AS Tween Problem With Size Od SWF
Last edited by Markosef : 2005-11-11 at 16:05.
EDIT
some flash 8 bug i had... Admin delete this....
Ultrashock Forums > Flash > ActionScript
Posted on: 2005-11-11
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Tween To Konstant Size But Backtween To Old Size
hello u all!
I got a big problem, may some of you can help me?
Some boxes MC's are attached on stage and now, after press, they should start their included animation. so far...
they should now change scale and position to a konstant, and after press again, !!! move back to their origin size and place.
how do you manage this per actionscript?
I also tryed the new tweening-classes, but they are not exact enough.
the boxes are then moving through each other.
here is my script:
ActionScript Code:
Array.prototype.findRemove = function(removeEntry) {
for (var i in this) {
if (this[i] === removeEntry) {
this.splice(i, 1);
}
}
};
myArray = ["0x804D4D", "0x4D6F80", "0x5E804D", "0x80804D", "0x805E4D", "0x6E4D80"];
len = myArray.length;
xpos = 200;
ypos = 300;
xscal = 30;
yscal = 30;
// ---
for (var x = 0; x<len; x++) {
currClip = _root.attachMovie("move_mc", "clip"+x, (len-x), {_x:xpos, _y:ypos, _xscale:xscal, _yscale:yscal});
//wert = myArray[random(myArray.length)];
wert = myArray[x];
my_color = new Color(currClip.card_mc.front_mc);
my_color.setRGB(wert);
currClip.meineFarbe = wert;
//myArray.findRemove(wert);
xpos *= 0.93;
ypos *= 0.95;
xscal *= 0.93;
yscal *= 0.93;
currClip._alpha = 50;
currClip.onRelease = function() {
this.card_mc.top_mc._alpha = 100;
this.card_mc.front_mc._alpha = 100;
this.card_mc.shad_mc.gotoAndPlay(1);
this.card_mc.top_mc.gotoAndPlay(1);
this.card_mc.front_mc.gotoAndPlay(1);
newScale = 30*1.07;
newXPos = 200*1.07;
newYPos = 300*1.05;
setProperty(this, _xscale, newScale);
setProperty(this, _yscale, newScale);
import mx.transitions.Tween;
var xTween:Tween = new Tween(this, "_x", mx.transitions.easing.Regular.easeIn, this._x, newXPos, 1, true);
var yTween:Tween = new Tween(this, "_y", mx.transitions.easing.Regular.easeIn, this._y, newYPos, 1, true);
//setProperty(this, _x, newXPos);
//setProperty(this, _y, newYPos);
this.swapDepths(99);
};
many thx for any answer!
would also be very nice, if someone could help me the next three weeks,
because I seam not to be able to handle the project till the deadline.
*witchest
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please help im so frustrated
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this is my first post here and I have a general tweening question.
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first I create 5 buttons:
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for (i=0;i<5;i++)
{
var button:MovieClip = this.attachMovie("PButton", "button"+i, i);
I load a different image for each button and then I create some rollover effects:
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var tweenin=new Tween(this, "_width", Elastic.easeOut, 103, 203, 20, false);
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This works only half the time
Sometimes, a tween is'nt finished correctly.
I have a feeling this has something to do with the fact that while (elastic) tweening, my rollover and rollout are fired again (without moving the mouse).
Does anybody recognize this problem?
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Kind Regards,
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| judge
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function tweenull(clip:Object, targetX:Number, targetY:Number, seconds:Number):Void {
new mx.transitions.Tween(clip, "_x", mx.transitions.easing.Elastic.easeOut, clip._x, targetX, seconds, true);
new mx.transitions.Tween(clip, "_y", mx.transitions.easing.Elastic.easeOut, clip._y, targetY, seconds, true);
}
this is my tween function. How can i set the quality to low during the tween action ?
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Tween Class - Tween Lines
I have 5 seperate movie clips that each contain 5 lines, which are contained within their own individual movieclips, each with their own instance name.
I have written a function, included below, that uses the tween class to make one set of lines move/morph to the location of the second set, contained within the other movieclip.
It's basically a transition.. it's for the navigation of a site I'm working on. When you click a different navigation link, the lines that the nav & content are based around morph/change.
The problem I'm having is not all the lines tween to the right location/position. I've attached a 2 screenshots to show..
I've tried the function with the addition of the _xscale, _yscale, and _rotation properties, but they don't change anything.
Heres the function:
Code:
function moveLines(begin, end) {
//this moves the MC that holds the 5 lines to the x/y pos of the other MC.
var x_container:Tween = new Tween(_root[begin], "_x", Regular.easeOut, _root[begin]._x, _root[end]._x, 10, false);
var y_container:Tween = new Tween(_root[begin], "_y", Regular.easeOut, _root[begin]._y, _root[end]._y, 10, false);
//this is the loop that gets the start/end variables and creates the tweens
for (i=1; i<=5; i++) {
x_begin = _root[begin]["l" + i]._x;
x_end = _root[end]["l" + i]._x;
y_begin = _root[begin]["l" + i]._y;
y_end = _root[end]["l" + i]._y;
height_begin = _root[begin]["l" + i]._height;
height_end = _root[end]["l" + i]._height;
width_begin = _root[begin]["l" + i]._width;
width_end = _root[end]["l" + i]._width;
var x_tween:Tween = new Tween(_root[begin]["l" + i], "_x", Regular.easeOut, x_begin, x_end, 15, false);
var y_tween:Tween = new Tween(_root[begin]["l" + i], "_y", Regular.easeOut, y_begin, y_end, 15, false);
var height_tween:Tween = new Tween(_root[begin]["l" + i], "_height", Regular.easeOut, height_begin, height_end, 15, false);
var width_tween:Tween = new Tween(_root[begin]["l" + i], "_width", Regular.easeOut, width_begin, width_end, 15, false);
}
}
Now here are the screenshots. The first is before the tween occurs, and the second is after. As you can see, some of the lines don't fall into the right position. Any help is greatly appreciated! I have a deadline for this this week and I'm freaking out!
before tween:
http://sagebrown.com/before.jpg
after tween:
http://sagebrown.com/after.jpg
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How To STOP A Tween With The Tween Class?
here's my code....
Code:
function generalTween(mc, attr, begin, end, time, func, easeType)
{
if (easeType == undefined) easeType = mx.transitions.easing.Bounce.easeOut;
var myTween = new mx.transitions.Tween(mc, attr, easeType, begin, end, time, true);
if (func != undefined) myTween.onMotionStopped = func;
}
function onReleaseFunc()
{
myBall.stopDrag();
generalTween(myBall, "_x", myBall._x, (Stage.width / 2), 2, undefined, mx.transitions.easing.Elastic.easeOut);
generalTween(myBall, "_y", myBall._y, (Stage.height / 2), 2, undefined, mx.transitions.easing.Elastic.easeOut);
}
myBall.onPress = function()
{
myBall.startDrag();
}
myBall.onRelease = function()
{
onReleaseFunc();
}
myBall.onReleaseOutside = function()
{
onReleaseFunc();
}
To test this just make a movieclip on your stage and give it an instance name of "myBall"
you'll notice that the problem is, if you try to click and drag the movieclip again before the tween is completed finished, then it doesn't work.
How can you force a stop on a tween?
thank you so very much in advance!!!!
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Tween Vs Non-Tween Which Is Intensive On Processor
Im working on a Real time strategy game in AS3 currently, and for unit movement I need to decide whether or not I should use Tweens or looping functions which update the .x and .y parameters of the movieclips on screen.
Currently the game uses Tweens from the start position to end position, with a speed variable defining how fast it should move, but currently there are very few units moving at once. I could however use a looping function which checks to to see which units need to be moved each cycle and moves them accordingly.
The question is which with considerable amounts of units on screen at once would be less processor intensive? OR is there some other method I could use?
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Hi
I'm thinking of that close all day long I can't find an answer for it.
I want that the mc clip 'rahmen' play's the tween 'move' first and than when the move tween is finishe start to play the 2nd tween 'mover'.
How could I do that?
PHP Code:
stop();
MovieClip.prototype.mover = function(distX, distY, breite, hoehe, speed) {
this.onEnterFrame = function() {
this._x += (distX-this._x)/speed;
this._y += (distY-this._y)/speed;
this._width += (breite-this._width)/speed;
if (this._width === breite); {
this._height += (hoehe-this._height)/speed;
}
};
};
MovieClip.prototype.move1 = function(ys, al, tar) {
this.onEnterFrame = function() {
this._y -= ys;
this._alpha += al;
if (this._y <= tar) {
delete this.onEnterFrame;
};
};
};
_root.attachMovie("mc_rahmen", "rahmen", 100, {_alpha:100, _x:200, _y:400});
rahmen.move1(2, 10, 200);
rahmen.mover(200, 200, 200, 100, 40);
I hope somebody could help me please.
thx a lot
Newbie_AS
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Hi,
I am currently working on a web site and i cannot run a another tween animaton when i click on another button.
i have a main MC( with 4 buttons on it) on the stage and when i click on a button it animates 2 blocks that have been created at runtime and goes from right to left.
What i want is when i click on another menu button, the boolean changes and i must be able the rewind the animation and do another but it does not work.I must click twice, once it rewind and the 2nd one it shows the animation..
Please help as it is quite urgent.
jerome.chevreau@gmail.com
Please please
Thanks
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Hello Kirupa,
here's the class i use:
Code:
package com.fornicode.tween {
import gs.TweenLite;
import flash.text.TextField;
import com.fornicode.utils.*;
import flash.display.Sprite;
import flash.display.MovieClip;
import flash.display.DisplayObject;
import flash.events.Event;
public class MultiTween {
var $objList:Array = new Array();
public function MultiTween($target, $duration, $vars:Object)
{
for each ( var $obj:MovieClip in $target ) {
var $props:Array= new Array();
$props["x"] = $obj.x;
$props["y"] = $obj.y;
$props["alpha"] = $obj.alpha;
$props["scaleX"] = $obj.scaleX;
$props["scaleY"] = $obj.scaleY;
$props["rotation"] = $obj.rotation;
$props["width"] = $obj.width;
$props["height"] = $obj.height;
$props["obj"] = $obj;
$objList[$obj.name] = $props;
$vars.onComplete =this.tracer;
$vars.onCompleteParams = new Array($props["obj"]);
$vars.persist = true;
TweenLite.killTweensOf($props["obj"], true);
}
for each (var $obj_t in $objList)
{
TweenLite.to($obj_t["obj"] , $duration, $vars);
}
}
public function backToOrigin($duration, $ease)
{
for each ( var $obj_r:Object in $objList ) {
TweenLite.to($obj_r["obj"], $duration, { ease: $ease });
}
}
}
}
all i do is pass an array of movieClips and some tweenLite vars to it, and it should do a mass-tweenLite move to all clips. the problem is only two of eight clips actually "mass-move" the others do nothing. I've exhausted my scope of actionscript. I've tested all sorts of angles: linkage-all the same; "export to first frame" - all the same; tweenlite vars ( killTweensOf all clips before running, persist=true to all). All mc's are place on the stage.
any ideas whatsoever? Thank you in advance to whomever answers!
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Hi,
For example if i use caurina tweening class in as3 and i tween my circle, i want to apply multiple tweens, but each tween stage will come after 1 second, here is my code:
Code:
mc.addEventListener(MouseEvent.MOUSE_OVER, function() {
Tweener.addTween(circle, {x:100, y:100, time:1, transition:"easeout"})
Tweener.addTween(circle, {x:150, y:150, time:1, delay:0.1, transition:"easeout"})
});
but my tween second tween is not delaying, can anyone help me with this?
and how could i loop these different tween stages?
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What slows down a .swf file more?
I have a site I'm re-doing from scratch, and I see quite a few places I got lazy and used a lot of Movie Clips. I could use shapes and have the same result. The main .swf did suffer from a little slow down...
I've read most of the literature there is on the net [on this subject], and I was wondering what first hand experience some of you had?
I know you're going to say, "It depends...", but I mean...
as a rule... which plays faster/more taxing on the browser?
G
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