ActionScript 3.0 :: Tween Not Working When Within TweenEvent Handler
Jul 19, 2007
I have an interesting problem here that I can't figure out. Here's the problem: This code works:
[Code]....
As you can see, I want the object to move in the x direction, then once it's done that I want it to move in the y direction instead of just doing both at once and going diagonal. One thing that is "interesting" is that the trace still spits out the word to the output window. But the object in the end has only moved to the x destination and never gets to the y.
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Similar Posts:
Oct 24, 2009
I've got something like this: Tweener.addTween(captions.getChildByName("captionL ine_"+i),{x:0,time:5,transitio n:"linear,onComplete:ready})
function ready():void{
trace("Ready!")
}
How do I have to alter this, so that I can trace the name of sprite on which the tween has been applied to? Some kind of event.target.name stuff, but how would the syntax need to look like?
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Apr 24, 2008
In 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]......
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Mar 6, 2011
I looked at some tween event handler tutorials but couldn't figure out how to get it to work with the below. I copied the tween code and paste it in a frame that has an animated character. I want the character to run across the screen and after the tween is finish I want to be able to jump to a different frame.
[Code]....
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Feb 4, 2007
I'm having some difficulties on checking when an animation in a movieclip is finished. It's not a tween, otherwise I could make a tween handler with the "onMotionFinished"-property. My situation is different.My movieclip has 60 frames with each frame containing a 3D image. These 60 frames make the impression that a die is rotated in 3D.How do I check in the actions of my scene (root) when the animation is finished?
I already tried making an interval that constantly polls if a variable "finished" is set to true (which the movieclip sets to true on its last frame).This solution isn't really accurate enough due to the interval number.Setting the interval to 1 millisecond won't do any good either.Is there a listener object or something else that makes this possible?On my last frame of the movieclip is a stop() statement which might be polled by a listener?
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Aug 9, 2009
its a simple 6 thumbnail gallery with coded tweens. Once a thumbnail is clicked then its attached larger image is meant to display on the screen, this seems to only work after the first click of a thumbnail once the image appears then is clicked it dissapears, and this function only used to work once but now it only works twice, exept the second time around the larger image cannot be removed from the stage, could it be a swapDepths issue?here is my code, i have only fully coded the first thumbnail top left. find attached my swf for the file,
stop();
import mx.transitions.Tween;
import mx.transitions.easing.*;
[code].....
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Jul 17, 2009
I'm using a progress bar component in a movie clip and this progress bar works loading an external movie clip. However, once the external clip is loaded, it seems the "complete" event is not registering with the object listener. This is what I have:
ActionScript Code:
this.createEmptyMovieClip("FOB", _root.getNextHighestDepth());
var progressBarListener:Object = new Object();[code].......
The code a little more complicated than this in that there is an array that stores some information and a setInterval command that calls the loadContent function loading each external movie clip. I can past the entire code if necessary.Also the progress bar component is set up as thus: in the main movie (root) there is a movie clip called progressBar. Within progressBar the component resides with a variant name of PB.For some reason, when the external clip is finished loaded, the progressBarListener doesn't seem to be called.
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Nov 21, 2011
sw1 = text input
asw1 = text input
My problem is that is sw1 when I put in "188" it gives me "28.73" instead of "209.43". If I put in "2" it gives me "28.73" instead of "21.78". So it really doesn't work. My other "If" "Else If" statement works.
Code:
protected function sw1_changeHandler(event:TextOperationEvent):void{
// TODO Auto-generated method stub
if (sw1.text <= String ( Number("18.325")) && sw1.text >= String ( Number("1"))){
(asw1.text = String ( Number("21.78")));
} else if (sw1.text <= String ( Number("24.83")) && sw1.text >= String ( Number("18.326"))){
[Code] .....
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Jul 23, 2010
Trying to implement the new FP 10.1 Global error handler into my projects but no matter what I do any uncaught error will still show up the Exception window (both in debug and release versions of the SWF). All I want to do is to prevent these popups but instead send a message to my logger. Here's my code ...
EDIT: I simplified the code now. Could somebody do me a favor and test the following class and see if it's works for him? Because it's doesn't for me! ...
package
{
import flash.display.Sprite;
import flash.events.UncaughtErrorEvent;
[code]....
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May 19, 2009
I have question about eventListeners been overwritten in a ENTER_FRAME event.I have an event that gets called on ENTER_FRAME which is creating a new twn every time but the tween is been saved in a temporary variable.The tween also adds a listener every time for the MOTION_CHANGE event.Does this MOTION_CHANGE event have to be removed every time so the events don't build up or are they garbage every time a new tween is created.Here is an example of a snippet of my code. Obviously there is many ways to do this but my code is setup this way for a larger reason.
Code:
addEventListener(Event.ENTER_FRAME, onUpdate );
private function onUpdate(evt : Event = null ) : void
{[code]..........
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Jun 6, 2010
I'm making a Flash website. I've got a TweenEvent, and after that, I want Flash to show me a different screen (keyframe, labeled "een"). What command should I give then?
I'm not sure about the bold line. Which command do I give instead of the WhatToEnterHere, or do I have to do something completely different?
This is my script so far:
stop()
import fl.transitions.Tween;
import fl.transitions.easing.*;
import fl.transitions.TweenEvent;
[Code].....
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Sep 9, 2010
I'm trying to get the clip on which the tweenevent was applied when TweenEvent.MOTION_FINISH is triggered. evt.target is always in the scope of the event/tween and never about the clip.
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Dec 29, 2010
The logic of the code is as follows (pseudo):
function X {
switch
1) tween1 -> on tween finish launch onTweenFinish();
2) tween2 -> on tween finish launch onTweenFinish();
[Code]....
results in: ReferenceError: Error #1069: Property name not found on fl.transitions.Tween and there is no default value.
What I want is to process all three tweens in a single function, but I need to know which tween it was. It is of course possible to make three separate functions, one for each tween, but that is just not proper.
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Feb 3, 2010
I found this post on the Actionscript.org forums about TweenEvent dispatches not happening consistently.
I've come up against a similar problem in the past. The first thing to check is that the Tween instance does not go out of scope. For example (this is pseudo code).[cod]e...
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Aug 26, 2011
How would I go about accessing the object I am moving with a tween through TweenEvent? or is this even possible? I think e.currentTarget will give me the tween object instead of the movieclip it is controlling, but I'm not sure.
Example:
ActionScript Code:
var tweens:Array = new Array();
[code].....
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Apr 7, 2009
I'm trying to tween two movie clips and when they are finished, make them resume to the next frame. How do I do this or make it work!?
Here is my current code:
import fl.transitions.Tween;
import fl.transitions.easing.*;
import fl.transitions.TweenEvent;
[Code]....
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Aug 26, 2011
How would I go about accessing the object I am moving with a tween through TweenEvent? or is this even possible? I think e.currentTarget will give me the tween object instead of the movieclip it is controlling, but I'm not sure.
Example:
Code:
var tweens:Array = new Array();
var aryObjects:Array = {mc1,mc2,mc3,mc4};
function someFunction():void {
for(var i:int = 0; i < aryObjects.length; i++) {
[Code] .....
Is it possible to access current mc the tween is moving through TweenEvent here? If not possible, how would I pass the current object in the loop to the function? I had one idea of creating a function within the addEventListener line and passing both the event and current object, but it is not working for some reason.
Code:
tweens[i].addEventListener(TweenEvent.MOTION_FINISH, function done(e:TweenEvent){tweenFinished(e,aryObjects[i]);});
I know that Tweener or TweenLite would work well but I want to do this without using them.
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Sep 28, 2008
can u pass a variable when launching a function with an event?if so... how would you write the function body?
function removeObj (???????):void
{
removeChild(getChildByName(name));
}
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May 27, 2010
I have :
//-----Class File
import mx.transitions.*;
import mx.transitions.easing.*;
[Code]....
This code is within a class and the problem is that the "myMovieToAnimate" movieClip animates the first time around but when the tween finishes, it does not call the AnimateScreen() function again, why is this.
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Oct 4, 2010
I am new to flash and working on creating a simple animation. I have the objects ready, but problem is I can't seem to get motion tween working. Following this, I tried a very basic motion tween just increasing the size of text from one frame to another and can't get even this to work. I followed the basic steps, converted the text objects to symbol etcetera. What is seen is for frames 1-9 there is no change and in frame 10 there is sudden change in size. I also notice that there is no 'arrow' observed in the tween as shown in a sample tutorial.
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Jan 3, 2011
I have a tween in my .fla that isnt working properly. I have 2 buttons, Start and Yoyo. When I click the "Start" button the tween runs. Clicking the "Yoyo" button play the tween in reverse. All fine, but when I press the "Start" button again after I've ran the animation twice the animation always run in yoyo mode. What my problem. Code:
import fl.transitions.Tween;
import fl.transitions.TweenEvent;
import fl.transitions.easing.*;
[code]......
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Feb 8, 2005
I am having trouble with this button. The first half of the tween doesnt work but the second half does. It only does this when I add the code
link._visible = 0;.
This is to make the alpha completely disappear.
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Feb 18, 2009
As code, simply trying to make things fade in and out namely :- homepage_mc which is a movieclip on my main stage. Fades in Fine on startup, but when the button mybuttons.homebutt is pressed i get no response.
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Oct 7, 2009
I just can't figure out why a simple movieclip is not performing as expected.
Here's what happened:
In my MAIN SCREEN, I placed a a movieclip and named it "mainnav_mc" and on my ACTIONS layer, I placed a script on the frame that will eventually play the movie "mainnav_mc". This is the script: mainnav_mc.gotoAndPlay("show");The clip is suppose to fade-in but it seems that MOTION TWEEN is not working. I tried to create a test MC and still it's not working.
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Dec 24, 2009
I want to create an image slideshow. When the user clicks the next button, I want the current image to fade out and the next image to fade in. I'm using Loader to load images, using .load(new URLRequest("imagename.jpg"). When the first image loads and next button is pressed, the image fades out just fine. The problem is when the second image loads. the image loads, but doesn't fade in, it just appears without the tween. Here is my code:
Code:
import flash.display.MovieClip;
import flash.events.MouseEvent;
import com.greensock.*;
[Code]....
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Aug 11, 2009
Whenever i try to run the attached code i get an error: 1046: Type was not found or was not a compile-time constant: TweenEvent.
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Jan 5, 2011
If I have this line of code:
var myTween:Tween = new Tween(contHolderMain, "alpha", None.easeNone, 0, 100, 100, true);
contHolderMain's alph value should move from 0 to 100 in 100 seconds, but it only take about 5.
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Mar 25, 2009
The website I'm creating has a large map picture (mcMap) and a crosshair (mcLines) that moves to a different location, depending on which button is clicked. I used a Switch statement and the Point and Tween classes so the user can click from one to the other and the map and craosshair moves.
However, when a button is clicked...sometimes, at random, the map and/or crosshair goes to the wrong location and/or the MC that is supposed to appear doesn't. The issue is very random, so I'm lost as to what may cause this.
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Aug 20, 2011
I have a situtation trying to get a motion tween to work. It woeks in the time framw when I hit play but when I go to test it does not work.
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Jun 18, 2009
Is there any reason for a tween to randomly stop itself mid-tween? The animation works 90% of the time but sometimes it just stops while the animation is going. I'm curious if the Tween class has some known issues or if I've done something wrong... I've been working on this project for about a month now so its already a pretty hefty piece of code(everything else works), but this one little thing is frustrating because I can't recreate it (since it happens randomly) but it will happen at least once within a given session.
What it does:Cycle through an array of dynamically added images on the stage, checking if any of their tags(array) values matches a selected value. When true it executes the animation. When false does nothing. like I said 90% of the time it works fine but that random 10% is really bugging me.This code exicutes on a mouseClick of a MC. The MC name is the "activeTag" valueThis code does work, no errors and it properly traces the correct variables when asked. it is just the tween that is giving me problems.
Code: Select allfor (var t:int=0; t<imgnameCO.length;t++){
if (arrayHas(activeTag, imgNameCO[t].tags)){
rotateImageX2=new
[code].....
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