Actionscript 3 :: Tween A Variable With TweenLite?
Jul 23, 2011[code]I get the error #1069: Property _test not found for TweenTest.I also tried this example which does not work for me:URL...
View 2 Replies[code]I get the error #1069: Property _test not found for TweenTest.I also tried this example which does not work for me:URL...
View 2 RepliesI have several mc's wrapped into one mc. On MOUSE_OVER they animate out, and on MOUSE_OUT they animate back in. This works fine. What I need to add now is a tween at the end (completion) of the MOUSE_OVER. Refer to my code... I dont want the following code:
[Code]...
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?
View 2 RepliesHow can you tell if a Tween is currently playing when using TweenLite?
View 2 Repliesim 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.
package com{
import flash.display.*;
import flash.events.*;
[code].......
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].....
Boy, it feels like I'm here a lot more than I used to be. I'm currently switching tweens to use TweenLite and what happens is I now have a null reference.
What I don't understand is how to switch this code appropriately. The object begin tweened then has to be capable of being dragged again once it's scaled back down and incapble of being dragged while it's scaled up.
[Code]...
i'm receiving a very noticeable performance hit when using TweenLite to tween a filter while dragging.
private function mouseMoveEventHandler(evt:MouseEvent):void
{
evt.stopImmediatePropagation();[code]....
i understand there is a Drop Shadow Plusing with TweenLite, but that only has the ability to tween the filter on and off, rather than change the distance or blur amount of an always visible drop shadow.also, i'm not testing this on a mobile phone, i'm testing on my fast desktop in both Flash CS5 and the external debugger - both are lagging the display object, which is just a simple square shape, even after the zoomTween has completed.
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.
Here's what I come up with
import flash.display.*;
import com.greensock.*;
import com.greensock.easing.*;
[code].....
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.
In actionscript3,using the ScrollPane component and the TweenLite package, would it be possible to animate to a particular scroll position?
View 2 RepliesIm currently getting the following error:"ReferenceError: Error #1065: Variable TweenLite is not defined."I might think its because tweenlite isnt imported correctly, so some path issue - but tried a few things, and still the same.Basically I have my main.fla, where I import a class:path: main. fla /classes / com / myfolder / contact / ContactForm.as.AS: import classes.com.myfolder.contact.ContactForm;In this package I try and import the tweenlite librabry with the following:[code]
View 2 RepliesI have a script which places a clip on the stage (well, just off it), and rotates the clip and then tweens it to a certain x/y coordinate based on the rotation using TweenLite, and all of this on a setInterval of 2 milliseconds. That works well. Thing is, I don't seem to be able to set a unique name based on the clipname and an incrementing number. Basically (and this isn't the whole thing, this is just the general idea), it goes:
Code:
interval = setinterval("dothis", 2);
var increment=0;
function dothis(){
attachMovie(movieICall, "movieICall" + increment; 1)
movieICall._x = ;
_y= etc;
increment++;
}
So when I set the interval to 2 seconds, it moves everything well and there are no problems. When I set the interval to 2 milliseconds, the clips only get just onto the screen before disappearing. I've tried creating a function to handle the x,y, tween. So I could refer to the clip with a "this", but it doesn't change anything. The only thing I can think of is that movieICall is not incrementing, and every clip on the screen is being referred to as movieICall, in which case the next case of x, y, tweening overwrites that last one and effectively kills the last one (but then why is it not just left sitting on the screen)? I tried adding an overwrite: false to the end of the TweenLite, but that only let the tween happen once and then...nothing.
i'm trying to run a loop, so a sequence of movie clips, one after the other, should "blink" as a wave.Tried the code below, without success. nothing happens. What could be wrong? The movie clips are named "menu1" thru "menu11".
Code:
function ondaMenu (){
for (var i:Number = 1; i < 12; i++) {[code].....
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?
TweenLite.to(slider.mc_slider,1,{x:_returnXPos(95), ease:menuEasing});
TweenLite.to(slider.mc_slider,1,{delay: 1, x:_returnXPos(35), ease:menuEasing});
TweenLite.to(slider.mc_slider,1,{delay: 2, x:_returnXPos(50), ease:menuEasing});
[code].....
I need to "tween" an object like in tweenlite, just x/y values, but have ran into a large issue.
[Code]....
it's kind of accurate at high 'refresh times', but low ones, or long tweens it's very inaccurate. Basically, it needs to move 300pixels/1000ms, I chose to move it every 10ms, the amount I move it is 3000/1000(ms/pixels)*ms=3pixels every 10ms, so we should get to 300pixels moved over in 1000ms. But it doesn't work- the time intervals aren't consistant, sometimes it moves it after 10ms, sometimes it doesn't catch it to move again for 30ms! Tweenlite is able to bypass it's loop being able to run every 10ms, but how?
I need to use tween alpha, but I want to change the duration of the tween with some buttons. Does anybody have any suggestion or example?I think that it is possible if I use variable for the duration and create a new Number by each button, but I don't know how. The tween is as below:var TweenPulseA:Tween = new Tween (right_mc, "alpha", None.easeOut, right_mc.alpha, 1, pd, true);
View 8 RepliesI have a variable called 'total' that gives me the instance name of the button I roll over.I want to get that answer and place it in the tween's y start and end position so when I roll over the button the textMovieClip moves accordingly
ActionScript Code:
import fl.transitions.Tween;
import fl.transitions.easing.*;
[code].......
I am creating a load of tween classes, but the outcome of the tween, the "end" variable, depends on a users action, e.g. a combo box selection...How can I feed this through into the end variable in the tween class.THis was my educated guess, but it doesn't want to work?...
ActionScript Code:
my_Combobox.addEventListener(Event.CHANGE, Asizes);
var CanvasType:String
[code].....
Has anybody seen a Tweener (I do not want to use original Adobe ones) that tweens a custom variable.
For example, I have a class called Car, and it has a parameter named "speed". How can I tween this parameter (car.speed) - let's say from 50-80.
I'm a few days into learning flash AS3 and I'm stuck. So i have movie clip that is made up of smaller clips, and I want to change the opacity of one of the sub clips. Here's my code so far
//MOUSE OVER EVENTS FOR PORTFOLIO ENTRIES
function entryOver(evtObj:MouseEvent):void
{
[code].....
This is my first time working with flash and actionscript. when my project increased in size, it became frustrating to look through 2 or 3 hundred lines of code to find my mistakes. I decided to code in frames, so that one animation or movieclip could be handled by each frame, making it easy to edit each individually. So far so good, but i am trying to reuse a tween from an earlier frame, and it doesn't seem to work. I was under the impression that if you define a variable in a previous frame, you can use it in a later frame.
here's what it looks like
(frame 5)
var closeMenu:Tween = new Tween(mainMenu_mc, "x", Strong.easeOut, 238, 900, 3, true);
there is a frame in between that does: gotoAndStop(20);I want the animation to start right when it gets to frame 20:
(frame 20)
closeMenu.start();
TypeError: Error #1009: Cannot access a property or method of a null object reference.
I can copy and paste the original var and change the name from closeMenu to, say, closeMenu2 and it will work fine, but I feel like what I did should work.
How do I pass a variable into a Tween, lets say youve got a Tween like this[code]...
View 7 RepliesI have several objects referencing one value in a number, and I need to tween this number but I cant figure out how.I'll use whatever, the built in tweens or tweener or anything.I cant figure out how to reference the value of the variable, since its not a display object and you cant just say myDisObj.y or something like that.If theres no way to do this i'll just have all of the display objects reference from one's property.
View 4 Repliesworking on my website and I'm trying to figureout how to go about creating a script the moves an item based on system time. Basically I need a Sun Mclip to move based on time, to create a sunrise and sunset based on the actual sunset and sunrise time.
View 1 RepliesBasically i have a variable that is a string and i need it to be a movieclip so that i can put it in an AS Tween.[code]...
View 7 Repliesimport fl.transitions.Tween;
import fl.transitions.easing.*;
var homemanTween:Tween = new Tween(homeman_mc, "x", Elastic.easeOut, 1000, 50, 3, true);//frist tween
var adobeTween:Tween = new Tween(adobe_mc, "alpha", Regular.easeOut, 0, 1, 3, true);//second tween
how can I animate the 2nd tween after 3 seconds when 1st tween stops.
Does anyone know whether it would be possible to set a motion path for a movie clip and to have the speed of the tween set as a variable which can be increased or decreased by the user during the movie?
View 3 RepliesHow can I compile the tweenLite library into a swc file in order to reference it instead of copying it into the project folder
View 9 RepliesIve been struggling with this:
import com.greensock.TweenLite;
import com.greensock.plugins.*;
import com.greensock.easing.*;
[code]......
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.