similar suddenly stopped working. Nothing I've tried will fix it. I don't want to go ahead until I find out if there are details I need to know about having multiple Flash objects on a page. Here's a link to the page that broke ... supposed to be a second instance of the player below the paragraph that talks about Ramblin' Jack Elliott ... instead there's just space ...
I have to create a game in flash for school. I'm kind of stuck, however. I know an approach that might work, but I'm wondering if there isn't a way to do it all-in-one. Here goes.
I have a start screen with 4 buttons. These buttons all link to different levels, and they all have a different image. Let's call them btn1 btn2, .. btn4. I made a class called 'GameButton':
[Code]...
The other approach I see is to create four different button classes and link each of them to a different button, but then I'd have to create for files for something really simple, which seems like a lot of trouble for well.. just adding a button.
EDIT: I just realised this might be a stupid question. However, isn't there a way to like make a constructor for an empty button, then maybe add a symbol to it?
I want to be able to drag any of the 4 objects onto any of the targets, right now all I can manage is to allow each object drop onto one specific target only.
I thought by calling all my target names by the same instance name eg target_mc that would work but only one target will ever work.
I'm working on a game right now where I'm going to have paths dynamically built by the user for multiple AI objects to "walk" along. I'll be detecting/redrawing the path only on user input but I'm still debating over the fastest possible method to update the movement of many AI objects "walking" along/up/down the given path. Think for example of pac man, but the level is dynamic. Right now I'm leaning toward building the enemies in a linked list of final classes and looping through the linked list calling a function in each of the AI objects to plot the next move along the path.
I'm trying to create a sort of tree diagram such that, if you click on one of the circles, its child circles spread outward with some degree of randomness from the original circle, connected by lines. I have this working, but now what I want to do is make sure that none of the circles collide with each other and none of the lines criss cross. You can see the screenshot for what is currently happening. My code is below. How do I change this code so that it checks for collisions and avoids them? I've read up on flash's hitTestObject command, but that only works in the context one object to another. I want to test for one object contacting any display object.
import com.greensock.TweenMax; var sw = stage.stageWidth; var sh = stage.stageHeight;
I tried something interesting recently. I had code effecting an object with the instance name : object_mc.Now I added another object and gave it the same instance name.The result was, that the code only effected the most recent added object (no error).Is there a way in flash to have multiple objects with the same instance name all being affected by one piece of code?
I'm attempting to create a graphical representation of the microphone activity in flash for a conference.
I got a movieclip called eqNotch that's just a rectangle and its linkage name is EqNotch.I also have a movieclip where I am writing my as3 on the first frame, its called dynamicBar and linkage name is DynamicBar.
I've successfully written the code for the dynamicBar to create one column of eqNotches and the number of rows is dependent on mic activity.[code]...
I am creating a program that is effectively an sprite creator. I'm very new to AS3, but I know JQuery, JS, PHP, etc. After going through multiple steps of selecting pieces to customize a character, you are supposed to be able to download the final product using fileReference(). Everything works, and I can download the image in the end, but the problem is that I cannot capture all of several movieclips on the stage, I can only capture one. Maybe this will help clarify:
[Code]...
Could it be that each of the movieclips I'm adding to the sprite have children of their own?
how flash handles multiple simultaneous objects being loaded? If I set two images loading into two empty movie clips in two consecutive lines of code, do they both load simultaneously or does the one that was called first load and then the second image load when the first has finished?