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Fuse SlideShow



Hey there,

Ok, so forgive me, I'm very new to Fuse, but it seems like the way to push forward. I'm trying to create a simple slidshow of 6 images with some text that fades in and out, then it moves on to the next slide.

I'm not quite sure what I'm doing wrong, but I can tell that its something to do with trying to reuse a Fuse object with a new MC.

Heres my code, if anyone has any suggestions, that'd be killer!


ActionScript Code:
import com.mosesSupposes.fuse.*;ZigoEngine.register(Fuse,PennerEasing,FuseFMP);var fbot:Fuse = new Fuse();var ftext:Fuse = new Fuse();var ftop:Fuse = new Fuse();function afterFuse():Void{    trace("fuse complete");}var current:Number = 1;var newDepth:Number = 0;var topImageLoaded:Boolean = false;function showFirstImage(){    newDepth++;    _root.attachMovie('image'+current, 'image' + newDepth, newDepth);    imageName = this['image'+newDepth];        fbot.push({target:imageName, start_alpha:0, end_alpha:100, seconds:2, ease:"linear", func:showText});    fbot.start();}function showTopImage(){        if(current<6){        current++;    } else {        current = 1;    }        newDepth++;        _root.attachMovie('image'+current, 'image' + newDepth, newDepth);    imageName = this['image'+newDepth];        ftop.push({target:imageName, start_alpha:0, end_alpha:100, seconds:2, ease:"linear", func:showText});    ftop.start();}function showBottomImage(){        if(current<6){        current++;    } else {        current = 1;    }        newDepth++;        _root.attachMovie('image'+current, 'image' + newDepth, newDepth);    imageName = this['image'+newDepth];            fbot.push({target:imageName, start_alpha:0, end_alpha:100, seconds:2, ease:"linear", func:showText});    fbot.start();}function showText(){    trace('goin');    newDepth++;    _root.attachMovie('line'+current, 'line'+newDepth, newDepth);    textName = _root['line'+newDepth];    textName._x = 380;    textName._y = 270;    FuseFMP.writeFilter(textName, "Blur", {blurY:50, blurX:50, quality:1});    ftext.push({target:textName, end_alpha:100, Blur_blurX:0, Blur_blurY:0, seconds:1, ease:"linear", func:startTimer});    ftext.start();}function startTimer(){    var timer:Number = setInterval(hideText, 3000);}function hideText():Void {    clearInterval(timer);        ftext.push({target:textName, end_alpha:0, Blur_blurX:50, Blur_blurY:50, seconds:1, ease:"linear", func:chooseImage});    ftext.start();}    function chooseImage(){    if (topImageLoaded){        showBottomImage();    } else {        showTopImage();    }}showFirstImage();



KirupaForum > Flash > ActionScript 1.0/2.0
Posted on: 02-21-2007, 09:08 PM


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See Related Forum Messages: Follow the Links Below to View Complete Thread

Slideshow With FUse / Error 'undefined'
Hi,

Am just starting to get into both Flash and Fuse and wanted to create a small slideshow... But when I run it in the output window I get 'undefinied' if anyone has any ideas would be much appreciated!

Code:

import com.mosesSupposes.fuse.*;

ZigoEngine.register(Fuse, PennerEasing);

for (i=1;i<11;i++) {
    var tmpClip:MovieClip = eval ("Pic" + i)
    tmpClip.loadMovie("images/"+i+".jpg")
}

// Start the slideshow on a setInterval
var slideShowTimer:Number = setInterval(nextImage, 5000);
var counter:Number = 0;

// The workhorse function, gets called by setInterval, and should run every 5 seconds.
function nextImage():Void {
   var img:MovieClip = images[counter % 3];
   img.swapDepths(counter);
   trace(img.getDepth());
   img._alpha = 0;
   img._visible = true;
   img.alphaTo(100, 2, "easeOutSine", null, {func:cleanUpPrevious, args:[(counter-1) % 3]});
   counter++;
}

// A function to be used in the tween callback to make the image that was just covered up invisible.
function cleanUpPrevious(image:Number):Void {
   images[image]._visible = false;
}

// Show first image immediately.
nextImage();

I Use Fuse
Check out the public release of Fuse 1.1z. It's a great script based animation engine (tween engine) that's easy to use and very powerful!

http://www.mosessupposes.com/Fuse/index.html

NICE!!!

Fuse Anyone?
well I don't know if it's appropriate to post fuse related stuff on this forum but what the hell. The fuse forum is pretty comatose.

so here goes. What I want to do in fuse is animate a parameter and then while that animation is still taking place, animate another parameter of the same MC.
So in this simple example I'm rotating a MC called "ball" 720 degree over a period of 4 seconds with a 2 second delay before it all happens. Say I wanted to move the ball or change it's alpha or something 4 seconds into the animation(ie in the middle of the rotation tween. How would I do that? I've tried creating a new fuse object which talks to the same MC but not luck, just does one. If you push any further commands into the array then it executes them one after the other.

So any clues how I would do this?(in fuse mind you, I know I could do it with something else like the tween class but that's not the point)

here is the code:

import com.mosesSupposes.fuse.*;
ZigoEngine.register(Fuse,PennerEasing,FuseFMP);
var h:Fuse = new Fuse();
h.push({target:ball, _rotation:720, seconds:4, ease:"easeOutQuad", delay:2});
h.start();

AS3 Have Anything Like Fuse
Does AS3 have anything like fuse for tweening say position (x, y) or alpha?

Also, is there a new Fuse for AS3? I tried creating a new Fuse object in my documentClass and it blew up my app so bad the ceiling had pieces of my app on it!

If there is no new Fuse and AS3 doesnt have anything like it then can anyone recomment a good 3rd party AS3 tween Class?

Thanks, Dvl

Fuse In AS3
anyone know if there will be a fuse 3 version ?? or fuse to AS3 ???

thanks

Help With Fuse?
so a few days ago i posted a question about how to tween from one coordinate to another smoothly upon the press of a button, one person responded "its easy - do it with fuse" so now i got fuse - but i dont know what to do.

what i am trying to do is get a website similar to this guys - http://www.vermeersch.ca/ does anyone know how he did it - and if he used fuse- where can i find a good tut to show me how, - thanks
craig

Fuse Kit Anyone?
Hi people, I've been trying all day to install the Fuse Kit from mosessupposes.com without luck.

when I try to include the libraries I always get this message


Quote:




**Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 1: Error opening include file fuse_lite.as: File not found.
#include "fuse_lite.as"




I know I have to setup my classpath, but somehow that is not working... so: can anyone point me to a tutorial for installing the Fuse Kit or explaining me how can I do it?

Fuse Kit
Wondering if there would be any fuse kit tutorials in the near future.
There's limited help to be found on the subject, and what documentation there is, seems to be directed to more advanced actionscripters.

I'm just having trouble getting my head around it all, it seems way more complex than the old lacos tweens (which i was somewhat okay with).

Just if someone can help point me in the direction of a good tutorial or anything that'd be much appreciated.

Thanks

Fuse Kit Anyone?
Hello - I have a movie-clip that contains a fuse kit action which I’m trying to load into another move. This action is done through a button and when a continually press the button it will get hick-ups and load the movie without starting the fuse, but then it starts a few seconds later (delay not intended).

Is there a fix for this issue?

Thanks

CG

Here is my code:

Main Movie:

import com.mosesSupposes.fuse.*;
ZigoEngine.simpleSetup(Shortcuts,PennerEasing,Fuse );

left_mc._alpha=0;
middle_mc._alpha=0;
nav_mc._alpha=0;
who_mc._alpha=0;

nav_mc.why_btn.whyblue_btn._alpha=0;
nav_mc.what_btn.whatblue_btn._alpha=0;
nav_mc.want_btn.wantblue_btn._alpha=0;

Fuse.openGroup();

left_mc.fadeIn(1,easy, .35);
middle_mc.fadeIn(1,easy, .45);
who_mc.fadeIn(1,easy, .65);
nav_mc.fadeIn(2,easy, .95);


Fuse.closeAndStart();



function loadSection1() {
loadMovie("who.swf", blank_mc);
loadMovie("who_txt.swf", blank2_mc);
}

var who = new Fuse (
{ func:"loadSection1"}
);






Main Movie Button:

on (press){
who.start();
}



External Movie:

import com.mosesSupposes.fuse.*;
ZigoEngine.simpleSetup(Shortcuts,PennerEasing,Fuse );

who_mc._alpha=0;

Fuse.open();

who_mc.fadeIn(2,easy);

Fuse.closeAndStart();

How Can I Do It With FUSE ?
hi USers, i need to do this, what is in my code, with FUSE, right now im using onEnterFrame, and i dont like it that much cause the cou usage

ok, this is the curent code:


ActionScript Code:
onClipEvent (enterFrame) {
    mov = ((_width/2)*(-_xmouse))/Stage.width/2;
    _x = mov;
}


and maybe give it ease too

somebody knows how to do this better?

thanks!

About Fuse
Does anyone know how I would use fuse with the custom easing tool 2? I am new to fuse and actionscript, and I need a walk through on what to do first. I know some basic actionscript but am clueless when it comes to fuse. The go to and learn tutorial didn't really help me much because the way he annitiated fuse was confusing to me.

Fuse 2.0
Hey guys,
Happy Saturday! Weather's gorgeous where I'm at. Blue skies, about 85 degrees. And here I am working :cry:

So, just a crapshoot, but does anyone happen to have a copy of Fuse 2.0 beta they can shoot me?

Thanks to Lee, I am now addicted to Fuse. The tween sequencing just saves a ton of work. The only thing I don't like about it(and I kind of need right now) is that version 1.1 doesn't support controlX and controlY properties for bezier tweening.

I've even tried combining MCtween2 and Fuse, but I just can't get everything to work right.

Thanks in advance.

[CS3 + AS2] SWF Transitions And Fuse ... Help
Hi again everyone,

So I'm working on my personal website, and I decided to get clever and try to combine Kirupa's SWF transition tutorial with Fuse 2.1. For the sake of this problem, here is a quick map of the SWF structure I'm looking to use:


Code:
Main SWF - logo, main navigation (not created yet)
|_ Works SWF (aka Portfolio) - Framework for loading the ...
|_ Individual portfolio entries SWFs


Now here's the thing: adapting Kirupa's tutorial a tiny bit, I decided to animate the intro and outro transition animations in each individual portfolio entry SWF with Fuse, rather than on the timeline. For reference, in the root timeline of those SWFs is an include for the ActionScript file for the intro animations, and inside a movie clip - in the midframe actions - is an include for the outro animations AS file.

The problem I'm having is that I can't get the buttons that link to the individual projects to work after one has been clicked. For example, there are two buttons there - Not Worth It and Tourist Organisation of Belgrade - that are linked to the corresponding project SWFs. Clicking on of them will load that project, but when you try to click the other, nothing happens.

In any case, here's a link to all of the FLA, SWF, AS and XML files:

http://www.neueweb.com/downloads/works.zip (fair warning: the zip file is about 20 megs ... )

Help with this problem would be _greatly_ appreciated. Also, if someone could kindly have a look at all of this to see if the outro animations will work the way I've got them set up, or what I would have to do to make them work, it would also be greatly appreciated!

Cheers,
X.

Fuse Kit, I Need Delay
Dear friends, I'd use fuse from about 4 hour...

And I've try to do a simple effects on my "img1_mc" moivie clip:


this.img1_mc._alpha = 0;
this.img1_mc.alphaTo("100",1.5,"easeInQuad");
this.img1_mc.scaleTo (120,2,"easeOutQuint");
this.img1_mc.slideTo(-50, -50, 1, "easeInQuint");
this.img1_mc.slideTo(-20, -50, 10, "easeOutQuint");


Untill here all are ok... but now I need to add an effect (alpha out to 0) after "x" (about 15 seconds) delay seconds:

this.img1_mc.alphaTo("0",1.5,"easeOutQuad");

I've try to use this but I see that the movie clip become soon alpha 0.
I know that I need to use a delay command... How I can do?

thanks

Fuse Is Out - Public.
since i haven't seen anyone mention this yet, Moses just a few days ago made his latest release public so you can now download it by just clicking a link on his site, and the forum is open to the public.

http://www.mosessupposes.com/Fuse/

for those who haven't heard about this, this is a great soft that extends flash's tweening capabilities for animation or any movement, based on Zigo Tweening Prototypes that's great for designers as well as developers of any level - and its free! more on the site.

best

Fuse Class
I was wondering how you could use mosesSupposes fuse class to execute the commands simultaneously, not by line.


Code:
var x:Fuse = new Fuse();
x.push({target:nav5, rotation:0, size:140, alpha:20, x:postop+postop*0, y:100, time:0.5, ease:"easeOutExpo"});
x.push({target:nav2, rotation:0, size:140, alpha:20, x:postop+postop*1, y:100, time:0.5, ease:"easeOutExpo"});
x.push({target:nav3, rotation:0, size:140, alpha:20, x:postop+postop*2, y:100, time:0.5, ease:"easeOutExpo"});
x.push({target:nav6, rotation:0, size:140, alpha:20, x:postop+postop*3, y:100, time:0.5, ease:"easeOutExpo"});
x.push({target:nav4, rotation:0, size:140, alpha:20, x:postop+postop*4, y:100, time:0.5, ease:"easeOutExpo"});
x.start();
when x.start() is executed, the pushes are executed one by one, one after another finishes. how can u animate them simultaneously? Tnx

Playing With Fuse
http://www.ostari.com/ronnie/tweenbtns/

simple little buttons made with fuse kit

Fuse Elipse?
I am pretty new to Fuse so I want to know if anyone knows if I can use Fuse to make an object travel in an eliptical path. Sort of how you can use guides to do it in a timeline animation.

Thanks, Dvl

Using BlurTo In Fuse
How do make the blur quality the higest quality?

FUSE / ZIGO Anyone?
Does anyone know where I can get the fuse / zigo 1.1 package. it's listed here on moses g's site: http://www.mosessupposes.com/Fuse/index.html but there isn't any links for download.. not even for previous versions.. what the hell?

BrightOffset With Fuse
Hello all Kirupians!

Does anyone here know how to animate brightoffset from 100 to 0 with fuse? I manage to make it from 0 to 100 like this:

ActionScript Code:
f.push([{target:mc, brightOffset:100, seconds:2, ease:'easeInOutCubic'}]);

How to do it the other way around??

Sumo

Problem Using Fuse
I just cant get it to import!


Code:
**Error** Scene=Scene 1, layer=actions, frame=1:Line 1: Syntax error.
import com.mosesSupposes.fuse.*

Total ActionScript Errors: 1 Reported Errors: 1
It will work in other documents though!?!?

have i done anything wrong in that one line?

Playing Around With Fuse
made some quick little nav/btn things..turned out kinda cool

http://www.ostari.com/ronnie/tweenbtns/

Fuse Troubles
I know that many are moving to AS3 but I'm still wrapping my head around AS2 (even though I'm now using Flash CS3).

Anyway, I have set a challenge for myself involving Fuse. I've made some mods to a script that deals with a button array (see ButtonTest1.swf attached). The code for that is below. All works as expected.

ButtonTest2.swf does not. That code is the same as below except the commented out sections are put in. The trouble is that when the user clicks on a button, it scales down and even sometimes pulses. I don't understand how a simple colorTo can mess up the scaleTo's?


Code:
import com.mosesSupposes.fuse.*;
// set up zigoEngine
ZigoEngine.simpleSetup(Shortcuts);

// declare the variable that will be the button that is clicked (MovieClip)
var buttonClicked:MovieClip;

// create the array to hold all the names of the movieClips
var myButtonsArray:Array = new Array(this["myButton0"], this["myButton1"], this["myButton2"]);

//
myButton0.onRelease = function():Void {
// set the buttonClicked to this
buttonClicked = this;
// run the scale buttons down function
scaleButtonsDown(exception);
// create the variriable that we pass into the scaleButtonDown func
var exception = this;
};
//
myButton0.onRollOver = function():Void {
// run scale buttons up func and pass in this
scaleButtonsUp(this);
};

//
myButton0.onRollOut = function():Void {
// run scale buttons down function
scaleButtonsDown();
};
//
myButton1.onRelease = function():Void {
buttonClicked = this;
var exception = this;
scaleButtonsDown(exception);
};
//
myButton1.onRollOver = function():Void {
scaleButtonsUp(this);
};
//
myButton1.onRollOut = function():Void {
scaleButtonsDown(null);
};
//
myButton2.onRelease = function():Void {
buttonClicked = this;
var exception = this;
scaleButtonsDown(exception);
};
//
myButton2.onRollOver = function():Void {
scaleButtonsUp(this);
};
//
myButton2.onRollOut = function():Void {
scaleButtonsDown(null);
};

// scale buttons down function
scaleButtonsDown = function ():Void {
// loop through myButtonsArray
for (var i:Number = 0; i<myButtonsArray.length; i++) {
// scale all buttons down over a .5 second period
myButtonsArray[i].scalerCrc.scaleTo(100, .5);
myButtonsArray[i].scalerTtl.scaleTo(100, .5);
//myButtonsArray[i].scalerCrc.colorTo(0xFFCCCC,.5);
//color change over .5 seconds

// make the buttonClicked scale to 100 over .5 seconds
}
buttonClicked.scalerCrc.scaleTo(150, 0);
buttonClicked.scalerTtl.scaleTo(200, 0);
//buttonClicked.scalerCrc.colorTo(0xFF0033);
};

// scale buttons up function
scaleButtonsUp = function (args):Void {
// scale the args (remember the button passed in this) to 200/150 over .5 seconds
args.scalerCrc.scaleTo(150, .5);
args.scalerTtl.scaleTo(200, .5);
//args.scalerCrc.colorTo(0xFF0033,.5);
//color change over .5 seconds
};

// scale all buttons down at start of movie
scaleButtonsDown();
Any help, would be greatly appreciated

Fuse Kit, I Need Delay
Dear friends, I'd use fuse from about 4 hour...

And I've try to do a simple effects on my "img1_mc" moivie clip:


this.img1_mc._alpha = 0;
this.img1_mc.alphaTo("100",1.5,"easeInQuad");
this.img1_mc.scaleTo (120,2,"easeOutQuint");
this.img1_mc.slideTo(-50, -50, 1, "easeInQuint");
this.img1_mc.slideTo(-20, -50, 10, "easeOutQuint");


Untill here all are ok... but now I need to add an effect (alpha out to 0) after "x" (about 15 seconds) delay seconds:

this.img1_mc.alphaTo("0",1.5,"easeOutQuad");

I've try to use this but I see that the movie clip become soon alpha 0.
I know that I need to use a delay command... How I can do?

thanks

Rough Use Of Fuse--Really Useful
Hey all, I just wrote a simple function that decorates a movieClip with some properties that make it really easy to extend the use of the FuseKit tweening methods and I was hoping to get some input. Remember, I just wrote this a minute ago, so there are, without doubt, a lot of improvements to be made. I would love any suggestions/input/corrections anyone can offer.


Background:

The way I see it is that the majority of tweening that I do involves tweening from one state to another using some method. So I wrote this simple routine to encapsulate my "states" and "means" so that I could use the syntax:

ActionScript Code:
myMovie.tweenToState("minimized","quickly");


and it would in effect do the following:

ActionScript Code:
ZigoEngine.doTween(this, ["_alpha, _x, _y, _size, Blur_blur, _brightness"],[50,Stage.width-this._width, Stage.height-this._height,20,8,50],1,"easeOutExpo",0);


The big advantage, of course being that once I defined the states and means for an object, they could be re-used again and again.

I also added the functionality to pass a movieClip object from which I would copy it's parameters and tween to the it.


ActionScript Code:
myMovieClip.tweenToOther(this.tinyMovieClip, "eventually");


I have alread come up with a million ways to extend this and hope to make it into a Fuse Extension, but right now I just wanted to get some input on it:

here's the code:

ActionScript Code:
import com.mosesSupposes.fuse.*;
ZigoEngine.register(Fuse,FuseFMP,Shortcuts,PennerEasing);
 
function useStateMeans() {
    if (this.stateProps) {
        delete this.stateProps;
    }
    this.stateProps = new Object();
    this.registerState = function() {
        if (arguments.length == 1) {
            var name:String = arguments[0].name;
            var config:Object = arguments[0];
            delete config.name;
        } else if (arguments.length == 2) {
            var name:String = arguments[0];
            var config:Object = arguments[1];
        } else {
            var config:Object = new Object();
            var name:String = arguments[0] || "default";
            var propCount:Number = arguments.length;
            for (var i = 1; i<propCount; i++) {
                config[i] = arguments[i];
            }
        }
        this.stateProps[name] = config;
    };
    this.meansProps = new Object();
    this.registerMeans = function() {
        if (arguments.length == 1) {
            var name:String = arguments[0].name;
            var config:Object = arguments[0];
            delete config.name;
        } else if (arguments.length == 2) {
            var name:String = arguments[0];
            var config:Object = arguments[1];
        } else {
            var name:String = arguments[0] || "default";
            var time:Number = arguments[1] || 1;
            var ease:String = arguments[2] || "linear";
            var delay:Number = arguments[3] || 0;
            var callback:String = arguments[4] || "trace (this+' has finished using this means: "+name+"');";
            var config:Object = {time:time, ease:ease, delay:delay, callback:callback};
        }
        this.meansProps[name] = config;
    };
    var config = arguments[0];
    var t:Number = config.time || 1;
    delete config.time;
    var e:String = config.ease || "linear";
    delete config.ease;
    var cb:String = config.callback || "trace ('tween complete for '+this);";
    delete config.callback;
    var d:Number = config.delay || 0;
    delete config.name;
    delete config.delay;
    this.removeState=function (name:String) {
        delete this.propsConfig[name];
    }
    this.registerMeans("default",{time:t, ease:t, delay:d, cb:c});
    trace(this+" is ready to use meansFX");
    if (!config) {
        config = {_alpha:0, _visible:false};
    }
    this.registerState("default",config);
    trace(this+" is ready to use statesFX");
    this.tweenToState = function(stateName:String, meansName:String) {
        var propsConfig:Object = this.stateProps[stateName];
        var meansConfig:Object = this.meansProps[meansName];
        var meansDefault:Object = this.meansProps["default"];
        var props:Array = new Array();
        var vals:Array = new Array();
        var time:Number = meansConfig.time || meansDefault.time;
        var delay:Number = meansConfig.delay || meansDefault.delay;
        var ease:String = meansConfig.ease || meansDefault.ease;
        var callback:Object = meansConfig.callback || meansDefault.callback;
        for (var propName in propsConfig) {
            props.push(propName);
            vals.push(propsConfig[propName]);
        }
        ZigoEngine.doTween(this,props,vals,time,ease,delay,callback);
    };
    this.tweenToOther=function (mc:MovieClip, means:String) {
        var name:String = "temp_"+mc._name;
       
        if (propsConfig[name]!=undefined) {
            var incr:Number=1;
            while (this.propsConfig[name]!=undefined) {
                name+="_"+incr.toString();
                incr++;
            }
        }
        var config:Object=new Object();
        var props:Array = ["_alpha","_width","_height","_x","_y","_tint","_brightness","_brightOffset"];
        for (var p in props) {
            var propName:String = props[p];
            config[propName]=mc[propName];
        }
        this.registerState(name, config);
        var meanstype:String = means||"default";
        this.tweenToState(name, "bounce");
        this.removeState(name);
    }
       
}
MovieClip.prototype.useStateMeans = useStateMeans;


Jase

Fuse Not Working
i am building a site is supposed to function as follows:

when you click on a nav item (except "home")- it calls "function openContent" - this slides open a panel to reveal content underneath. (also changes the content on the panel "cover_mc")

when you click on "home"- it calls the "shutCover" function. this just shuts the panel and reveals the "home" content on the panel.

it all works fine except for one bug.:

when i click on a nav item, then click on Home, then click back on the nav item that I had clicked on right before i clicked on the home button- the panel wont open. if I click on any other nav items besides the one pressed right before i clicked on the "home" button- they work fine.

im stumped. if anyone has a clue what might be going on- I would really appreciate any help you could provide.

here is the script:


ActionScript Code:
function openContent ( whichContent, pageContent) {
    if (whichContent==currentSection){} //if section is already open do nothing
    else {
    showContent ( whichContent, pageContent );
    currentSection = whichContent;
   
    isSectionOpen = true;
    }
}
 
function prevContent (onStage) {
    trace(onStage)
    prevImage = onStage
   
}
 
function showContent ( whichContent, pageContent ) {
    //currentSection = what is CURRENTLY open and needs to be faded out
    //currentSection = what is CURRENTLY open and needs to be faded out
    //whichContent = what NEEDS to be faded in mother***** 
    if ( isSectionOpen ) {
        var open:Fuse = new Fuse();
        open.push(
            //{func:"btn_off"},
            {scope: this, func:  function() {  _level0 [ currentSection ].scroll.deleteThis(); }  },
            [
           
            {target:_level0 [ "cover_mc" ], _x:520, seconds:1, ease:"easeOutExpo"},
            {target:_level0 [ currentSection], _alpha: 0,seconds:0},
            {target:_level0.cover_mc [ pageContent ], _alpha: 0,seconds:.1},
            {target:_level0.cover_mc [ prevImage ], _alpha: 0,seconds:.1}],
            {target:_level0.cover_mc [ pageContent ], _visible: "false",seconds:0},
            {target:_level0 [ whichContent ], _visible: "true",seconds:0},       
            {scope: this, func:  function() {  _level0 [ whichContent ].scroll.setupScroll(); }  },   
            [{target:_level0 [ "cover_mc" ], _x:1000, seconds:1, ease:"easeOutExpo"},
            {target:_level0 [ whichContent ], _alpha: 100,seconds:.1},
            {target:_level0.cover_mc [ pageContent ], _alpha: 100,seconds:.1},         
            {func:"prevContent" , args:pageContent}]);
        open.start();
    }
    else {
        trace("boom " +_level0 [ currentSection])
        trace("boom boom "+_level0 [ whichContent])
        var open:Fuse = new Fuse();
        open.push(       
             //{func:"btn_off"},
            [{target:_level0 [ "cover_mc" ], _x:1000, seconds:1, ease:"easeOutExpo"},
           
            {target:_level0 [ whichContent ], _alpha: 100,seconds:.1},
{target:_level0.cover_mc [ pageContent ], _alpha: 100,seconds:.1},
           
            {target:_level0.cover_mc.home_image, _alpha: 0,seconds:.1},
           
            {target:_level0.cover_mc [ prevImage ], _alpha: 0,seconds:.1}, 
           
            {func:"prevContent" , args:pageContent}],
           
            { func: function() { isSectionOpen = true; } }  ],
           
            {scope: this, func:  function() {  _level0 [ whichContent ].scroll.setupScroll(); }  }
           
            );
        open.start();
    }
}


ActionScript Code:
function shutCover () {
    isSectionOpen = false;
        var open:Fuse = new Fuse();
        open.push(
        {func: function(){currentSection="home"}},
       
        [   
            //{func:"btn_on"},
            {scope: this, func:  function() {  _level0 [ currentSection ].scroll.deleteThis(); }  },
            {target:_level0 [ "cover_mc" ], _x:520, seconds:1, ease:"easeOutExpo"},
            {target:_level0.cover_mc [ prevImage ], _alpha: 0,seconds:.1},
            {target:_level0.cover_mc.home_image, _alpha: 100,seconds:.1},
            {target:_level0 [ currentSection ], _alpha: 0,seconds:.1}]
            );
        open.start();
}

Fuse Problem
Whem i use Fuse, ZigoEngine, etc... on the timeline it works all fine, but when i start using in classes i get all kinds of errors : the Shortcuts don't work anymore, lots of erros in Sepy...

Does anyone has an example how he/she works with Fuse in classes?

thanks!! / katsu

Fuse Kit Question
I have a question about FuseKit

I'm setting up a function to handle my Fuse animations that I throw at it.

Here's my code

Code:
import com.mosesSupposes.fuse.*;
ZigoEngine.register(Fuse,PennerEasing);

// ---------------- test Fuse function -------------------------
function fuseMe(myFuse:Object) {
var f:Fuse = new Fuse();
f.autoClear = true;
f.push(myFuse);
f.start();
}

//
var easeType:String = "easeOutExpo"
var tweenTime:Number = 1;

var fadeIn:Object = { start_alpha:0, seconds:tweenTime, ease:easeType};
var fadeOut:Object = { alpha:0, seconds:tweenTime, ease:easeType};

fuseMe({target:mc, action:fadeIn});
The above code works great! What I want to do though is be able to pass the fuseMe function a multi item array of animations to do. something like this


Code:
fuseMe({target:mc, action:fadeIn}, {target:mc, action:fadeOut});
Basically I want to pass it an Array of stuff to animate. I don't think I have it written correctly though.
Could someone please test this and get back to me? Thanks!

Fuse FastForward
Hey everybody!

I've made an intro to an application with Fuse that seamlessly leads into the actual functionality of the application. I want users to have the option to skip the introductory animation, and get straight to the function, and I want to do it by using the Fuse fastForward method, but I can't seem to make it work right. Here's my code:

Code:

var cl:Number = 0;
function nameDrop():Void
{
   if(cl<11){
      var nameFall:Fuse = new Fuse();
      nameFall.push({target:name[cl++], y:50, ease:"easeOutElastic", time:.75, trigger:.75});
      nameFall.push({func:nameDrop});
      nameFall.start();
   }
   else{
      var rDrop:Fuse = new Fuse();
      rDrop.push({target:r, yscale:-100, ease:"easeOutBounce", time:1});
      rDrop.push({target:r, yscale:-100, ease:"easeOutBounce", time:Math.random()*10});
      rDrop.push({target:r, yscale:-(Math.random()*100), ease:"easeOutExpo", time:.5});
      rDrop.push({func:nameDrop});
      rDrop.start();
   }
}

function comingIn():Void
{
   var inComing:Fuse = new Fuse();
   inComing.push({target:coming, x:350, ease:"easeOutBack", s:100, time:1.5, delay:10});
   inComing.push({target:coming, Blur_blurX:30, Blur_blurY:30, ease:"easeOutBack", time:.5});
   inComing.push({target:coming, Blur_blurX:10, Blur_blurY:15, ease:"easeOutBack", time:.5});
   inComing.push({target:coming, Blur_blurX:35, Blur_blurY:30, ease:"easeOutBack", time:.5});
   inComing.push({target:coming, Blur_blurX:0, Blur_blurY:0, ease:"easeOutBack", time:.5});
   inComing.start();
}

function ff():Void
{
   inComing.fastForward();
   nameFall.fastForward();
}

skip.onRelease = ff();


Any thoughts?

Fuse/ Array Help
Firstly I hope I'm in the right forum and I know this probably is a very basic error but i'm new to this!
Please could a kind soul point me to what i am doing wrong.

Basically I have some bottons. When one is clicked a Movie Clip moves out. When another button is clicked that MC pops back and another comes out. I think i have to create an array that contains all the Movie Clips then an "if" statment that checks if the x position then to move it back. Is programing logic correct? Or are the hours and relentless nose bleeds of studying books and gotoAndLearns video's wastes!!

here is my code -
Code:

import com.mosesSupposes.fuse.*;

ZigoEngine.register(Fuse,PennerEasing,FuseFMP);

var contentArray:Array = new Array(main.webContent, main.scriptContent);

var t = function(){
   main.btnWeb.onRelease = function(){
   if(contentArray._x>0){
      var f:Fuse =new Fuse();
      f.push({target:contentArray, x:-600, y:150, seconds:0.5, ease:"easeOutQuad"});
      }
   }
}
   t.onMotionFinished = function(){
      var f:Fuse =new Fuse();
   f.push({target:main.webContent, x:9.2, y:150, seconds:1, ease:"easeOutQuad"});
   f.start();
}


please help kind Sirs
mat

Fuse Advice Please
Hi all

Using the age old excuse of new to coding to ask you genius out there for some advice on this task I attempting to do - thus stop me from ramming pencils up my nose!
I'm trying to further my knowledge of Fuse. I know how to bounce a box across the screen but I want to get more into the Maths. Basically I would like to do recreate the Flash Maths 2 video tutorial - row of boxes(!) that scale up when your mouse goes over it. I have an understanding of what to do but I just don't know how to attack the maths within fuse. I promise I have searched the manuals/ forums!

I know this is a pretty cheeky question but please could someone be of assistance. Also could somebody recommend another site for learning AS/ fuse, being a serious dyslexic cripple all the text books/ documentations are for intelligent people!!

Regards

Mat

Fuse Convolution..what Is It?
I was looking through Fuse's filters and I saw one called convolution and I applied it to an MC and I cant get it to work/see what it does. it has the following properties:

Convolution_alpha
Convolution_bias
Convolution_clamp
Convolution_color
Convolution_divisor
Convolution_matrix
Convolution_matrixX
Convolution_matrixY

I cant find any documentation on it on the fuse web site besides the property itself, but it doesnt say what it does.

Swift3d And Fuse Kit ? How?
Quick question about using Swift3d and Fuse Kit...

I want to create a simple cube that will serve as my transition between movies... And I would like to animate it with Fuse. When you import the swft file into flash, its a bunch of sequenced keyframes. If I put that in a movie clip, how would I use Fuse to rotate my cube? Add filters? etc?

I've been using Fuse for about 2 weeks now have the hang of it, but cannot visualize how to tween keyframes. Any comments appreciated. Thanks!

Looping Fuse
Hi!

Got some problems using the Fuse kit. I've been trying to get some help at the fuse forum at mosessupposes.com but no response yet, so I figured that maybe there is someone here who can help me out.

import com.mosesSupposes.fuse.*;

ZigoEngine.register(Fuse,PennerEasing);

circleBig._x=127;
circleBig._x=105;

circleBig.circle1._alpha=20;
circleBig.circle2._alpha=40;
circleBig.circle3._alpha=80;

var grr1:Number;
var grr2:Number;
var grr3:Number;
var grr4:Number;

function randomRotation(){
grr1=Math.random()*360;
grr2=Math.random()*360;
grr3=Math.random()*360;
grr4=Math.random()*360;
}

function startFuse():Void{
f.start();
}

var f:Fuse=new Fuse();
f.push({func:randomRotation});
f.push([
{target:circleBig.circle1, rotation:grr1, time:3},
{target:circleBig.circle2, rotation:grr2, time:3},
{target:circleBig.circle3, rotation:grr3, time:3},
{target:circleBig, rotation:grr4, time:3, func:startFuse}
]);
f.start();

The code above is supposed to randomly rotate four different circles. But nothing happens, they don't move at all.
Can anyone figure out what's wrong?

Thanks to everyone spending time helping people like me. And thanks lee, I've learned pretty much the last few months since I discovered this site. In time, I might even contribute by helping someone out myself :P

Martin

Tweener Vs. Fuse
Tweener:
http://code.google.com/p/tweener/

Fuse:
http://www.mosessupposes.com/Fuse/

A lot of people use Fuse, i was wondering if anybody has tried Tweener, and whether or not there are any performance differences?

Thanks!

8)

Fuse Array
I have a sequence of fuse items set up, but i don't want them to play one right after another. i want the item at 0 to play, then something else happen, then the item at 1 to play, then something else happen.

I guess my question is...do i need to set up different fuse variables or is there an efficient way to access a fuse item by its array position?

Fuse Used In Class?
Hey, I've tried searching around a bit, but haven't found anything.

Has anyone tried to incorporate the Fuse engine into a custom class? I've been trying to find an easy way to do it, but so far I've only come up with convoluted ways to access the Fuse functionality. Any ideas?

Help With Flashpath And Fuse .... Please
I am trying to learn how to use FUse .... welll I want to learn how to use fuse .... I dont understand how to change the Flash path or where to put the fuse as. file.

I am watching and have watched the video tutorial on it ....

Any help on this would be great. Thanks!!!!

Fuse Animation Help Please
Hi!

I have a primarily fuse pack animated menu (html, fla) which I've got mainly complete but there's a bit of a problem with one of the tweens which doesn't seem to be occurring but used to work. Could someone please point me in the right direction for fixing it?

Also, would somone mind giving me some hints on how to tidy up the animation. I'm pretty new to flash and don't know what the best ways to reduce file sizes are.

Kind regards,

Matthew.

Fuse Erro, Please Help
can anyone explain this to me? how it's caused...

I got this erro inthe output window.

"** -Fuse#3>Item #0: missing targets during setStartProps **"

The strange thing is, it shows up sometimes and sometimes doesn't. :(

Thanks.

- mark

Fuse Problems
I'm excited to learn fuse, and have watched Lee's tutorials and downloaded his source files. However, I'm having wierd problems.

I followed Lee's instructions to set up the com/mosesSupposes/fuse folder. And pretty much copied Lees tutorial and could not achieve a Fuse tween.

I even ran his sample files as is. Interestingly the Fuse FMP seemed to work as the ball object was blurred in the resulting SWF, but again. No Fuse motion twean.

Interstingly the simple setup tween worked.

Anyone else have similar problems? By the way I'm using Flash 8 Professional on a Panther Mac.

Thanks. :?

Fuse Tutorial
Hey All,

I'm going through the "animating with Fuse" tutorial at the moment and running into a bit of trouble when trying to call the FuseFMP filters.

ie:
import com.mosesSupposes.fuse.*;
ZigoEngine.register(Fuse,PennerEasing,FuseFMP);
FuseFMP.writeFilter(ball, "Blur", {blurY:100,blurX:100,quality:1})

_________________

for some reason i get these errors when testing the movie:

**Error** Macintosh HD:Users:caseyoakland:Documents: Oakland Designs:Oakland Designs Stuff:FLASH RESOURCES:Actionscript:com:mosesSupposes:fuse:FuseFMP.as: Line 592: The class 'flash.filters.BitmapFilter' could not be loaded.
private static function $getInstance($myFilter:Object):BitmapFilter {

_________________

Has anyone experienced this problem or know why this would be happening?

I'm running Flash MX04 on a Mac OSX platform.
Any help is greatly appreciated.

Thanks > CO.

Another Fuse Question
How come when I have a function in my Fuse push statement it is called when the page loads? In other words the function executes before I even call a start on my fuse object. How can I avoid this?

I would like the function to be called once the fuse tween is complete. How should I do that?

Here's what my code looks like now: Code:

var lar1:Fuse = new Fuse();
lar1.push({target:_root.mc_1, Blur_blurX:25, Blur_blurY:5, seconds:.5, ease:"easeInBack", scope:_root.mc_1});
lar1.push({target:_root.mc_1, Blur_blurX:0, Blur_blurY:0, seconds:.25, ease:"easeOutBack", func:rollovertxt(), scope:_root.mc_1});

Fuse Basics
hi!
i´m starting using Fuse, and a simple doubdt appear to me, the thing is with this simple code:

f.target = clip1;
f.push({ start_alpha:0 }); // fade up
f.start(true);

using start_alpha, the mc starts with alpha:0, and tweens to alpha:100, but why does he do this? why does he goes to alpha:100??

what do i need to do if i want it to start with 0 and tween to 50 ?

any help would be appreciated
gr000ve

Fuse Help Needed
Hi there,

been using Fuse for a while, and it's a wonderful thing, but a bit stuck on the best way to do this:

I need to move an mc accross the stage (So far so good), but I need to tween its _alpha up from 0 to 100, then back down to 0 over the course of the movement.

I know I can set a start and end property, but how to I get a mid-property?

Thanks

Automating Fuse
Hi everybody

After watching the two tutorials on Fuse I immediately had to go and play with it myself.

So here I am, trying to get my head around looping/sequencing Fuse, and finding it somewhat difficult. Im still new to AS :?

The thing is that I have around 100 letters that I want to tween from right to left. With Fuse, thats easy enough, but there must be a simpler way of doing instead of going:

Code:

import com.mosesSupposes.fuse.*;
ZigoEngine.register(Fuse,PennerEasing,FuseFMP);
FuseFMP.writeFilter(hotspot,"Blur",{blurY:10,blurX:100,quality:1});

var f_mover:Fuse = new Fuse();
var u_mover:Fuse = new Fuse();
var s_mover:Fuse = new Fuse();
var e_mover:Fuse = new Fuse();
etc etc etc.. allt the way up to 100

f_mover.push({target: f,x:0,time:0.7,ease:"easeInBounce",Blur_blurX:0,Blur_blurY:0});
u_mover.push({target: u,x:60,time:0.7,delay:0.1,ease:"easeInQuad",Blur_blurX:0,Blur_blurY:0});
s_mover.push({target: s,x:120,time:0.7,delay:0.2,ease:"easeInQuad",Blur_blurX:0,Blur_blurY:0});
e_mover.push({target: e,x:180,time:0.7,delay:0.3,ease:"easeInQuad",Blur_blurX:0,Blur_blurY:0});
again etc etc etc.. allt the way up to 100

f_mover.start();
u_mover.start();
s_mover.start();
e_mover.start();
and again etc etc etc up to 100


instead Ive tried using something like this, but can't really make it work:

Code:

import com.mosesSupposes.fuse.*;
ZigoEngine.register(Fuse,PennerEasing,FuseFMP);
FuseFMP.writeFilter(write_fuse,"Blur",{blurY:10,blurX:100,quality:1});

function write_fuse() {
   
var fuse:Fuse = new Fuse();
var tempArr:Array = [];

for (var i:Number = 0; i<=8; i++) {
var letterHolder:MovieClip = this["letter"+i];
tempArr.push({target:letterHolder,time:0.7,ease:"easeInBounce",Blur_blurX:0,Blur_blurY:0,delay:(???),x:(???)});
}
fuse.push(tempArr);
fuse.start();
}
write_fuse();


I have gotten the letters moving fine, but they all move to the same spot. I need to make some sort of increment on the 'x:' value and 'delay:' to make it all work.

Can anyone help me with this?

Sorry for any misspelled words

Fuse Question
I have a question about the fuse class...

Is it possible to send variables to the fuse animation dynamically from a button.

For example, I have a graphic that slides to four different positions depending on what button is pressed. I can't seem to get this to work using one Fuse... I must create four different fuses.

Using the mx.transitions I could do this easily.

Here is an example:

Using Fuse:

============

var slideBoxRight:Fuse = new Fuse();
slideBoxRight.push({target:topBox, x:100, time:1, ease:"easeOutBack"});

var slideBoxLeft:Fuse = new Fuse();
slideBoxLeft.push({target:topBox, x:0, time:1, ease:"easeOutBack"});

myButton1.onRelease = function(){
slideBoxRight.start();
}

myButton2.onRelease = function(){
slideBoxLeft.start();
}

===============

I wish I could pass the _x value with the button and only use one fuse... is that possible?

This doesn't work, but it shows what I hope to achieve:

===========

var slideBox:Fuse = new Fuse();
slideBoxLeft.push({target:topBox, x:_root.myEndPos, time:1, ease:"easeOutBack"});

myButton1.onRelease = function(){
_root.myEndPos = 100;
slideBox.start();
}
myButton1.onRelease = function(){
_root.myEndPos = 0;
slideBox.start();
}

===========

Any ideas would be greatly appreciated.

Thanks

Links/Tutorials On How To Use Fuse Kit?
I've downloaded and successfully installed the fuse kit, and watched the appropriate tutorials on www.gotoandlearn.com , but I want to find out more on how to use this tool.

In the tutorial it's recommended to "check the documentation", yet all I can find on the website www.mosessupposes.com/Fuse/ is a bunch of Actionscript files with some comments that I find difficult to follow and understand and a poorly formatted and equally difficult to follow .txt file. I get the feeling that both presume I already know the basics of using the tool. The associated forums have provided a little help, and I've checked Google and this forum for any other source of information, but I've turned up nothing.

I'm doubtful, but does anyone know of a tutorial that explains how to use this tool?

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