ActionScript 3.0 :: Adding A Or Taking Away A Tween?
Jul 16, 2009
I made a scrolling gallery of thumbnails. It extends for 25 frames, and has two buttons (play and rewind). I have it set up so that if you hold down on either button, you continuously scroll until you reach the end or beginning of the animation. Then, along the timeline, I have spots chosen for the scroll to stop if you are not holding down on one of the buttons.
What I want to happen now, is for the animation to easeIn to the stop points on the time line if you are not holding down on the scroll buttons, but play smoothly if you are holding them down. Does anyone know I way to do this?
I have built a SoundClass which handles my sound. Any time I want to call upon a sound, I call upon the class and its function. Problem is, there is like a buffering time or something. For instance, when I jump with my character, I am trying to play the jump from the SoundClass I created. It plays, but takes about 3 seconds. Btw, it does this regardless of if its in its own class, or in the same class I am calling it from. The jump.mp3 is only 4KB.
If I am in another class, I can call upon this by using "soundClass.jumpS();" It plays, but takes a few seconds. I have a trace on the function jumpS() and it traces immediately.
Shall i start second tween for a MC, its already a running a tween?
I have two red dots in my stage. Initially i start moving those dots from a position to another position, while tweening start i m calling a function for starting a new tween using "MOTION_CHANGE" class, In that function i m trying to make a blink effect to those two red dots., Not working..
Here my codes... ---------------------------------------------------------------------- import fl.transitions.*; import fl.transitions.easing.*; var MC:MovieClip=new MovieClip();
I have added a fly in right to a symbol and I want to add a fly out right after a certain number of frames. I've been through a tutorial on Lynda of the new CS4 tweening, but what I cannot figure out is how to add the second motion to the new motion tween. When I try to select the last frame or add a new keyframe past the last frame, Flash asks me if I want to replace the existing tween. I can't figure out how, like in classic tweening, to add a fade out, e.g., to the existing item after so many frames.
I'm querying the Rotten Tomatoes API for Upcoming Movies. For each movie returned, I'm creating an instance of MovieIcon (MC). I'm then adding this MC as a child of a Container MovieClip that's already on the scene. Each time, I'm incrementing the xPosition of each MovieIcon MC such that, they're positioned next to each other.My container MC has a mask applied to it, therefore any child objects that are positioned beyond the size of the mask, they're are hidden from view. How can I dynamically add a tween/easing animation between all these MovieIcon MC's so that when I hover over the Container MC, it 'scrolls' left or right, depending on the mouse motion?
I don't have much action script experience at all but If someone could point me in the right direction it would be awesome....I have an image gallery supplied from xml. I want to add a tween to each image as it opens, so far it works on only the first image, I'm guessing I need to create a mc for each image that is loaded so each mc can have a tween? I really need some direction this is what I have so far:
I am trying to create an effect where my movieclip appears to float in space-like a particle suspended in liquid. Actually, that's exactly what it is I've managed to make it randomly move around, but this code just makes it seem to jump around jerkily. I'd like to smooth out the transitions with a tween but am having a heck of a time figuring out how to do it.
Here's the code (mc is the movieclip):
var timer:Timer=new Timer(1000,100000000); timer.addEventListener(TimerEvent.TIMER, floatMC); timer.start();
created a movieclip with a motion tween and I added it to the stage with the following code: var pop:msgBox = new msgBox; addChild(pop); //the msgBox is the class name of the movieclip and the pop is the name of the instance of it the problem is that the animation isn't played correctly. for instance, I drew a rectangle and converted it to a movieclip symbol and then I reconverted it inside itself to a graphic symbol. I created a motion tween that enlarge the movieclip shape, but when I added it with the above code, it start to animate correctly but over its iteration it start to behave not correctly. it seems that flash pro adding a new instance in each iteration that overlap on the previous one.
Ok so I found this nice code over at Prototype. Its a function for Aligning to stage on Resize. [URL] It works really nice on its own but I was hoping to add some tweened easing as an additional optional parameter. (I posted there twice asking for help to no avail =( So I am asking here at Kirupa. What I wish to add is - implementing and adding an "easing" function as part of the current function. Something generalized to be called only if desired and the ability to set the ease type, duration, maybe prop etc.. (or whatever needed to make it work)
I have tried all kinds of things and below is as close as I can come (at least the only thing I can do to get the thing to move, although as you will see it works backwards and I can only get it to work using stage.width, stage.height, however I have tried newX oldX and all kinds of other things and cant seem to get things to move.
I have several objects on the stage and a MouseOver on any of these will add a menu popup child and tween it from off the stage. A MouseOut will tween the menu away and remove the menu with removeChild. Heres the bug: If I mouse out and then quickly mouse over the same object while the menu is tweening away before it has been removed, it doesn't add the menu again, and then on the next mouse out, it tries to remove the child menu, which isn't currently a child because it was just removed, and
I get the error: TypeError: Error #2007: Parameter child must be non-null. at flash.display:isplayObjectContainer/removeChild() at menucaller/tweenOffTimerEnd() at flash.utils::Timer/_timerDispatch() at flash.utils::Timer/tick()
Is there a way I can use an if statement to make sure that the menu is a child of the parent before removing it?
The searches that I did on this topic aren't providing me with any answers...that I can understand anyway. =*) Here's the situation.In the past, I did computer-based-training using "a different authoring tool." One thing I discovered I could do with that tool--which really opened up new possibilities for me--was to use that scripting language to create a snapshot of the current window and save that image as an object/class. Then I could access that object, resize it, save it to disk, and load it in later. The result--for my training at least--was a visual bookmark of their location in the training should they have to save and come back later.I would now like to do this with Flash.specificially CS4 and AS3.If anyone can point me in the right location to get started,For clarity, the steps are:
1: Take a snapshot of the current Flash window / Stage. I'm not concerned if the snapshot remains "in Flash" or goes to the Clipboard as long as I can get to it in the next step.
2: Access that snapshot from where-ever it's stored.
3: Process the snapshot and reduce it to a thumbnail, etc.
4: Save it to a file that I can bring back into the .swf at a later point. I'm not real concerned about the format of the file as long as I can bring it back in later. How do I save it? I would love to be able to save it to the user's machine but last I checked Flash won't do that sort of thing. Can I save it as a file on the server that the .swf is running from using perhaps a PHP call /script / page?
5: And, of course, recall the image to be used at a later point. I already have a pretty good handle on this from past experiments.
I'm attempting to take an image from a networked camera and store it as a bitmap. I discovered that flash didn't support MJPEG so I found a class someone had written that could talk to the camera and output on the screen. Then I edited it so that I could request the current image at any time and store it in a ByteArray.I've managed to load that ByteArray with a loader class and place it on the stage, but I'm not sure how to save that as a Bitmap?
I haven't played around in flash for awhile due to other projects outside of it taking up most of my time, but I'm trying to create a simple 4 digit count-up display that uses a sprite-like movieclip instead of a dynamic text field.
The movieclip has 0-9 layed out vertically and each interval basically shifts the movieclip instance up by 20 pixels. There are 4 instances of the movieclip on stage side by side.
I'm wondering if there is a simpler way to do this other than how I did. I honestly can't wrap my brain around this anymore without going insane, and just wanted to get some other opinions.
I am trying to format a raw date input which is coming from an xml. Forexample: the input data is coming like date: 20090602. I wanna make it year:2009 month: 06 day: 02. I could only think 1 way to do it: by taking out the certain digits and assign them to seperate variables, or just 1 date variable. how to seperate certain digits?
I have some xscale code that will distort my image between 98 and 60 degrees.
The code is updating the xscale position, I can trace the position of the MC and it is acting as it should. The code works if i have the movieclip being affected on the stage, however I'm trying to implement it inside a MC insidde another MC.[code]...
I have a slideshow posted at url....My client is saying it takes too long to load, and I am finding that it is loading all of the photos first before you can scroll through and view them. It's just not functioning properly.I wonder if someone could look at the actionscript and give me any suggestions? Maybe there's something else going on?I have attached the script from the original fla file.
I have implemented an image scroller. Now the client had reported that a few seconds are taking to load images. We have a local server. When we load images from it, it's not taking that much time to load images.You just copy the following code in a notepad save it as .html extension, which is the widget taken from client site.
Whenever I launch the Flash application or try to save or load a file, I get the "beach ball" for 30-60 seconds, sometimes a bit longer.I have plenty of disk space, plenty of memory.I'm on a 8 core Mac Pro with 10GB of memory, so I don't get it. It should load instantaneously just like Photoshop and In Design do.
Okay, so I've got a website I've been working on. I've finally figured out how to get the buttons to work, BUT, now, they're taking me to the wrong scene.like, say, it should take me to Scene 4, it takes me to Scene 2
I imported 12 mp3 files which run at 32kbits (the lowest for my mp3 recorder), and all totalling 404 kb and less than 1:30 of playing time, yet when I imported them they had my FLA file jump in size, from 6.50 mb to 25 mb. I have a major need for file size reduction here. Is there something I can do about this? I tried the compression tools in Flash but they didn't alter the file size.
We have a flex application and in that we have a screen that taking a lot of time to load, almost 60 seconds.Basically the screen is a very big form. I wanted to divide the form as a wizard but the client wants a single form with Vertical Scroll on. Now there are 8 sections in the form, each section has two form elements (so around 16 form components) but i have divided each section into a separate component of its own as some pieces are reused .So the whole screen is like Form - Divided into 8 sections Each Sections is an mxml components contained in a Almost each components contains two form components kept side to side in horizontal flow i.e something like that.This screen is taking hell of a lot of time to load. How should i speed it up, please tell the approaches.Also the main application doesn't take much time to load, this particular screen is loaded on the click of a button and on clicking the button the screen gets stuck because its taking a lot of time to load.
Is there any approach to take the snapshot of a drawing created in pure AS2 flash coding ? I tried to use Bitmapdata and bridge but bitmap works in as3 and bridge combines two swf together and communicate with them. Is there a way of doing screenshot in as2 ?
I've been busting my hump the last week or so on this project for my OOP/AS3 course and this past Sunday I realized that my approach wasn't going to work so I scrapped the better part of it and started over.
Our assignment is to create an XML based flash menu that demonstrates an understanding of the OOP patterns we've just learned. It was kind of a 'test the waters' project where he gave us a ton of tutorials and information and told us to make our best attempt at making sense of it so I'm certain there are more efficient ways to do what I'm doing, but that's a moot point.
We need to employ at least two patterns in our menu, though at the moment I'm just focusing on MVC so that I can get the mainUI working before I finalize the second part of the UI. It essentially flows like so:
The text scales terribly. So my goal is to take a snapshot of the text label at a large font, add it to the display list, set the scale to a 5th and then animate the scale up to 1. After that I have to set the text again and do it all over again.
This is a Flex app and that's where my question comes in. I don't know how to take a snapshot, then what to add it to (group?) and then how to erase it and start over again?
I have a main flash file that loads in a second swf. In the second swf I have two movieclips that have been exported as "vidplayer" and "vidplayer2" in the linkage.Each of these movieclips contain an FLVplayback component which automatically plays when the movieclips load. The movieclips are triggered by a .as file which is linked to the document class of the second swf.Anyway, the problem I am having is that I would like to put in a fullscreen button into my main flash file. When I click the fullscreen button, the video that is playing takes over the whole screen and all of the other graphics disappear. I would like the whole flash file to become fullscreen and not just the video.
After searching for a while I found that you can put in: FLVplayback.fullScreenTakeOver = false; (where " FLVplayback" would be the instance name of the FLVplayback component that is playing the video), to stop the video from taking over.My problem is that since my FLVplayback component is part of another SWF that is loaded in, and it's also part of two different linked movieClips that are controlled by a .as file. I don't know what instance name to give my FLVplayback components.