IDE :: How To Tween Instances Using Transitions With Loop
Dec 5, 2009
I have created 4 movieclips and named (instance) them box1, box2, box3, box4 and shuffled them with the following code:
var vector_name:Array = new Array("box1", "box2", "box3", "box4");
function shuffle(a,b):Number {
var num : Number = Math.round(Math.random()*2)-1;
return num;
} var shuffled_vector:Array = vector_name.sort(shuffle);
trace(shuffled_vector);
How can I tween the instances using fl.transitions.Tween with a loop. I tried the following but did not work..
btnPlay.addEventListener(MouseEvent.CLICK, startMotion);
function startMotion(me:MouseEvent):void {
btnPlay.visible = false;
for(var j:int = 0; j < 4; j++) {
var twSlide:Tween;
[Code] ......
I need to do some work with some custom tweening and I understand how I'm suppose to do it.However CS5 is not able to resolve my import statements.I have import fl.transitions.Tween;import fl.transitions.easing.*;and both of these cause an error. The error is "definition fl.transitions.Tween or easing could not be found"The import statements are turning blue so flash is recognizing the path and I am able to import other fl components like fl.controls and fl.events. Why is my program unable to resolve these imports and how can I fix i
As code, simply trying to make things fade in and out namely :- homepage_mc which is a movieclip on my main stage. Fades in Fine on startup, but when the button mybuttons.homebutt is pressed i get no response.
I try to use setInterval and Tween Class // Flash 8.One time I move the circle on certain position and second time (what I dont know how to do it) I need to move the circle back on original position.
I'm running Flash Builder 4 that came with my Adobe Master Suite CS5 group of software. I'm trying to implement a flip animation that uses the following packages:
but I'm getting compiler errors for each of those lines:
1172: Definition fl.transitions:Tween could not be found. 1172: Definition fl.transitions:TweenEvent could not be found. 1172: Definition fl.transitions.eashing:Strong could not be found.
I found some references other people discussed regarding CS3, but I'm on cs5 (and this machine never had cs3 installed, I started with cs4 and upgraded to cs5).
Do I need to explicitely tell Flash Builder where to find these packages? Are they not standard to the Flash Builder 4.0 Standard build?
I'm developing an ActionScript mobile project for Android. When I add the following import, compiler says that is not found. import fl.transitions.Tween; How can I use Tween with mobile projects?
I want to do is a map of russia with circles on it, denoting cities, where dealerships of my company reside. So the european part is so adlomerated that it would be insane placing city name in there, so i though of making a script that would make the circle grow onRollOver and shrink it onRollOut (which I made, based on some exmamples on [URL] - as said before - total noob) and would make the city name come out or appear onRelease. I can't figure the onRelease part.
NOTHING. The buttons/circles are all instances of one movieclip with unique names, placed in an array. So on load the init() function fires off, which takes care of onRollOver and onRollOut methods and SHOULD take care of the onRelease part, but I can't figure out how the code should be like.
I'm trying to create a simple loop that adds a random number of stars, fades them out and removes them.The script I've come up with does everything but remove them, and perhaps I need a less on adding children to a stage.
I need a way to make the movie clips unique so I can tell my oncomplete function to remove the property clip, if I don't do this the movie will eventually slow down and crash because of so many (invisible) movieclips.
I'm learning how to tween instances using AS and not the timeline but I've run into a rather odd little problem regarding Alpha fades. It seems that the instance I'm fading in only remains on screen for a while (a minute or two) and then promptly disappears. Similarly in a simple slideshow I've made (where the images just fade in over the top of one another) the second rotation runs without a fade in/out.
Here's the code I'm using attached to the instance:- On clipEvent (enterFrame); instance = +10
- loop through the Grid array and place each tile on the stage
- assign RedBall a random Grid coordinate and places it on the stage at that coordinate
I want to be able to click RedBall, which will create a border around the tile beneath RedBall, and create borders around the tiles above, below, to the left and to the right. BUT, I don't want to reference the tiles by their distance in pixels from RedBall or from each other; I want to reference the tiles by their coordinates in the Grid array. So I want to:
- get the coordinates of RedBall
- use those same coodinates to reference the tile at the same coordinates in the Grid array
- use the tile's coordinates to reference the tiles above/below/left/right
- apply a border to all these tiles
What's the best way to reference an instance of a tile? Should I apply a name to each instance as it's created in the loop? like myTile.name = "tile"+i+"_"+j; ? If so, how do you reference that instance later? Just tile1_3 ? Do you have to prepend it with root, or stage, or the class it was originally created in? Do you have to use getChildByName? OR, can you still reference it later without having given it a name?
There's 3 boxes I'm indexing through with a timer. They disappear in sequence. How do I make them reappear?
boxes disappear in sequence 1-3
var pink:Array = ["","boxInstance1","boxInstance2","boxInstance3"]; var timer:Timer = new Timer(555); timer.addEventListener(TimerEvent.TIMER, onTimer);
[Code]....
I'm not to particular about the sequence they disappear and appear, but it need to keep going in a loop.
I'm trying to create a vertical column of images in a mc that can be clicked. I've added listeners to reposition them once they load, but right now they are overwriting each other. I'm not sure how to rename the object and listener vars for each iteration. [code]...
I'm trying to parse an XML file, and use it to create instances of a custom class the fly in actionscript 2. (can't migrate to 3 for this project).I'm trying to make something happen like:
Code: for (var i:Number=0; var<n; var++) { instanceName="MyObject"+i;[code].....
Which doesn't work.When it's all done, I need to have n objects named MyObject1, MyObject2, ..., MyObject(n).
Here's a piece of script I would like to condense into a single loop where the number of instances created would be dynamic:
Actionscript Code: //create instances of Door objectvar door_1:Door = new Door();var door_2:Door = new Door();var door_3:Door = new Door();var door_4:Door = new Door();var door_5:Door = new
I'm very new to Adobe Flash CS5.5. Can you create a common instance EG: "Enemy" and then control it like so: Enemy.x += 1; So that all instances of Enemy will move forward one pixel each frame? Instead of just one enemy? If this is not possible could I set up some sort of array of enemies like you can in C and try something like: int EnemyNo = 1; for(EnemyNo = 1; EnemyNo < 5; EnemyNo++) { Enemy[EnemyNo].x += 1; } Does Flash even support "for" loops?
i am creating a certain amount of instances of a class-object (called Jaar).When i click on one of them, I would like to change a value (isSelected) in all the instances of this class.How can i do this?So far i have this (simplified version) :
basically i want to create ten balls on the stage. I have a balls.as file which uses the drawing api to create a circle within it. also within the balls.as file there is a public variable.[code]how would i go about finding out: if you click one of the balls it traces that balls life.
Ok what i want to do is to put MORE than one instance of a MC on stageFor that i try to create a name to the MC inside a (FOR) loop (working)what dident work is to put multiple instance of it on stage.Seem preety basic but i can figure it out
function generateHex(e:MouseEvent) { tileSet.x = tileSize;
- loop through the Grid array and place each tile on the stage - assign RedBall a random Grid coordinate and places it on the stage at that coordinate
I want to be able to click RedBall, which will create a border around the tile beneath RedBall, and create borders around the tiles above, below, to the left and to the right. BUT, I don't want to reference the tiles by their distance in pixels from RedBall or from each other; I want to reference the tiles by their coordinates in the Grid array.So I want to:
- get the coordinates of RedBall - use those same coodinates to reference the tile at the same coordinates in the Grid array - use the tile's coordinates to reference the tiles above/below/left/right - apply a border to all these tiles
What's the best way to reference an instance of a tile? Should I apply a name to each instance as it's created in the loop? like myTile.name = "tile"+i+"_"+j; ? If so, how do you reference that instance later? Just tile1_3 ? Do you have to prepend it with root, or stage, or the class it was originally created in? Do you have to use getChildByName? OR, can you still reference it later without having given it a name?
I'v been toying with this for a few weeks now and I'm trying to find the best way to animate several instances of an object created by a for loop thru an ENTER_FRAME function.When the function runs only 1 of the 3 instances that were created animates.
var balloonArray:Array = new Array();var balloon: hotAirBalloon;var xVel: Number = -3;var yVel: Number = -4; addEventListener(Event.ENTER_FRAME, startBalloons)
So I know that if I want to create an instance of a movie clip called part01Roads from the library I do this:
Code: var part01Roads_mc:part01Roads = new part01Roads(); addChild(part01Roads_mc); part01Roads_mc.x = -22379; part01Roads_mc.y = 317;
Well I want to take this one step further if it is at all possible. Lets say I have 100 different movie clips labeled in a sequence: part01Roads, part02Roads, part03Roads ..... part100Roads. Instead of rewriting the above code 100 times, can I make a loop to do this?
In the library of the FLa I have a symbol that is exported for actionscript with a class name of 'aClip'.I am placing multiple instances of it on stage as follows:
Code:
for (var i:int = 0; i < 10; i++) { var myClip:aClip = new aClip(); myClip.x = 0; myClip.y = 50 + (50 * i); }
Each myClip will move across the stage at 1 unit per frame. If I only had 1 instance on the stage I would implement as follows:
Code:
//make an enterFrame listener for the stage this.addEventListener(Event.ENTER_FRAME, moveClip); //make a function for the listener[code]...
The problem I am having, is getting this to work for the multiple instances generated in the for loop.
I thought would be coded like this: var sp:Sprite = new Sprite(); sp.graphics.beginFill(0xFF88CC); sp.graphics.drawCircle(0, 0, 50);
[Code]....
however, I realize even tho im looping that addChild method, its still adding sp, so do I add a new naming convention in the loop, or should I be adding these instances to another display object.... this seems like such a simple thing to do yet I cant figure it out, I also want to randomize the x and y, but this first seems to be the issue I need to address.
I thought this would be simple but for some reason I'm having all kinds of problems. Why won't the for loop create a new c instance each time the loop increments, like it does for sHolder and s? ...And, assuming it is possible to make it do this, how can each instance be given an identifier that can be accessed dynamically, like sHolder and s in the traceSomething function?