ActionScript 3.0 :: Tween Getting Stuck Before Complete?
May 12, 2009Code:
function _tween(_mc:MovieClip, _to:int, _x:int){
var _twx1:Tween = new Tween(_mc, "y", Regular.easeOut ,(_to-80),_to,0.4, true);
[code].....
Code:
function _tween(_mc:MovieClip, _to:int, _x:int){
var _twx1:Tween = new Tween(_mc, "y", Regular.easeOut ,(_to-80),_to,0.4, true);
[code].....
When you arrive on the page the navi buttons are not completed/stuck. Out of 70% of the time the same thing happens when you refresh the page/resize the window.
View 1 RepliesI am having problems with the scripted Tween as the motion does not always complete and therefore does not let the rest of the script execute. Why these Tweens are not completing? I have a few of them throughout my program and they are all doing the same. I have to "Test Movie" several times before I get lucky and they complete and then the program runs fine. I have them all set to under 1.5 seconds as I read somewhere that there this might happen after this time. I am using IE 8 I'm not sure if that has anything to do with it.
View 3 RepliesI have the below code changing the y and height properties an mc instance (l_mc). What I am having trouble doing is detecting when the tweened y property is finished, then starting a y property tween of a diff. object (r_mc). I seem to get a big delay (even when I remove the height tween). Is there any way to detect when the tweened y (or any prop.) property has finished, without a delay, and start another animation?
var twMover1:Tween;
var twMover2:Tween;
lt_btn.addEventListener(MouseEvent.ROLL_OVER, expanding);
lt_btn.addEventListener(MouseEvent.ROLL_OUT, condensing);
rt_btn.addEventListener(MouseEvent.CLICK, leftClick);
function expanding(e:MouseEvent):void {
[Code] .....
I have a tween called fadin_Tween_1 and would like to create an eventListener for for COMPLET.
View 1 RepliesIn AS 2 is there an on complete handler for tweens?For example I'm using something like
Code:
new Tween(_root.mainClip.galleryFace, "_x", Strong.easeOut, _root.mainClip.galleryFace._x, -imgPosition[p], 1.75, true);
[code]......
I don't seem to get the dispatch event working when i use atween. I tried before an dispatch Event andthat worked great. My working example:For example i have a class called LoadImageAnd inside this class i have:
loader.contentLoaderInfo.addEventListener(Event.COMPLETE,
completeHandler);
private function completeHandler(event:Event):void {
[code]......
In my scene I have 4 movie clips. Each clip has a stop(); in the first frame, then an actionscripted tween in the second frame. I also have 4 buttons in my scene which trigger the movie clip tween to play from the 2nd frame.
Anyway this all works fine, the buttons trigger the tweens. What I want to happen now is when all 4 of the tweened movieclips have finished playing, the next swf will load. (this is part of a multi-swf animation, each swf will be hosted online)
im trying to make an event listener for a when a tween completes, and im not having any luck, any advise
my script
function startmove(event:KeyboardEvent) {
switch (event.keyCode) {
case 17 :
if ((blasts>0) && (blown)) {
[code]....
how can i make it call the removebomb function after the tween is completed?
how can i let a move clip complete his motion tween movement after dragging and dropping it
i am using this code and there is a motion tween applies to the movie clip r_mc
[Code]...
I have a movie which is serving as a button.When you rollover the image, it grows, and stops.When you rollOut, it shrinks, and stops.This code works fine. The Problem:When you scroll the mouse over quickly, the animation get stuck and doesn't execute the rollOut code.This is most likely because the first rollOver action hasn't yet completed.Here's my code:
thumb_test_4.onRollOver=function () {
this.gotoAndPlay(2);
}[code]....
I made a test where I download a file using URLLoader - something like this:
[Code]....
in the middle of the downloading process I physically disconnect the internet connection. the download stalls - but after aproximately 30 seconds downloadSuccessful is invoked, although only half of the data was downloaded. how can I make sure that the data to be downloaded is complete and correct?
I am loading in binary files with the url class which can be quite large 10mb + and it works fine on my server but another server I am testing on it can sometimes not work. Sometimes it will not load the file and other times it will only load about 20% and it throw a complete event??? Then of course other times it works fine. This server is https maybe that has something to do this it?
View 0 Repliesimport fl.transitions.Tween;
import fl.transitions.easing.*;
var homemanTween:Tween = new Tween(homeman_mc, "x", Elastic.easeOut, 1000, 50, 3, true);//frist tween
var adobeTween:Tween = new Tween(adobe_mc, "alpha", Regular.easeOut, 0, 1, 3, true);//second tween
how can I animate the 2nd tween after 3 seconds when 1st tween stops.
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.
View 1 Repliesi am wondering if there is a way to put a delay (seconds) on the flashs' native tween class like you can on the laco tween engine... such as
[Code]...
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.
View 2 Repliesmy 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:
[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.
[Code]..
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]
View 5 RepliesI'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:
ActionScript Code:
import fl.transitions.Tween;
import fl.transitions.easing.*;
import fl.transitions.TweenEvent;[code].....
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 have four dynamic text fields, each saying 'Left', 'Right', 'Up' and 'Down'. When my main character hits an object, the respective directional text is blanked out (i.e. if the character hit an object on its right, the 'Right' text would display nothing). Here is the function below:
[Code].....
I've been working a few hours on getting my text box to gain focus when i t's added to the stage. I'm having no luck. Here is what I have so far and this code seems to place the cursor in the text box but I cannot type.
var textFlow:TextFlow = si_box.email_txt.textFlow;
textFlow.interactionManager = new SelectionManager();textFlow.interactionManager.selectRange(0, 0);textFlow.interactionManager.setFocus();
In the tmbLoaded function all I had to do was place the if/else statement after photoBmp and photoBack creation and remove the tween inside the if/else statement. Also, I was advised to not use a global variable for TweenLite because I need not worry about garbage collection using TweenLite.
Original Issue
I'm working with an image gallery and the first image in the transition ends up stuck near the bottom of the file, but the remaining images fly right into place.
I have a sneaking suspicion it may have something to do with my positioning somewhere or with my tweening. I added a global variable thinking it may have something to do with garbage collection causing my tween to partially stop, but that didn't solve the problem. It's just that first image when it transitions onto the stage. After that, everything works perfectly. Even the click transition.
This is part of my final project and given that I get this fixed, everything will finally be working. Everything is built using as3, so you could just copy and paste it, if you'd like. Except, of course, for the xml (which I'll post in a comment), the url button which is imported from the library, and the text format which can be faked with any embedded font and exported as Myriad.
var fileNameArray = new Array();
var urlArray = new Array();
var targetArray:Array = new Array();
[Code].....
I got the code from someone else's flash file and heavily modified it. The MAIN problem is that when the wheel hits zero rotation, the code tells another mc to jump to a frame and do the collisiion check. The problem is this code is in an onEnterFrame so the code has the mc jump to the frame over and over in an endless loop. I need to somehow get that part of the code OUT of the onEnterframe but I cant seem to make it work.[code]
View 1 RepliesI recently intiated in a project where the user will be scrolling through a slide show and when they click a particular image they will be taken to another frame where they will be able to view the details of the product in the right and in left a 360 degree view of the product will be displayed and the user can view all the products by clicking next and previous button on top everything works perfect for me but i am having a big issue with the 360 degree rotation where when the user enters the first product the he will be able to view the its corresponding product and its details, but when they when they click the next or previous button the details of the product changes but the same product remains there ie the product one remains there it does not change to its corresponding product view each time the user has been forced to reload the page to view the corresponding product I have displayed below the xml code
xmlData = new XML();
xmlData.ignoreWhite = true;
xmlData.onLoad = loadXML;
[code]....
I have a swf within a html page. There is a function that opens an html page when an object gets to a certain x position. However, when the object gets to that point the new html page (in _self) opens over and over again and get stuck in a loop. Any way to escape this loop and what would be the best way to trigger this new html page to open when the x position of the object is true?[code]
View 3 Replies