Actionscript 3 :: Closure To Make TweenLite Example Work As Desired?
Nov 12, 2011
I seem to recall something about pass-by-reference and the Greensock TweenLite class. It's the only thing I can think of that is causing this bit of code to be not working as I intend:
for (var i = 0; i < 10; ++i) {
addItem();
}
public function addItem():MovieClip {
var item:MovieClip = getNewItem();
[Code]...
The trace is outputting the values I expect: an incremental sequence where each number is greater than the last (by the height of the item). However, what I see visually is that all the items end up at the same location (as if newPosY were the same for all instances of the tween.)
The only thing that comes to mind is that newPosY is being passed by reference, so each instance of the tween is actually referencing the very same value. Am I missing something? Or do I need some kind of closure to isolate the scope of my tween property's value?
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
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.
I have a vector circle and what to do the following: I'd like to animate it with tweenlite so it looks like a shockwave of an explosion. At first it fades in (from 0 to .5) and gets scaled and when it reaches half of the total animation time it fades out but it still gets scaled (hope you know what I mean). Currently it looks horrible because I don't know how to get a smooth transition from part 1 to part 2 with TweenLite. My animation stops when reaching the end of part 1 and suddenly makes a jump to part 2.
Total time of animation: .75 sec Total amount of scaling: 5
Code: part 1 of 2: TweenLite.to(blastwave, .375, {alpha:.5, transformAroundCenter:{scale:2.23}, onComplete:blastScaleFadeOut, onCompleteParams:[blastwave]});
part 2 of 2: private function blastScaleFadeOut(object:DisplayObject, time:Number = .375, scaleVal:Number = 4.46) { TweenLite.to(object, time, {alpha:0, transformAroundCenter:{scale:scaleVal}, onComplete:backgroundSprite.removeChild, onCompleteParams:[object]}); }
I have a vector circle and what to do the following:
I 'd like to animate it with tweenlite so it looks like a shockwave of an explosion. At first it fades in (from 0 to .5) and gets scaled and when it reaches half of the total animation time it fades out but it still gets scaled (hope you know what I mean).
Currently it looks horrible because I don't know how to get a smooth transition from part 1 to part 2 with TweenLite. My animation stops when reaching the end of part 1 and suddenly makes a jump to part 2.
Total time of animation: .75 sec total amount of scaling: 5
Code:
part 1 of 2: TweenLite.to(blastwave, .375, {alpha:.5, transformAroundCenter:{scale:2.23}, onComplete:blastScaleFadeOut, onCompleteParams:[blastwave]});
I have a vector circle and what to do the following:
I 'd like to animate it with tweenlite so it looks like a shockwave of an explosion. At first it fades in (from 0 to .5) and gets scaled and when it reaches half of the total animation time it fades out but it still gets scaled (hope you know what I mean).
Currently it looks horrible because I don't know how to get a smooth transition from part 1 to part 2 with TweenLite. My animation stops when reaching the end of part 1 and suddenly makes a jump to part 2.
I have a vector circle and what to do the following:I 'd like to animate it with tweenlite so it looks like a shockwave of an explosion. At first it fades in (from 0 to .5) and gets scaled and when it reaches half of the total animation time it fades out but it still gets scaled (hope you know what I mean).
Currently it looks horrible because I don't know how to get a smooth transition from part 1 to part 2 with TweenLite. My animation stops when reaching the end of part 1 and suddenly makes a jump to part 2.
Total time of animation: .75 sec total amount of scaling: 5
My movie publishes fine in FP9. When I try to publish in FP10 (so I can use unloadAndStop() ) I get a pile of 1009 errors and many of my Tweenlite instances won't work. Is there something obvious I'm missing here? Are there big differences between FP10 and 9?
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 have a error TypeError: Error #1007: Instantiation attempted on a non-constructor but i can't figure out what i am doing wrong. I have a class that declares a static closure that instances the same class.
I need to detect browser/tab closure from within a flex application in order to delete the session information in the server. I'm familiar with JavaScript events but I was wandering if there is an event in flex for application unload or something of that sort ...
On occasion, I have wanted to push a closure onto ActionScript's event stack so that it will be executed after the current event handler. Right now I use setTimeout(closure, 0). Is there a more direct way of doing this?
I have a button object that I need to scale to align with the variable width of an array of images.However, when I set the width in code, the button does not actually become that width. Tracing out the width gives me the correct value, but on screen.. it's off.
I've proved it to myself by scaling the same button object manually in the properties pane and visually comparing. Both of the buttons below have a width of 410.
I'm having a problem with sounds in AS3. I'm using the following code.
ActionScript Code: sound = new Sound(new URLRequest("mytrack.mp3")); channel = sound.play();
If i want to skip to a certain location in the track, say 1/2 way through, i then use
ActionScript Code: channel.stop(); //stops old sound from continuing sound = new Sound(new URLRequest("mytrack.mp3")); channel = sound.play(location); // location = time in ms to start from
I've noticed by using loading bars, that in most browsers, if the song has not fully downloaded, it restarts downloading from 0 and then when completely done, plays at the desired point. If the song HAS downloaded, it quickly loads (as if downloading from 0 to complete in about 1/2 second) and then plays from the desired point.
My question: Is there a better way to seek to a position in a song, that would stop this strange behavior?
I am trying to make a sprite button with graphics and can't make it work. I have successfully added text fields so I know the path is correct. I suspected my code was correct and confirmed it should be, after reading several tutorials showing the process for creating sprite buttons with graphics. Anyway, I imported nearly every class on Earth, but certainly everything which needs to be. Stage is gray and 800x600.The graphics code by itself with appear, but not when linked to the sprite. Also, the sprite won't appear no matter what. Another interesting piece of the puzzle: nothing will trace, not even objects such as textfields which actually appear and function on the stage when I text the code.
public class ContactClass extends Sprite { public function ContactClass() { var home_btn:Sprite = new Sprite();[code]....
The following code works fine but always this external .SWF file stays on Top ot other Layers. How can I bring it down to the desired level (Say, if I have 10 layers and I would like this external .SWF on 5th layer).
[code]var mySwf1:SWFLoader = new SWFLoader("AnalogClock.swf", {width:225, height:225, container:this, onComplete:completeHandler1}); mySwf1.load();
I'm sure this has been addressed before, but I'm going a bit crazy here. I have a button that I want to go to a frame labeled "start" but in Internet Explorer it snaps back to the button's frame. I don't know what's going on. I've done this a hundred times before and it's worked. Is it because I'm in Flash CS4 saving as Flash CS3 - in Actionscript 2?
Ive got a few plroblems with this project at the moment. Ive got the function to colour tween the shapes through actionscript. As you look through it seems ok but im trying to get all 3 boxes to change colour. Unfortunatley i can only get one to change. When looking at the functions called by the buttons the second box seems to take priority over the first one. How can i get all three boxes to change to my desired colours?URL...
I have tried to figure out how to get an animation to pause at a desired frame after a click rather than just stopping it at that exact frame or putting a stop action at the desired frame. My goal is to have a movie sequence play continuesly and when a user so desires he/she can click and stop the movie, but rather than stop it while it is in transition at that exact frame, the movie should continue to a point where it is logical for the movie to stop.(example: the movie is at frame 2 when the user clicks, but instead of stopping at frame 2 it continues to frame 10, and then stops) Then on another click the movie will continue through it's sequence as it was before. I would like to use a MC, onClipEvent to handle the script in Flash MX.
I'm trying to make a player with EQ, get the data in the Sound object, but for some reason with the desired point to play it I can not play it right from the start of the track.
_out_snd.addEventListener(SampleDataEvent.SAMPLE_DATA, processSound); _channel = _out_snd.play(pos); function processSound(event:SampleDataEvent):void { _samples = new ByteArray(); var len:Number = buf[trackDesc].sound.extract(_samples, BUFFER_SIZE); [Code] .....
I have to update a form that's currently using the Vars property of Input Text fields to post every variable (even the ones that we don't want) to a CGI script. But I'd like to move the code forward, and get rid of some of these deprecated features; so I'm looking for an elegant solution to posting the desired variables to a CGI script, rather than every single one.
i am creating a very simple particle system. My only issue is trying to create a blurry trail effect on the particles in motion. I started by creating a large bitmap container, and applying a colormatrix filter and a blur filter . It seems to do the trick , but the issue now, is i have to make this container cover the stage, which has a two unwanted a effects:
-it's slower
-it covers all the content beneath. Perhaps my approach to creating trails is wrong?
i can post the whole class, but before i litter this post with long lines of code, is there a way to place a bitmapdata drawing over content and still get the desired effect. NOTE, if make transparency false in the bmdata, i loose the effect
i am using the following AS to scale a movieclip with ease
[Code]....
should i be using a delete this.OnEnterFrame when the clip reaches the desired width? the problem is that ive noticed a lag in my tweens and i wonder if this is whats causing it.