ActionScript 3.0 :: Tween Movieclip From Current Position After Previous Tween
Mar 17, 2011
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]
var manTimer:Timer = new Timer(1000,14); manTimer.addEventListener(TimerEvent.TIMER, moveMan); function moveMan(e:TimerEvent):void {[code]....
I just need to make the tween's position relative to it's current position, as opposed to starting at the stage's 0 position then moving the the stage's -40 position. It needs to start at its current position the move -40 from that position.
I want to know how do you get the current x position value of the tween object during the animation? I want to move a movieclip across the stage, but at a certain x position, i.e. x=600, a new movieclip is added to the stage and chases behind the first one. My current code looks like this:
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'm working on a AS3 and Box2D game with moving platforms. The platforms are animated in Flash, and in actionscript I can read in their current position and adjust the physics bodies to match.However, there's always a delay, where the animation is one frame ahead of the physics. I wanted to fix this by reading in the clip's current position, storing it for later, and then putting the clip back to its position at the last frame.
But when I do this, it systematically refuses to budge. I coded up a simple test with a single moving box to test the idea, and I get the same problem ("movingBox" is a symbol that animates a single "box" symbol within it):
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'm using flash CS4.) I've created a movie for my home page, which can been seen at: [URL] In the movie first there are pics of a building, then my drawings of a building, and finally words that fade in. This consists of three jpegs that I turned into symbols, to get them to tween. The problem is when the words fade in. I tried doing this two different ways, and only one worked, but there is a flaw in it. To get the words to fade in I copied the drawing jpeg and put the words on it, and then saved it as a separate jpeg. Unfortunately, the tweening out of the jpeg #2 and the tweening in of Jpeg #3 with the text on it don't sequence perfectly so you will notice that the center building fades out a little bit as the words fade in. My second attempt was to make a symbol of just the text in the proper location, while not using a background, but when I converted it into a symbol, it took on the same size background as the stage, and thus covered up the everything as it tweened in, and I was left with just text at the end of the movie. ...I know I've probably worded this poorly, because I don't know all the flash terminology yet. .
I am attempting to create a motion tween between two keyframes. The image is the same...the first keyframe has the image set to an alpha of 0 and the second keyframe some 20 frames down the timeline is set to an alpha of 100%. The keyframes are on the same layer. The image has been transformed to a symbol. Yet when I double click between the two keyframes and create the motion tween so the image will fade from 0 to full view at 100% nothing happens.
I don't see the familiar arrow that normally indicates a motion tween between the two keyframes. I've created this transformation a thousand times before but don't understand what is different in CS4 that isn't creating the tween. When I double click on a frame in between the two keyframes it indicates I can remove motion tween so, it makes me believe the motion tweening has been set but, it isn't. I am quite frustrated and don't understand if I haven't set something in the preferences so the tweening will work or just what is going on.
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 want to tween between two integers. Example: I buffer 360 frames (images). I want to skip to frame 100 (from frame 1), but I want to use ease to make it look better. All I need is to tween an integer that I will use for the current image displayed. So far so good, but I'm not getting how to update my image in the tween:
I've got a movieclip which I am tweening around the stage to various positions, depending on what buttons the user presses.My problem is, that currently each time the user presses a button, the movie clip shoots back to it's original position (placed on the time line), then tweens to the new position dictated by the button.
This is not what I want..I actually want the movie clip to tween from position to postition (not shoot back to it's original position each time).. I guess I need it to remember where the movie clip currently is, and then move to the new position..
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.
Do you know how to rewind a tween. but I dont want it to just snap back to the beiginning. I want it to yoyo back to the beingining without actually yoyoing many times. you know what I mean?this is the code I have which make the beginning motion I want:
public function imageSelectR(e:MouseEvent):void { myTween = new Tween(imageLoaderHost, "z", Regular.easeInOut, 0, -100, 1, true); myTween.addEventListener(TweenEvent.MOTION_FINISH, imageSelectL);
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'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 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.