I have a loop in the flash file. it gives me a number of X & Y as the to & from coordinates and places a movieclip on the stage. I then have the tween class moving each clip as it is placed. the example is below:
when I create a new Tween/Graphic symbol it turns into an old tween I already used (Ex: Two tweens, when trying to use the second one it reverts back to the first one). Both of them are on the same layer called "Text", also it seems to be fixed when I put the second tween on a new layer. But if I do this I will have at least a good 50 layers of text :S.
Second problem is I want my background music to loop throughout the whole video, my project has multiple scenes and I am baffled as to how to make the music play throughout.
EDIT: my project has to be 45 seconds and the music loop I'm using is about 17 seconds.
The actionscript code works fine, except for the tween, which is applied on all the sample rectangles at once. I want to fade in the rectangles (or any other dynamically created movieclips in loops) one at a time.
I have created 4 movieclips and named (instance) them box1, box2, box3, box4 and shuffled them with the following code: var vector_name:Array = new Array("box1", "box2", "box3", "box4"); function shuffle(a,b):Number { var num : Number = Math.round(Math.random()*2)-1; return num; } var shuffled_vector:Array = vector_name.sort(shuffle); trace(shuffled_vector);
How can I tween the instances using fl.transitions.Tween with a loop. I tried the following but did not work.. btnPlay.addEventListener(MouseEvent.CLICK, startMotion); function startMotion(me:MouseEvent):void { btnPlay.visible = false; for(var j:int = 0; j < 4; j++) { var twSlide:Tween; [Code] ......
I have been trying to assign tween function in an array through a loop in as3.I have 20 mc on stage, the instance names are obj1, obj2 and so on.I want to assign a tween function to each of them, the function looks like this :
Actionscript Code: function startTween(e:TweenEvent = null):void {xTween = new Tween(obj1, "x", None.easeNone, obj1.x, Math.random()*20, 0.2, true);
The following Actionscript loads an XML file. Using the XML file, it loads an image - fades in the image - pans the image - and then fades out. I have then attempted to make a loop which loads the next image from the XML file and perform the same series of tweens. It would then load the next image, infinite loop. It appears that instead of loading each image one at a time, it is overlapping the mask with all images in the XML file. I then only see the last image in the XML file being tweened on the stage/mask. I do not believe that I can use a Timer to time the loading of each image. This is because the width of each image will be different so the duration of the pan from one loaded image to the next will be different. I believe that I need to use onMotionFinish in some manner after the image Fades Out in order to move to load the next image - but I can't seem to identify how to integrate that within the loop. Most likely my loop is not written correctly. [code]...
If I put an if else statement in a for loop it will stop the loop till the if else statement has completed. I'm trying to run something else during my for loop. How do I do that??Here's my for loop:
ActionScript Code: for (var i:int = 0; i < testArray.length; i++) { chickletMc = new chicklet();
I have 10 mc's on my page which I want to load from alpha = 0 to 100, one at a time, but in a random order each time the page is loaded. I have code which uses an array to loop the mc's and I can then load the array into a tween using as2, but I don't know how to randomly create an array, then load these answers into a tween and play them one after another until the loop is complete.
I have 10 mc's on my page which I want to load from alpha = 0 to 100, one at a time, but in a random order each time the page is loaded. I have code which uses an array to loop the mc's and I can then load the array into a tween using as2, but I don't know how to randomly create an array, then load these answers into a tween and play them one after another until the loop is complete.
Basically I would like to tween a retangular 2D image on the stage, but also make it look like it is wrapping round on itself.A visual example of the effect I mean is here: [URL]Imagine the above is a rectangular shape being tweened from Right to Left, but when it reaches the left it wraps round as in the picture.Is this possible with Flash CS4 & AS3 or does it require some special add-on?
Now I am using the Tween Class to move some boxes in my movie, now I can move the first mc and then another mc after the first tween has finished with onMotionFinished but I was hoping someone could help with how do I start the second tween when the first mc has passed a certain _x coordinate. ie starting the second mc moving while the first tween is still moving.
If i have a clip with a bunch of stuff inside it (on layers) like other clips, bitmaps, etc. and perform a tween on that clip (via tween class), the stuff inside the clip seems to alpha at different rates.
For instance, i have a clip with an empty movieclip which loads a bitmap image and on top of the bitmap image, i have a gradient feathered edge (.png) bitmap and on top of that I have some dynamic text (embedded fonts).
The bitmap is supposed to create a feathered edge on the photo but since they alpha at different rates, you always see the hard edge of the photo...
is there a solution like cacheAsBitmap which would let the whole clip alpha at once? If it's cacheAsBitmap, i must be using it incorrectly, b/c it's not working!
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.
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.
Am trying to use the Tween class to scale and move a movieclip. Now the movieclip is within the loader, so I need the motion to be controlled by the percentage loaded. Now the code to move the movieclip to its final position is:
var xscaletween:Tween = new Tween(mstone, "_xscale", Regular.easeOut, mstone._xscale, 220, 6, true);
But this is the final location, I want to be able to change the properties of xscaletween, yscaletween, xmovetween and ymovetween as per percentage loaded.As in, within this final boundary limit of the tween, I want, for example, xscaletween, to scale only till 140 till percentage hits 50. Is this possible?? If not is there a workaround?Or do I have to use new tweens within each percentage limit?
I am working on to slide a movieclip across the stage.The movie clip is five times the width of the stage and I am using the Tween Class to move it across the stage when a button is pressed.The interaction I want is that when the button is pressed the movie clip moves a certain amount.If the button is pressed again it moves further.The script I have come up with though is taking the movieclip back to the original position of the movieclip and then moving it as opposed to moving it from the position it reached after the first button click.I have tried a few things but nothing is working.The script I am using at present is:[code]
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 am trying to understand the thinking behind motion tweening using AS3 (rather than doing it on the timeline).I am trying to create a simple platform game, and while this is simply a learning project, I have an movieclip instance on the stage, and using basic x+5 logic I can get the instance to move left and right on the stage accordingly.Trying to make the instance 'jump' is a bit trickier. This is the code I am using:
I thought this code would move the instance from it's current y-position and tween it to it's highest jump point. From here I planned to use a MOTION.FINISH event to tell it to tween back to it's original position.Something strage happens though, rather than tween from the current y position and move up, the instance instantly transforms it's position to y+100 and then tween back to the original position. So it kind of turns out that it is the second part of the jumping action that I want to create.
I am using System.security.allowDomain in both files.The tween in movie2 fails to work when the swf loads from an external domain. However, it works perfectly when this swf is loaded locally. Also strange is that the movie2 tween does work externally if the tween libraries are commented out of movie1.The Challenge: Get both the red and blue boxes to fall when movie2.swf is loaded from an external domain.[code]
How to stop the next tween action to start until the previous tween completes playing in as3.0?and also i want to stop the tween to happen on the same object twice.Basically i have a container (movie-clip) in which there are n number of movie-clips (arranged as bricks). When i click on the container the target (brick) will disappear (made scaleX and alpha to 'o'). also i am tracking how many bricks are closed.But the problem is if i do a fast double click the tween seems to happen twice. and the count also seems to increase for the same brick.
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.
Is there any way to make a movie clip start at a given x and y point, and ends at another x and y point, in 90 seconds?m not getting a good result.The main problem is, I want the movie clip to travel along a straight line. And by this code below the "b" movie clips makes some curves.Heres what Ive done.
"p" is point movie clip "b" is ball movie clip fullTime = 90000;_currentTime = fullTime;oldTime = undefined;onEnterFrame = function () {if