ActionScript 3.0 :: Telling When Alpha Tween Has Finished?
Mar 29, 2009I have got a button that is disabled and an alpha Tween that last for 300 frames, how do I enable the button when the Tween has finished?
View 4 RepliesI have got a button that is disabled and an alpha Tween that last for 300 frames, how do I enable the button when the Tween has finished?
View 4 RepliesHow 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.
View 3 RepliesIf 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!
When I click my button I wish one of mc's disapear completely(first alpha changes from 1 to 0) then removeChild.
import fl.transitions.Tween;
import fl.transitions.easing.*;
import fl.transitions.TweenEvent;[code].....
I dicided to use events but it doesnt work,
I have a mc that I want to trigger a few tweens when rolled over but I want two of them to only trigger when another has finished...
Code: Select allmain_inner_mc.addEventListener (MouseEvent.ROLL_OVER, mainRollOver);
function mainRollOver(MouseEvent):void
{
TweenLite.to(main_inner_mc, 2, {scaleX:2.5, scaleY:2.5, ease:Elastic.easeOut});
TweenLite.to(main_inner_mc.mainheader_mc, 0.5, {alpha: 0, y:100, scaleX: 0.25,
[Code].....
I have this bit of actionscript that tweens a movie in position and scale. It then attaches a movie from the library.
Code:
_root.info._alpha = 100;
_root.info.slideTo(20, 100);
_root.info.window.tween(["_xscale"],[140],1);
[Code]....
Whats the best way of waiting until the tween is complete before attaching this movie. Basically I want the attached movie to appear once info._x == 20.
I have a tween animation using the tween class and I want to attach an MC when the tween has finished. I Know how to attach a movie clip and everything I just need to know how to fire it at the end of the animation. I know I could always do this with a time line but I would prefer to keep it all code.
View 2 RepliesWhat I was looking for is a way to check if a tween has finished for BOTH clips. I thought I could try it like this:
Code:
;
import mx.transitions.Tween;
import mx.transitions.easing.*;
var xScaleT:Tween = new Tween(kText, "_rotation", Elastic.easeOut, 0, 360, 3, true);
[code]....
But I noticed that first the ending of xScaleT is triggerd after 3 secs. and after that the ending of XPosT 9 secs. later. What I want is for this.yoyo() to occur if BOTH xScaleT and XPosT have finished. There isn't something like 'onMotionFinishedAll' ?
I have a tween on this mc and after its finished its supposed to play "goal", a label inside it (code is on the main timeline and the label inside the mc). But, well, i dont know why but it doesnt.. Heres the code:
Code:
stop();
import com.greensock.*;
[code].........
I have a small problem, how it's possible to delete a tween effect after he has finished the tween?I use tween class, this is the code, and i want in frame 41 to delete the tween.
Code:
btn_sector1.holder.loadMovie ("sector1.jpg");
btn_sector1.buttontext.theText.text = "S E C T O R 1";
[code].....
I would like to go to a certain frame in my timeline after the last tween has finished! I know it most likely will have a "onComplete".
HTML Code:
import gs.TweenMax;
//what elsee?? =[
With the script below I am making a ball move from left to right and back. but when I rollover twice quickly, it also accepts the second rollover command. I would like it to accept that second rollover only when the first one is finished. I mean, I want the first to be finished before it accepts another rollover. I know it is simple to solve this with a tween using frames instead of as, but I was wondering if someone knows how to adapt the script.
[Code]...
edit2: Well I found out what was wrong. answered my own question. * Face-palm* sorry for this waste of space. (if you come across this randomly, my solution is answered at the bottom)Edit: While mulling over my code trying to find a solution, I noticed that when my .swf freezes as it is tweening out, an animated movie clip that is on the stage also freezes mid-animation. which brings me to believe that my problems may stem from the loading/creating image portion of my code. as a result, here is my loading function to supplement the code below:
function loadImage():void {
//if it's not already been loaded)
if ((currentImageNbr+1) > imagesLoaded || images.length == 0) {
[code].....
im building a class file that tweens an empty movie clip, containiing an attached mc, using the tween class. How can i make the script wait for the tween to finnish before executing the next function?
View 1 RepliesI have asked before but that was a week ago and ive changed alot of code. I am still having the same issue of trying to ignore MOUSE_MOVE while a tween plays and then reactivate MOUSE_MOVE on Finish. I have tried timers aswell to anticipate the finish with no luck as if i move some code a error #1009 happens.
I have alos tried motion_finished, if statements and even values with no luck as the code will just not function unless left as below.[code]...
I am trying to use the Tween class to first rotate an object and then after the rotation is finished, use a new tween to move the object off the screen. Here is my code:
[Code]...
The trace runs, just as expected, right after the first Tween completes. But the second Tween doesn't work. What am I doing wrong?
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?
created the gallery and made thumbnails vertical everything works fine except my tween for the thumbnails. i need help disabling the hit_up and hit_down buttons for the amount of time the tween is going on so someone can't click on the button till the tween is finished.
[Code]...
I have a line that starts invisible then becomes solid then invisible again. First keyframe is alpha 1%, should the two keyframes that follow next in the timeline where it shows as full strength colour be left alone, showing still as colour>none in properties, or should I choose alpha and 100% ? Last keyframe again sees it given alpha 1%. ( I was told dont use 0% as it causes flash more work !)What is best practice here? I have many of these to do so leaving keyframes as 'none' for colour would make life much quicker.
View 3 RepliesDoes anyone know of a actionscript that can tween something to alpha=0. Id like to tween something to alpha 0% from alpha 100% rather then do every single one manually. I have a thumnail box that changes images just thought it would be easyer to put a action on the timeline to fade it out rather then tween it one at a time.
View 2 RepliesI'm doing alot of banner ad's at the mo. So I'm using the old motion tween effect quite a bit... mainly an alpha tween... on imported bitmaps, and text. While the banners end up the way I want them, I've used alot of layers and alot of the time line. Is there a better way to alpha tween objects. Basicly, I've a movie clip, with alot of bitmaps and text, and they all have alpha motion tweens....
View 3 RepliesI'm trying to find the most easiest way to fade in and out a movieclip in AS3. What I did is this:
import fl.transitions.Tween;
import fl.transitions.easing.*;
import fl.transitions.TweenEvent;
[code]........
Using AS3, how do I create an alpha tween from one movie clip to another?
My thinking is that I can't use the timeline, because the fade is variable and event driven; e.g., the user clicks on one of many pics, and the stage alpha tweens from the current to the clicked.
I have a complex window I'm designing in code. It starts as a button-like thing and once clicked, expands out to a window with text, links, and other misc. stuff. I'm designing it with all the objects to start inside the custom object (extending a MovieClip) and use tweening to expand it all out. The expansion works fine, although it's admittedly ugly..I'm running into an issue when alphaing from nothing (the button is placed over text, completely alpha'ed out to start) to 1.0. It will only start to alpha in if I have the alpha start at greater than 0, even then, when it reaches 1.0, it is NOT full alpha as it should be. Here's what I'm doing, trying to keep what I suspect to be unrelated code out:[code]the alpha of the bg (a shape) is originally set to 0, this code gives me no alpha, if I start it at 0.1, then it gives me some ...what looks like 0.3 at the most
View 5 RepliesI am using the Fuse class [URL] for most tweens that I do, but I can't seem to target an array with the class.
Regardless all I'm trying to do is take this array (it actually has way more strings but you get the idea):
Code:
var clipArray:Array = new Array("full01_07", "full02_07", "full03_07");
And when I click a btn it fades out everything in the array to alpha:0.
Here is the code I use for fuse:
Code:
var hideClips:Fuse = new Fuse();
hideClips.push({target: ????? , alpha:0, time:.25, ease:"easeInQuad"});
hideClips.start();
i did try target:clipArray[i], it doesn't work.
I made the following AS tween that moves the MC from right to left. It should fade its alpha after the tween finishes. But it doesn't fade. Why not?[code]
View 1 Replies[URL]
The links on the site above have a nice alpha tween effect. It looks like the rollover fades out the alpha so that the links appear brighter. When you rollout the alpha reduces.
What would be the best/most logical way to do this? I presume you create some AS that contols the alpha tween and keep this on the timeline as a function. Then for each button you call the function.
So I have so parts of actionscript which I am figuring out on how to make them one. What I am wanting to do is move an object to the right and fadeout. Here is my code to animate right 10 pixels, this works perfectly.
[Code]....
If I have a movie clip that resides and plays in one frame, and I want an second (visible=false) movie clip to play on the same single frame as soon as the first is finished... what kind of event to I use? Do I have a frame action inside and at the end of the first movie clip that throws out some kind of event to tell the second to play?Basically, I have a menu (first movie clip) that alpha tweens up, then the buttons (second movie clip) to appear when the first is 100% alpha.
View 8 Repliesattempting to reposition an alpha tween on the stage.
i'd like to do this without creating another keyframe that changes the position of the alpha tween.