EDIT: In fact, it is working now (behavior changed with updated TweenMax...?!), BUT still, when I zoom with mouseclick, everything goes well. When I zoom with a keypress, the image is resizing... but if the image is not centered, the registration point (set to center of the image) - the image is moving - for no reason...
Different results with the SAME function, no parameters etc.
I have (what should be) a really simple little piece of code inside a moviclip, trying to get it to fade in and out in a loop. Here's the code (within the movieclip):
after i try to use it and publish as SWF, it not function and get error-->1172: Definition gs could not be found. only i realize that need a folder like a classes and import it. this is the website i found [URL]
I'm still relatively new to Java and Android development, so I'm still unfamiliar with the multitudes of libraries available for use, particularly for animation. Where I'm from (the Flash world), we have access to several 3rd-party tweening engines that make life very easy for us when we want to programmatically move things around the stage without relying on the (vastly inferior) built-in Adobe tween APIs. One of the most popular is Greensock's TweenMax
Looking at the way Android handles tweening natively, it appears to be very cumbersome compared to what I'm used to. I'm curious if there's a TweenMax-equivalent library out there for Android that makes animation sequencing equally easy to write in-code, with the benefits of smart intellisense, rather than having to write them all out in an external animation.xml file in the res folder.
I'm using Greensock's frameworkand everything worked fine until I tried to use one of the plugins. I'm just trying to get the bezier plugin to work on a single movie clip. My code looks like this:
var flakeMC:mcFlake = new mcFlake(); flakeMC.x = 12; flakeMC.y = 12;
i'm pretty new user with TweenMax and i have simple question. Usually using flash built-in TweenEvent i could get the object that is tweening, using e.target.obj. But then apparently i couldn't do it if i use Greensock TweenEvent, because it seems unable to retrieve the object as the property "obj" could not be found.
What should i write that is equivalent to "e.target.obj"?
I have two pics (pic1 & pic2) and I want them to fade in and fade out between each other forever.so basically I want this effect to repeat forever (pic 1 is currently on a higher layer than pic 2 so that it is the only picture that needs to fade in and out, but I'm sure this is not the best way to do it, especially if I add pic3):
im a former user of FuseKit, for the time being as i like more the performance of TweenMax over Fusekit, but i got used to the flexibility of Penner Easing Equations, is there a way to use them on TweenMax?
I tried fl.motion.easing.* seems to have all of the penner equations Expo, Sine, etc.So, is there a way to use them with TweenMax?maybe im not writting the syntax correctly i dont know here is my piece of practice code
Code: import gs.*; import mx.transitions.easing.*; import fl.motion.easing.*; function moveSq() {
So, the good news is that I've got this about 90% solved. Anyway, I'm trying to use TweenMax to have a drop shadow fade up on a Mouse Event (on a roll out). Everything works fine except for the shadow color. I've got it set to black (0x000000), but it's making a shadow that's the same color as the menubar sprite it's trying to shadow.
In other words: I've got a bright blue menu button, and it's giving it a bright blue shadow, despite the fact that I've got the color value set to 000000. Basically, I've got some code to put together the parts of the menubar (size, shape, text, shadow, etc.)
I'm trying to get onComplete (frame 5 in this case) to skip to a given frame after a series of animations. Here is what i have written so far. Shouldn't this work?
This may look like a long post but you may not have to read throught the whole thing... I have created a textfield within a loop and put it in a sprite called textHolder. I loaded images in the same loop and put them in a container called imageHolder. The containers are assigned to the buttons button created by the loop. This works all great. But the thing that I am having trouble with is being able to tweenMax one of the holders. for example:
I have a tweenMax that scales b1 (the first buttons created from the loop) by 3x. But I also need the text to fade out without the image fading out. So I tried just putting a tween on textHolder but nothin' happens! Maybe there is some rule here that I am missing that says I cant do that? If not, I dont know what I am doing wrong. here is some of my code:
I have an array of buttons on stage and a want when one if them is clicked to chage its tint.But when another one is clicked then the tint of the previous clicked button goes back to normal state , and eventually new clicked button's tint change.I am using this code
PHP Code:
var buttonsArray:Array = new Array(ai_btn, b_btn, c_btn); //Loop through the buttons array for (var i:uint = 0; i < buttonsArray.length; i++) {[code]...
I have an onEnterFrame function, and when the clip goes passed a certain x value, it tweens alpha to 0, and then on complete, it removes its listener and is removed from the stage ... here's the loop :::
I have 2 buttons.There is a MOUSE_OUT event for button 1 and a MOUSE_OVER event button 2.The buttons are right next to each other.Each event leads to a different frame.When the mouse moves from button 1 to button 2, both events get fired, first MOUSE_OUT and then MOUSE_OVER - but the MOUSE_OVER event cuts off the MOUSE_OUT event and doesn't give it a chance to fully execute. To be more clear, for each event, a function is called which has "gotoAndPlay(x)"(x is some different frame number for each)The gotoAndPlay() will go to lets say frame 437 and play exactly 2 frames.But when MOUSE_OVER is fired and it calls my function, it calls the gotoAndPlay() BUT it doesn't get to play the 2 frames.It gets cut off because the MOUSE_OUT gets fired which calls a function which then calls gotoAndPlay() and plays a different 2 frames. How can I allow the first 2 frames to fully play and then the last 2 frames?
I am having trouble wiring up an event listener to a fl.transitions.Transition.
Is it possible to somehow view all the events an object fires? That way I could check I am using the correct event (and possible view better ones to use).
I have a rollOver event on a pop-up button in flex. I want that the menu is opened on rollover. But if the user accidentally goes with the mouse over the component the menu should not be displayed. So on rollOver I want to start a timer (wait for half second) and than check if the user is still on the pop-up button (rollOut was not fired).
My example code so far:
private function rollOverMenu(event:Event){ rollOutNow = false; var shortDelay:Timer = new Timer(3000);
[code]...
The Alert "time is up" is never shown, any ideas why my timer event does not work?
I am working on Flex project these days and having java background. In my current task, same pop up is opened when two different types of custom events are being fired and I have to hide a button for one event type. So, how i can get event type.
As you can see, both events call the same function. In this function, I would like to create a new instance of a library object and then hide it, depending on the mouseEvent that fires:
PHP Code:
var ECMBox:MovieClip = new managerBox(); addChild(ECMBox);
On the MouseOUT, I would then like to remove that from the stage as such:
PHP Code:
removeChild(ECMBox);
I did it this way instead of firing two seperate functions because the second function has no reference to the object created in the MOUSE_OVER function and therefore cannot remove it. My question is this: Is there a way to determine in the function that is called, what mouse event called it? If I could get that, then I could set up a condition to create and object or hide the object, depending on what event was fired. Something like this:
I've just been working on a splash page/main menu for my game, and when tracing a value in the function fired when added to stage, I noticed it was tracing twice.After a process of elimination I found it was caused by some text inside a movieclip in the library.
This is literally my first time using MovieClips in AS3, as I generally just render everything manually, but I used one to knock up some quick text.When converting the text to vector graphics, the problem disappeared. Still the same MC being created and added, yet no problem. It was caused by the text.Doing away with MC's completely, embedding the required font and just using manual TextFields is my solution.Tested on 2 different FP10 builds by the way, same behaviour on both.
I have a strange issue in flash player 10. I have done a simple slider class that is clickable and in flash player 9 works great but when I test it in flash player 10, the list just dissapears. The example uses elements from an xml but the problem happens even if I attach a simple array of shapes instead of text.I have attached the example with the bug. I've included also Tweenlite for testing purposes and if you uncomment the line 95-96 of the [url]......
I'm trying to tween in a movie clip to alpha:1 using the code TweenMax.to(mc, 1.5, {delay:2.5, alpha:1});But this results in a smooth tween to around 50% or so and then it jumps to 100%.I have had this problem before but it's really effecting a project I'm working on for a client. Is this a problem with the Tweenmax?
Is there a way to get TweenMax to tween the filters of an DisplayObject where The filters are added in the Flash IDE.
I want to Tween between two states and it would be nice if I could do it without creating the two states with bitmaps and tween between them. One state with the filters and one without the filters. [code]...
I have some image Containers which hold a lot of images(10-100). Some of those Containers(Sprites) are off screens but are loaded and added. Through arrow keys I start a tween in the according direction.The tween is not smooth(stumbles) always the first time when a container comes on-screen. How do I get a smooth tween ?
I'm using TweenMax to animate some arrows to move when I roll over a link, and the animate back, when I roll out. But it's not working, it animates on rollover, but not rollout.
function boxLink(mc_function:MovieClip, mc_target:MovieClip) { mc_function.onRollOver = function() { var myTween:TweenMax = new TweenMax(mc_target,0.5,{_x:"2", _alpha:50,
While im working on simple animation like text rolling.. in that i created external xml for menus. As im new to flash im learning it from tutorial, but its not clear. I download tweenmax rar file. i dont know how to import that file into my project.
Basically I have a menu with submenus. The submenu is a Sprite with two children, one is a square for the background and the text on top. On mouse over, I can change the color of the first child, the background, but not the color of the text, the second child. Here is the code.
ActionScript Code: private function subMenuItemOver(evt:MouseEvent):void { TweenLite.to(evt.target.getChildAt(0), 1, {tint:0x9ca26e}); // Works TweenLite.to(evt.target.getChildAt(1), 1, {tint:0xffffff}); // Doesn't work }
The menus are created from an xml document and the color is assigned with TextFormat.
I have a class that I was using TweenLight for handling all the tweens but came across one tween I needed the extra capabilities of TweenMax for and had to import it. Should I now convert all the tweens to TweenMax and stop the import of TweenLite? Will having both imported slow things down or swell the file size any?