ActionScript 3.0 :: Possible To Detect When Motion Tween Ends Or Begins?
Nov 3, 2009
Project:
Reading text from XML document
Text scrolls up, pauses, then automatically scrolls up and off the screen
Text content changes to the next node.
Scene Level:
I have a movie clip named "symbol headline" (see attached screenshot)
Within the MovieClip:
I have 2 dynamic text boxes: headlineText and contentText (see attached screenshot)
The Problem:
Everything works GREAT except there is a slight difference between the TIMER in the ActionScript and the frames in the GUI. That means that after 3 or 4 iterations, the text starts changing before the motion tween is done.
My Idea:
Instead of using a timer in my ActionScript, can I create and Event Listener that listens for when the movie clip starts to replay? If so, HOW ?
But my problem is that i have a motion tween that startes at frame 5 and ends at frame 25. And the code says that at will go to and stop at frame 25.what I really want it to do, is to go to frame 5, play the motion, and stop at frame 25.
I am trying to pull a link (or links) out of a text string. So if I had something like this:[code]I would like to be able to find the links in the text string and replace them with a single word or words that I would format to be an HTML link within a text box.I've had some luck with string.indexOf, but I'm not sure how to detect the end of the link where the remaining text begins that I don't want linked.
In this example, I'm trying to programmatically fade-in the alpha of menu items created from xml data. Using the tween object, I'm trying to start the next tween once the first or previous tween has finished. Clearly in my attempt below, the statement isn't cutting it because it's not waiting for the tween to be finished. Using the oListener.onMotionFinished method, I tried using a Boolean to return true when finished, and then to start the next tween. But clearly I haven�t figured out the proper control flow for this.
i have a main MC( with 4 buttons on it) on the stage and when i click on a button it animates 2 blocks that have been created at runtime and goes from right to left. What i want is when i click on another menu button, the boolean changes and i must be able the rewind the animation and do another but it does not work.I must click twice, once it rewind and the 2nd one it shows the animation..
Which is the easiest way to detect when a child movieclip is ended ? use a variable in the parent movieclip?Does exist a sort of method myMovieClip.isEnded() ?
I'd like to remove a MovieClip instance from the main timeline (and do a few other things) once that movie is over.
Scenario: I've got a frog catching a fly with his tongue. Once the frog-tongue movie clip is over, I want to remove both the tongue, and the fly from the timeline. Both the tongue and the fly are MovieClip objects. The tongue animation starts based on a TimerEvent. I'd like to say something like: when the tongue MovieClip ends, call removeChild() on tongue and fly.[code]...
If I perform a motion tween along a curved path, Flash CS4 does not allow to change the curves to "corner point" or "linear" in the motion editor. URL...
I will have three seperate pages for the motion tween, mask effect and shape tween... would you make the seperately, in a different scene, as a symbol or on the same scene with the website.
so i'm now working on a mp3 player, and i got stucked with something. so here's my problem: i've a got bar (songBar) on which it will appear the artist and the song name(artist_txt). what i want is when de title_txt width is larger than the songBar.width, the text to scroll from right to left, and when the tween is finished to scroll from left to right(all this tween has to be a loop). if the width of artist_txt is smaller or equal to the songBar.width then artist_txt is aligned in the center of the songBar. all i'm trying to code it's just what you see in winamp player.
I have a programmatic tween (fl.transitions.Tween) on a MovieClip and want to apply a ColorTransform on it when it ends. Basically, the Tween scales an item down to its original size, and I want to know when the scaleX is back to 1, and then trigger the application of a ColorTransform. Is there a way to do that or must I use a timer in conjunction with the Tween?
my movieclip button was working perfectly as a motion tween. Can you use shape tweens as movie clip buttons? I just made that change, and kept my code:
I am facing a problem in one of my animation with flash CS4 - I have nested a Shape Tween in a Motion tween to get more control over the easers and effects, unfortunately I am not able to view on the timeline of my Motion Tween the action of the Shape tween nested inside.
It only show the first shape of the Shape Tween during the entire Motion Tween and that is really a problem for me because I need to see the final frame result of that Shape tween to be able to position it in a precise way on my scene according to other instances.
I'm making a "master movie" for an assignment and I'm stuck right now. What I've got is an Intro page that will serve at the Parent.swf to load 4 other child swf's upon a mouse click. The problem is I have a theater stage where I tweened an animation to make it appear the curtain on the stage is going up but once it reaches it maximum height....the tween abruptly stops. I want it to HOLD there until a user clicks a button.
How would I make this happen? Here is the page in question: [URL]...
I got an irritating problem. When i want to detect the end of the motion, for some reason, i cant. Heres code below, tell me why MOTION_END doesnt work?
I simply have one FLVPlayback component in the background and a movieclip on the layer above with an FLVPlayback component inside it. The first FLV component is constantly looping a five-second video. So all I need is for the movieclip containing the second FLV component to load the right file, fade in, and when the video ends, fade out. Absolutely all of that works... apart from the fading in. What I noticed was that my movieclip was fading in correctly, but the FLVPlayback component was empty and transparent until the fade had finished - then it played the clip. Here's my code, which gets called at random intervals:
I am replacing the mouse pointer with a custom graphic in an .swf that takes up part of a web page (.swf stage is about 350px wide, total layout is about 1000px). My code is all working fine, except that, if you move the mouse fairly quickly -- as you might do to get from a point on the .swf to the opposite side of a large monitor -- the .swf loses track of the mouse, and thinks that the ._xmouse/._ymouse values are still the same as the last point that that Flash saw the mouse, which is usually somewhere in the middle of the stage, thus "orphaning" the custom cursor. If I have a setInterval or something tracing the mouse position, the .swf still thinks that the mouse is sitting on top of it, even though the cursor is actually far away somewhere else. hitTest also still returns true as though the mouse was there (as you might expect, given that it's based on _xmouse/_ymouse).
The workaround/hack I have going now is that, once the pointer switches over to the custom cursor, it starts a setInterval, and then if the mouse appears not to move for a few seconds, it reverts back to the default cursor (i.e., Mouse.show). Obviously, this is not optimal, because that means that the custom cursor disappears if you don't move the mouse for a second or two, and it doesn't really solve the problem anyway because it still looks like the custom cursor gets stuck for a second when you move too fast.
whether it be text, symbol, a shape that I drew. None of it works. When I create the motion tween the line arrow in the timeline doesn't show up like it should. Here is the extremely simple animation i'm doing. The problem are for the bottom 9 layers starting from frame 80. I converted all of those to graphic symbols and I'm just trying to do a very simple alpha 0-100 while resizing the letters. I've also tested motion tween on very simple shapes and it never works. I just don't get it.
I'm building a drop down menu in flash CS4. I have followed the directions meticulously...3 times... and still I can't get a mask to accept a motion tween.
I am currently using CS4 but taking a class that is using CS3. The problem is I am finding the "motion tween" is not creating a tween. What is the difference between the motion tween in CS3 and CS4.I can get the tween to work if I use the "classic tween" but the instructor is saying I must use the motion tween.
Is it possible to make a motion tween (or something) where as the page would start blank and then writing would just start to be laid down..... affectively, scribbling onto the page?
I'm trying to get the name of a motiontween in AS3. I have many tweens that call a generic function on MOTION_FINISH. mainContent3X = new Tween(MainContent3, "x", Strong.easeOut, MainContent3.x, 1750, 1, true);
I need to get the number/name to know what to do. I've tried the following with no luck: trace(event.currentTarget.toString()); trace(event.currentTarget.name);
Has anybody found a way to ease motion only between keyframes, not the whole animation? In classic u get separate easings.Generally, I want to convert old tween to new for more control, but it seems to be impossible.
I created some text, converted into a movie clip and I have three keyframes - 1,5,15.at 1 the text is as it is, at 5 i flip it horizontally, using the transform tool [q key] and at 15 i flip it horizontally it again, so it's normal again And I've put motion tween between both the places. Now when I preview the swf, from 1 to 5 the text animates as it is supposed to clockwise but from 5 to 15 it rotates clockwise
So it covers 1/2 revolution and then traces the same half back to become normal again.What must I do in order to make it swivel in clockwise sense only ?
Im making kind of slideshow for my project; assume every frame is a single slide. all of the frames have eventlisteners for KeyboardEvent.KEY_DOWN event. just like this example: