ActionScript 3.0 :: Tween Class - Code Is Generated A Random Colour For My Star?
Jul 19, 2009
I'm using this code for tweening:
ActionScript Code:
var myTween:Tween = new Tween(star, "alpha", Strong.easeOut, 0, 0.9, 3, true);
And I also have some extra code that spawns stars all over the place.If you view my swf, http:[url]...., you can notice that the stars appear to 'flash' first before settling down.I'm simply wondering if this is some problem of the Tween class or if I set something wrong. Something I found odd was when I removed my code that generated a random colour for my star,
well in my fla i have a movieclip exported with class name Star and in my Star.as file i have this code:
package { public class Star { public function Star() { this.visible = false; } }
i tried putting movieclip on and off stage but didnt work all i want to do is control my class Star in my fla. Im very new to OOP and trying to get the gist of how to control objects like the way you could by instances like i used to :/
I am having the following trouble using the generated code of a motion tween The code simply moves a movie clip from one place to another (rotating it): Pay attention only to the last line, where I assign the movie clip named test to the motion tween.
I am trying to create a code such that everytime a button is pressed a random number is generated between 0-14. With each of the 15 numbers (0-14) only being hit 10 times. I know how to create buttons and all that, its the random number thing thats stopping me.I created it using arrays in another programing language and tried to translate it to flash but I was unsuccessful. this is generally what i got
ActionScript Code: var events:Array = new Array(); var order:Array = new Array(); var used:Array = new Array();
Anyway, I'm looking to create a star object that flickers or blinks at random intervals. The object will also be part of a menu system and may need to perform other functions, so, I may need to roll my own class eventually.
Here is how I initally went about it: Code: Select allfunction myRandom() { var r:Number = (Math.random());
I have a clip in the library with the linkage ShootingStar, and I need this to be randomly placed all over the stage at intervals of between 0.1 and 1 second, as well as random sizes between 100% and 300%. And having a random tint to it.
I'm getting %@!#!#!@I have a mc and I want to use the Tweenclass in it.I want the mc to do random things. I tried everything i guess, just not the right thing my last code:
Is there a way to make code hints appear for the Tween Class? I declare a new Tween with the constructor var X:Tween=new Tween... But there are no code hints when I try to use its methods.
I just created an application in flash with the topic colour harmonies. You are able to pick three colours from a colour wheel. Those colours are transformed into a scaleable grid in the arrangement colour 1, colour 2, colour 3, colour 1, colour 2, colour 3,. If you scale down the grid to pixel squares you can see the mixed colour (usually it should be displayed grey then because of the color harmonie law). Now I want to compare this process to a computer generated colour out of those three basis colours. So is it possible to mix the three colours and transform the resulting mixture colour (usually grey again) into a new colour field? Or is there any function that does the same?
I am trying to carry out an actionscript colour tween and have found the following code on these forums:
doTween = function () { var t = (getTimer()-this.startTime)/this.dur; if (t>1) {[code]....
My problem is, I would like to have a variable which returns the current red, green and blue values of the movie clip during the tween.In other words, I need to define a variable for the current RGB in the middle of my AS colour tween so that the following example would tween smoothly from the current values to the target.
I am trying to carry out an actionscript colour tween and have found the following code on these forums:
//////////////////////////////////////////////////////////// doTween = function () { var t = (getTimer()-this.startTime)/this.dur; if (t>1) {
[code]...
I would like to have a variable which returns the current red, green and blue values of the movie clip during the tween. In other words, I need to define a variable for the current RGB in the middle of my AS colour tween so that the following example would tween smoothly from the current values to the target.
E.g. mc.beginColorTween(currentr, currentg, currentb, 255, 204, 0, 500);
I'm currently adapting the flash file "levTextSpace" from [URL]. Everythings working fine except for one teensy weensy little problemette. I want to be able to assign a random colour to each word as it appears on stage. The generic code I have for this is:
var myColor = Math.round(Math.random()*0xFFFFFF); myRdmColor = new Color ("target"); myRdnColor.setRGB(myColor);
"target" being the name of a movieclip. I'm assuming I need to apply this to each instance as it's created but anything I try either doesn't work at all or crashes. I'm completely stuck, I'm sure it can't be that difficult but after several days ny head hurts.
I need to convert a swf movie that is created entirely through code (with the help of TweenLite) to a .flv format. The issue here is that I need to 1) Do this as a batch process, and that 2) since the swf is entirely generated by code it only has 1 frame and as such normal conversions like from CS5.5 to to the .avi format give me just 1 frame in the resulting video format. Is there a free converter out there that can get past the fact that my video is technically only 1 frame long and can handle batch jobs?
i've a movie clip (e.g. scroll_text) which is consist of 5 words (each word is an individual movie clip). an instance of 'scroll_text' movie clip placed in the main timeline with the following script:
onClipEvent (enterFrame) { _x -= 30; if (_x<=-2247) {
get a bunch of objects in my library to inherit from (or even be) one class that i have made, but without having to make .as files for every single one is this possible, or is there any other way to give objects another classes functionality in an auto-generated class?
I am creating an app that flips through a series of 24 flashcards. I want my "Go To Random" button to navigate to a random frame number between 2 and 25, but with no repeats until it has already navigated once to each of the frames in between.
In other words the user doesn't get any repeats until he has already gone through all 24 cards - and then the shuffle repeats.
I am creating an app that flips through a series of 24 flashcards. I want my "Go To Random" button to navigate to a random frame number between 2 and 25, but with no repeats until it has already navigated to all the frames in between. In other words the user doesn't get any repeats until he has already gone through all 24 cards - and then the shuffle repeats.
I have 2 buttons on the stage that when pressed birth MC onto the stage,these mc are dragable and have a transform manager applyed to each mc when clicked on stage.
I have a color_btn that when clicked will change the colour from default black to white
the problem is finding which instance the button is to change the color value as there can be multiple instances on stage at any one time.[code]...
I'm working on a game that needs certain pages to be loaded depending on a random generated number.Here's what I've done to make each room load up.[code]I know I'm meant to put the relevant page inside removeChild"(this)" but the 'mapButton' applies to all pages and there is in total, 36 of them.
I have a bitmap and it set to black and white using a colorMatrixFilter. Im trying to create an effect that will tween the bitmap from black and white to colour.
i was wondering whether it is possible to turn code generated animation (like those made by tweening engines) into frames in order to consume less cpu.
I make an iPhone app with Flash and it generates my app and a xml (that I don't understand if is it useful).My question is if I can read the objective-c code that Flash generates.
I am looking to add some code to my xml file that will change the final font, size and colour in Flash Action Script 2. I want to be able to have the choice of a few font sizes, styles and colours. Below is the AS2 script so far, and the XML.
stop(); var myGalleryXML = new XML(); myGalleryXML.ignoreWhite = true;[code].......
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!