For some reason my TweenLite function won't work. Doesn't give any errors, but it just doesn't do anything and thus the onComplete function won't work to continue the script.
This object is blitted to the canvas by a renderer via the copyPixels method. The object is NOT a display object. It's a Score-object (self made). The Score-object extends an object called BasicBlitArrayObject. The BasicBlitArrayObject extends an EventDispatcher (therefore no display object).I tried to apply several different TweenLite-plugins to my tempScore-object (i.e. TransformAroundCenter, colorMatrixFilter, etc.). But nothing happens. Absolutely nothing.Sometimes I get error messages (when a plugin requires a display object and my object is NOT a display object). So far so good.
According to Greensock (maker of Tweenlite) his engine can tween ANY numeric property of ANY object. So when a plugin like TransformAroundCenter requires a display object for tweening I have to modify the plugin to get it working for my non-display object (tempScore). Currently I can't do that because it's way too hard for m
I have a vector circle and what to do the following: I'd like to animate it with tweenlite so it looks like a shockwave of an explosion. At first it fades in (from 0 to .5) and gets scaled and when it reaches half of the total animation time it fades out but it still gets scaled (hope you know what I mean). Currently it looks horrible because I don't know how to get a smooth transition from part 1 to part 2 with TweenLite. My animation stops when reaching the end of part 1 and suddenly makes a jump to part 2.
Total time of animation: .75 sec Total amount of scaling: 5
Code: part 1 of 2: TweenLite.to(blastwave, .375, {alpha:.5, transformAroundCenter:{scale:2.23}, onComplete:blastScaleFadeOut, onCompleteParams:[blastwave]});
part 2 of 2: private function blastScaleFadeOut(object:DisplayObject, time:Number = .375, scaleVal:Number = 4.46) { TweenLite.to(object, time, {alpha:0, transformAroundCenter:{scale:scaleVal}, onComplete:backgroundSprite.removeChild, onCompleteParams:[object]}); }
I have a vector circle and what to do the following:
I 'd like to animate it with tweenlite so it looks like a shockwave of an explosion. At first it fades in (from 0 to .5) and gets scaled and when it reaches half of the total animation time it fades out but it still gets scaled (hope you know what I mean).
Currently it looks horrible because I don't know how to get a smooth transition from part 1 to part 2 with TweenLite. My animation stops when reaching the end of part 1 and suddenly makes a jump to part 2.
Total time of animation: .75 sec total amount of scaling: 5
Code:
part 1 of 2: TweenLite.to(blastwave, .375, {alpha:.5, transformAroundCenter:{scale:2.23}, onComplete:blastScaleFadeOut, onCompleteParams:[blastwave]});
I have a vector circle and what to do the following:
I 'd like to animate it with tweenlite so it looks like a shockwave of an explosion. At first it fades in (from 0 to .5) and gets scaled and when it reaches half of the total animation time it fades out but it still gets scaled (hope you know what I mean).
Currently it looks horrible because I don't know how to get a smooth transition from part 1 to part 2 with TweenLite. My animation stops when reaching the end of part 1 and suddenly makes a jump to part 2.
I seem to recall something about pass-by-reference and the Greensock TweenLite class. It's the only thing I can think of that is causing this bit of code to be not working as I intend:
for (var i = 0; i < 10; ++i) { addItem(); } public function addItem():MovieClip { var item:MovieClip = getNewItem();
[Code]...
The trace is outputting the values I expect: an incremental sequence where each number is greater than the last (by the height of the item). However, what I see visually is that all the items end up at the same location (as if newPosY were the same for all instances of the tween.)
The only thing that comes to mind is that newPosY is being passed by reference, so each instance of the tween is actually referencing the very same value. Am I missing something? Or do I need some kind of closure to isolate the scope of my tween property's value?
I have a vector circle and what to do the following:I 'd like to animate it with tweenlite so it looks like a shockwave of an explosion. At first it fades in (from 0 to .5) and gets scaled and when it reaches half of the total animation time it fades out but it still gets scaled (hope you know what I mean).
Currently it looks horrible because I don't know how to get a smooth transition from part 1 to part 2 with TweenLite. My animation stops when reaching the end of part 1 and suddenly makes a jump to part 2.
Total time of animation: .75 sec total amount of scaling: 5
My movie publishes fine in FP9. When I try to publish in FP10 (so I can use unloadAndStop() ) I get a pile of 1009 errors and many of my Tweenlite instances won't work. Is there something obvious I'm missing here? Are there big differences between FP10 and 9?
Its pretty simple what im trying to achieve.I have a MC on Stage, which im trying to tween to different X coordinates.I've set up four TweenLite.to sequences, however for some weird reason only one is being triggered - what am I doing wrong?
I'm having this trouble with Tweenlite. I downloaded it and started to use it since it was quite easier to do the tint morph, and that part works great! However, one thing I've noticed is that for some reason, If i activate more then one thing that has a function at a time, it will freeze up most of the time.
For example. When you click on one of the links in the Nav Bar, it uses Tween Lite to scroll to the page you selected, with out trouble. So after I had done that, i wanted to make it so that Upon rollover, the Links in the Navbar would change color. Now they both still do what they are told yet 90% of the time one of them freezes, whether its the page that scrolls halfway and stops, or the color on the link halfway to its final destination color. Is there a known fix for this or is this the tradeoff?
After I finish a tween, I would like to change my variables, then only my mouse movement would have start to run some functions, but it seems like the onComplete function fired immediately messing all the things out. Isnt't that onComplete function will only run after an action is done? Any other way to like after running the Tween.to line of code, only it will ran the 2nd line changing a variable?
stage.addEventListener(MouseEvent.MOUSE_MOVE, movevC); public static function showSection(obj:DisplayObject):void {; var sect2X=((obj.stage.stageWidth/2)+(obj.stage.stageWidth/4))+lg.width; var sect2Y=((obj.stage.stageHeight/2)-(obj.stage.stageHeight/4))+lg.height; switch (obj.name) { [Code] .....
I am trying to combine TweenLite with some of my own functions. Now for testing I have this: Code: function playGeb(indG):Void { if (indG < 8) { clearInterval(restartG); gebArr[indG].play(); [Code] ..... but after the arrow is in place the function hello() isn't been called. I already tried adding, onCompleteScope:this TweenLite.to(arrow_mc, 0.3 , {_x:118,_y:30,onComplete:hello , onCompleteScope:this});
I am doing a custom function like TweenLite.to, but there is one problem. I cast that function on many objects. And they all move a little bit differently. It only happens when I don't do Math.Round(bonus_move). If I use numbers for example 0.58. It moves every stage child differently on about - 0.05.
Here's my function: Code: Select allpublic function moveTo(child, speed, px, py){ // configurable var movement_accuracy = 20; var delay_duration = 2/(movement_accuracy/10) ; var movement:Timer = new Timer(speed*12.5*delay_duration, movement_accuracy); movement.addEventListener(TimerEvent.TIMER, timerListener); function timerListener (e:TimerEvent):void{ [Code] .....
I've been developing my current project some more and when testing it I received this message:
"TypeError: Error #1006: apply is not a function. at com.greensock::TweenLite/renderTime() at com.greensock.core::SimpleTimeline/renderTime() at com.greensock::TweenLite$/com.greensock:TweenLite::updateAll()"
It happens after the same amount of time every time. what's causing it?
I have a set of Cue Points in an FLV I'm playing. It's an interactive quiz, so the idea is that flash will change a variable, theAnswer, to a different letter depending on which question it is. The answer to question 1 is B, question 2 is D, etc. Either the cue point event listener isn't working, or else it is working and Flash isn't declaring the variables. 1120: Access of undefined property theAnswer. I literally can't find a single problem with my code. I have an almost identical Event Listener further down which works.
I am working with AS3 to build a very simple mp3 player on my site. So far the play and pause button work fine, but when I try to move the slider then click the pause button, it doesn't pause, and then clicking the play button again causes it to play a new file.I'm assuming that for some reason when I call the playMp3 function from my MouseEvent, it's within an object or something and not at the root, so it's like loading a new sound file, but I don't know how to fix that.URL...
I've written the function below which is called when a button is clicked. I want to change the character image being displayed and change the number_txt variable each time the button is clicked.This works in the first instance (if char 1 is visible it hides it, makes char 2 visible and changes the variable as required). But having done this it wont work the other way (hide char 2, make char 1 visible, change the variable as required)I can only assume I'm missing something in the way the Else IF function should work? If there is a better way of scrolling through 4 or 5 'character' images and updating the variable each time.[code]
When I tell Flash to go back frames the buttons cease to work, in other words, the button only works once. I've tried tracing it to find the problem and when I tell it to go back frames it won't run the function. I'm using actionscript 3 on Flash CS4.[code]
I try to get the addCallback function to work but I don't get a working result. I allways get a js error 'callback is not a function'. I tried to put it on my local-webserver, to fake a domain name (www.localhost.de in hosts file).
hive just started actionscripting instead of tweening so be gentle. i use mx 2004 but i cant get the trace function to work.., here is the code form a kirupa tutorial...
_global.myvar=5; trace (_global.myvar);
why does this not work?i thought it shud display 5.
By chance does anyone know if there is a way to make a set function for my class that will run regardless of what variable is being set? like if someone does..anInstanceOfMyClass.anyVariable="whatever";it will always run function X.I want my code to have a function that runs every time someone tries to set the value of a variable in my class, or create a new variable that does not even exist yet in the class.
I tried using this code because I need some mc to scale, others to fade, and others to move; but it won't work. It only allows the last function to work (in this case alpha).
I'm making an educational software by AS3.I call "part1Act()" from frame1 and everything works very well.But when I call the same "part1Act()" from the frame 58, flash throw me this error.
I only called the same function from different time frame.The script I wrote is following.
//--------------------- code ---------------------------------// var progressBar:progressBarL=new progressBarL(); var context:LoaderContext = new LoaderContext();context.applicationDomain=appDomain;var ldSnd0:Loader = new Loader();var ldSnd1:Loader = new Loader();var ldSnd2:Loader = new Loader();var ldSnd3:Loader = new Loader();