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.
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] .....
Or at least that's the impression I'm getting. Locally in Flash, it all seems to work fine. When I open it in Safari or Firefox, it messes up some of my functions, and I THINK it's because the onChange function fires twice. Just can't figure it out.[code]Then changePage2() comes into play, but the problem is before this apparently.when I go to the URL directly, or when hitting the back button. It goes wrong when the change is triggered inside the movie.
Is there any way to differentiate between the origin of onChange events?
I understand that both come from the browser (or more specifically, the javascript side of things), I think, but my app specifically requires me to separate the two, as not all app change events will fire a new title/url (but still need to be processed in the same way as the ones that DO fire new title/url changes).
This goes against Rostislav's suggestion [URL], but I just don't see any way around it.
I'd basically only like to process the onChange events that come as a result of entering a URL directly, OR using the back/forward/history entries....and keep all other navigation happening in Flash separate.
Step 2 for me is to populate a second comboBox with a particular year from the model choosen from the first comboBox. I know I need to use the onChange event, but am not exactly sure where to write this within my script? I also am not so sure about the way I am writing my XML to pull out the <Year>XXXX</Year> to populate the second combo box.Step 3 for me is to allow the user to press the "ENTER" button to launch the applicable URL that corrilates with the model (first comboBox) and year (second comboBox) chosen by the user.AS3 Code:
import fl.controls.ComboBox;import fl.data.DataProvider;import flash.events.Event; // Dynamically adds the combo box(s) to the stagevar model_dp:DataProvider = new DataProvider(xmlData)
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've got an inputfield.OnChange Event Handler.When someone types a letter, i want the letter to become 0, then 1, then 2, and so on until 9 and then i want the letter to be there.And when they click on another letter, same effect happens.so at the end if i typed, "testing", each letter scrolls 0-9 like a roll dial and settles on the letter typed.What i've managed to do is make it work, but if i type at normal speed and not slow, i end up getting something like: t32t43g
The timeline swf itself (the core of the site) is being loaded into a wrapper swf, as one of the requirements is that this timeline can be used elsewhere, in other projects. This wrapper, however, will have some additional visuals that pertain to a stand-alone version of this timeline. As a result of never knowing exactly where this is going to be used (either a subchapter in another flash website, or as a stand-alone site by itself), I've decided to dump all of the swfAddress code into the wrapper, in a child class of it. To handle the navigation changes, I'm dispatching custom events (from the timeline) with parameters that describe the nav changes, which gets picked up by the parent wrapper, which then calls a function in the swfAddress child class for handling.
Also done in this swfAddress class is the parsing of the URL onChange event (when a browser back button button or history changes the nav, rather than a Flash button). This, too, dispatches an event with info about the parsed URL, which the wrapper is picking up and then calling a function in the timeline's API to make the necessary changes.
whenever i tween something to x or y using tweenLite, it tweens it to the coordinates realtive to the object itself, how to i tween something to coordinates on the stage?
I'm creating visual effects using TweenLite, which currently only manages the tweens for me, can I also attach a sprite at a specific time? (using "delay")
Basically I want to use TweenLite to attach/remove sprites apart from just tweening existing objects.
I'd like to remove objects via removeChild after Tweenlite has finished tweening. But it doesn't really work because my objects are still in the DisplayList. I can't figure out the problem so I would be very happy if someone could help me out with this problem.
Code: //TweenLite.to(sndText, .5, {alpha:0, onComplete:removeChild, onCompleteParams:[sndText]});//does not really work; still in DisplayList TweenLite.to(sndText, .5, {alpha:0}); TweenLite.to(musicText, .5, {alpha:0});
I just found out today that Adobe's Tween Class is very inefficient compared to Jack Doyle's TweenLite of [URl]. Is Adobe revising their tween classes for CS5 or is it not worth to look into?
Can you tell me what the quickest code is to go from frame 4 to frame 5 with a 6 second pause on frame 4?, I can't figure it out and I have a deadline today! Heres the current code on frame 4... this isn't working, not familiar with
I have a simple animation where 5 objects animate via TimelineLite. However, I can't find a way to have better_mc animate over top of the other 4 objects.. Here's my code:
import com.greensock.*;import com.greensock.easing.*; var timeline:TimelineLite = new TimelineLite(); timeline.append(TweenLite.to(better_mc,2,{alpha:1,
Why I can't add pixelfumes reflect after I tweened the movie clip using tweenLite (greensock)? The reflect worked fine before I started tweening but disapeared after. No errors are thrown. [URL]
public function addTween(mvclp:MovieClip):void { mvclp.y = 720 + (mvclp.height/2) mvclp.x = 730 TweenLite.to(mvclp, 1, {y:360, ease:Back.easeOut, onComplete:addReflect()}); function addReflect():void { var r1 = new Reflect({mc:mvclp, alpha:50, ratio:50, distance:0, updateTime:100, reflectionDropoff:1}); }
I have a movieclip with the mesurements of a rectangle. When the application is launched the movieclip is being scaled before placed on the stage as following.
menu.width = 400; menu.scaleY = menu.scaleX;
this is a smaller size than the original. the position of the movieclip at this moment is in the middle on the x and top of the stage on the y. when i click iti would like to do a tween with tweenlite wich scales it to its original(bigger) width and height and position it in the center of the stage on x and y.
the problem is when i position it with tweenlite, it gets done according to its old scale and not according to its new(bigger) scale so the movieclip isnt placed in the exact center of the stage.
I tried to compensate by adding a bigger number on the position so it gets positioned in the right way. But when i click it again i would like it to rescale to its beginning scale and position so it would be very messy to compensate again. Is there any easier way to do this kind of tween?
im trying to tween a sprite to new 3D coordinates (x,y,z) using AS3 and i would like to use TweenLite to do it but i don't know how?Im not a very experienced programmer, i only started to tackle the 3d possibilities of flash 10 and Tweenlite has been far for my animations.I've been trying to use the QuaternionsPlugin like this:TweenLite.to(myMc, 2, {quaternions:{orientation:new Quaternion(x, y, z, w)}});There's the x,y,z properties but i couldn't figure out what w stand for.I tried an example with the Sprite class below but when i compile it, it says : 1180: Call to a possibly undefined method Quaternion.
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