ActionScript 3.0 :: Avoid The Starting Delay When A New Tween Added?
Mar 22, 2011
I am using GTween to tween multiple tweens one after the other (Ex: casino slots). I am tryng to give the effect of reel spinning in casino slots. First, started with two tweens for 3 symbols per each tween, 1 tween will be shown on the screen and other will be added above it which is not shown as the reel shown area is masked. I am trying to add new tweens on completion of each previous tween, but due to the starting delay when each Tween is added, there are showing some gaps between the symbols in reels.
how to avoid the starting delay when a new tween added.
I 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 simple tween that runs over 50 frames, there is no stop action so it loops, just what I want. I have placed an invisible button over the tweened animation, now here's my question: When I click on the invisible button the animation stops and when I click on it again, it restarts. So that's it really, can this be done? I know how to stop the animation by putting a stop in the action script, so I am looking for some actionscript that works on an alternative click method if I am making myself clear? Example: First click stops it, second click starts it, third click stops it fourth click starts it - this goes on forever.
this might be an easy question but i have not found the answer. i want a MC to move vertically upwards and then stop. i have the code below but this tweens downwards. i tried changing the -30 value but it doesn't seem to change the starting point. import mx.transitions.Tween; import mx.transitions.easing.*; var xPosT:Tween = new Tween(kText,"_y", Bounce.easeOut, -30, 56, 3, true);}; xPosT.onMotionFinished = function() {};
I've been looking for a way to delay a Tween using the AS3 Tween class instead of Tweener, Tweenlite, LMZ, etc. Most of the responses I've found declare Tweenlite the easiest and requiring the least amount of code. I finally found a solution for the Tween class:
Code: // the masking code; import fl.transitions.Tween; import fl.transitions.easing.*; var twn:Tween = new Tween(my_clip,"width",Regular.easeInOut,1,300,1,true); twn.stop(); // stop the tween right away, setTimeout(twn.start,1000); // start the tween after 1 second;
And that's it. I wanted to share. One of the challenges I face in my agency is handing off code to someone else who doesn't have any of the tween libraries installed so I have to walk them through it. The Flash Tween Class is not so bad, if you ask me.
I coded a website menu to xscale each navigation item for 1.5 seconds when you rollover it. The problem is if you place the cursor on the edge of the item it repeats the xscale tween over and over again. You can view the nav at [URL]. Is there a way to set a delay between tweens so it diesn't start the next tween until the previous is finished? I tried adding a delay but it only performs the tween once.
Here is my code: bannerservice_mc.onRollOver = function () { if (tweenDelay != true) { var scaleBannerRolloverService:Tween = new Tween(bannerservice_mc, "_xscale", Elastic.easeOut, 50, 100, 1.5, true); tweenDelay = true; [Code] .....
I have a number of cases where I have a tween happening in ActionScript, but I would like it to happen after a delay from the event that triggers it. At the moment I'm creating this delay by having a tween that does nothing (eg. an "_x" tween for which the start and end points are the same) and then using tween1.onMotionFinished = function(){to create the one I really want. Is there a way to create this delay more neatly?
I use laco's tween class for a button color fade. A bit like on the Laco navigation itself : [URL]
It works, only, when the mouse moves a little too fast over the button, it delays, like the mouse didn't went over that button, what gives a pretty annoying effect, like a bug... this is the code I use :
menu1.onRollOver = function () { this.colorTo (0xFF0099, 0.1); }
I am having trouble figuring out the best way to delay a tween if a mc is still tweening? I tried setInterval but couldn't figure out how to make it work at least in this context... i have several functions that might be causing the slider_mc to be tweening at any moment (including this one...), and i need the buttons to respond (eventually) to the users press even if they hammer it... but if they do the tween gets interupted and starts from some uneven _x and gets out of alignment. It should only be moved + or - 100 pixels at a time....
I use laco's tween class for a button color fade. A bit like on the Laco navigation itself : [URL] It works, only, when the mouse moves a little too fast over the button, it delays, like the mouse didn't went over that button, what gives a pretty annoying effect, like a bug... this is the code I use :
I am new to Action Script. I have created a simple tween letter animation in AS2. There are two letters (a and b) on the stage that I have to animate and display one by one. Now both are displayed at a time. x and y position of each letter also has been set. Can I set time delay between first and second letter? I have attached my fla. file.
I have created a simple tween letter animation in AS2. There are two letters (a and b) on the stage that I have to animate and display one by one. Now both are displayed at a time. x and y position of each letter also has been set. Can I set time delay between first and second letter? I have attached my fla. file. ActionScript Code: import mx.transitions.Tween; import mx.transitions.easing.*; a_mc._x = 137; a_mc._y = 215; [Code] .....
I have a question regarding TweenMax and the way it tweens MovieClips. Here is what I have.
1. I have a rectangle movie clip on stage (width:20, height:20). When you click it, it expands (to width:650, height:350) and gets a 3-d function attached so it reacts to mouseXY position (like Lees 3-d photo tutorial). This part works fine.
2. I click it again and it retracts to its original small size (width:20, height:20). This also seems to work fine.
Problem: When I click it again it expands (to width:650, height:350), but when the 3-d function gets added it starts tween all weirdly shape and not the way it is intended.Here is my class
I want to know if there is a way to add an ease function to a movieclip that has a tween added on the stage already? is there a way to specify the number of frames that I want it to ease? For example, say my tween runs for 25 frames, but I want the easeIn to only last for 5 of thoes frames, and resume it's normal speed for the last 20 frames.
I am trying to make an object tween from its starting location to the location of a mouse click. I have a script, but it has a very annoying ease to it.I would LIKE the object to mantain a certain speed during while traveling from its starting location to the mouse click location.
I am using a Flash AS2 template for a PayPal shopping cart on my site. As the code is now, a new shipping charge is added to the buyers total for every item added. I would like it to have only 1 shipping charge, no matter how many items are added!
I want to create a function based (not frame) delay of about 10 seconds to the function at the start of a flash movie, the code only needs to run once.I'm very new to actionscript and have been given links to SetInterval and SetTimer examples but they all seem to be very complex.The function is below. I believe it's possible to add the commandTimer(delay:Number, repeatCount:int = 0) how me to a simple example.
It seems it isn't possible at runtime to change styling defined in CSS files, ex.: colors. This is seemingly because the CSS files are compiled into SWF. Is it possible to externalize styling information in CSS (or any other format) without compiling it to SWF file so that it can be changed easily at runtime just as normal CSS can be changed when it is used in HTML.
I have a movieclip, a square, which I would like to have moving around on stage, avoiding the mouse if you "chase" the movieclip. all the threads I have found have been with Actionscript 1.0 or 2.0. I tried converting it to AS3, but failed.
stage.addEventListener(Event.ENTER_FRAME, avoidTouch); function avoidTouch(event:Event):void { var distx: int = noTouch_mc.x - mouseX;
[code]....
Im stuck. I want to make it calculate the distance from the mouse to the NoTouch_mc and if it gets below a certain number, make the noTouch_mc move away from the mouse.If it could be made so it never leaves stage, that I'd like to incorporate too, but wouldn't I have to consider sinus and cosinus to an angle to make it turn?
iam using following code to scroll map. when scrolling horizontal or vertical, it scrolls perfect without any jerk(stutter) but when scroll diagnol this stutter happens.
Code: function scrollMap(){ var p = {x:0, y:0}; var minX=(stageW/2)-32; var maxX=(stageW/2)+32;
I'm doing simple program to design kitchen. I'd like to avoid overlapping my movieclips but i dont know how. It means that when you drag movieclip - it would stop when it meets another movieclip. In others words, movie clip can be anywhere but not on the other movieclip.
I am creating a menu with nested MCs, of course, and the parent MC is using a RollOver action. The problem with that is: all other nested MC's RollOver action are not detected. I know you can use a mouse hitTest as a work-around i.e.: Code: onEnterFrame = function(){ if(this.hitTest(_xmouse,_ymouse,true)){ //do whatever }} But I'd like to avoid using that if possible.
every time i click on a button called create, an avatar is added to the stage. The positioning of each avatar is random and every picture is resized to fit 95x95 pixels.How can I check if I have positioned an avatar over an existing one? I am trying to avoid positioning them in the same space.
I currently have a login form in flash that needs to pass variables to a PHP script. That part works fine. The problem I am having is that when Flash passes the variables to PHP, it also passes the style of the input text.
For example, instead of passing "atomstore", it passes "<TEXTFORMAT LEADING="2"><P ALIGN="LEFT"><FONT FACE="Arial" SIZE="12" COLOR="#000000" LETTERSPACING="0" KERNING="0">atomstore</FONT></P></TEXTFORMAT>".
This does not match the "atomstore" in the database and results in an error. Any way to get rid of all of these tags?
im creating a menu with nested MCs, of course, and the parent MC is using a RollOver action. The problem with that is: all other nested MC's RollOver action are not detected. I know you can use a mouse hitTest as a work-around ie:
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.