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Tween Class Trouble



I have 2 tweens. I want my first one to be around 50% completed to start my second one. How do I do that ?


Code:
var Tween_right:Tween = new Tween(_root.mc_holder.mc_backgroundBlue, "_x", Strong.easeOut, 0, 525, 1, true);

var AlphaUp:Tween = new Tween(obj, "_alpha", Regular.easeOut, 0, 100, 1, true);
AlphaUp.stop();



ActionScript.org Forums > ActionScript Forums Group > ActionScript 2.0
Posted on: 10-04-2006, 04:48 AM


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Tween Class Trouble
An swf is worth a thousand words, so....

Please go to http://www.datapixel.eu/datapixel.htm

and watch yourself. When you click on "Apri Menu" (Open Menu in english) an animation made with the Tween class shows.

It should enlarge the green panel in order to show the buttons. And IT DOES! .... sometimes.

Instead sometimes the animation stops prematurely and the menu is not correctly viewed. Do you know what's happening?

Thanks.

Trouble With The Tween Class
I'm having trouble with this code, it's for tweening Thumbnails in a photo gallery application I'm building:


Code:
var tween:Tween = new Tween(Thumbnails[Thumbnails.cur_thumbnail], "_alpha", mx.transitions.easing.Strong.easeIn, 40, 100, 1, true);
Thumbnails.cur_thumbnail = new_thumbnail;
What happens is while the tween variable is tweening the value of Thumbnails.cur_thumbnail changes therefore cutting off the tween before it gets started or at least I'm assuming this is what's happening.

How do I get around this? Thanks.

Tween Class Trouble
Well, firstly, excuse my poor english... I guess its not so good, but I hope you can understand me.

Well, I have imported the tween class at my .fla file with:

-------
import mx.transitions.Tween;
import mx.transitions.easing.*;
-------

as everywhere says it must be done. Later, I use:

-------
ROLLOVER:
var tw:Tween=new Tween(plano_mc, "_xscale", mx.transitions.easing.Elastic.easeOut,40, 100, 40, false);

var tw2:Tween=new Tween(plano_mc, "_yscale", mx.transitions.easing.Elastic.easeOut,40, 100, 50, false);
-------

inside a function that i call on the rollover method for the movieClip I want to tween.

The trouble comes in the rollOut method, where I have this code:

-------
ROLLOUT:
var tw:Tween=new Tween(plano_mc, "_xscale", mx.transitions.easing.Elastic.easeOut, 100,40, 1, true);
var tw2:Tween=new Tween(plano_mc, "_yscale", mx.transitions.easing.Elastic.easeOut, 100,40, 1, true);
-------

After the user rolls out, and even after the rollOut tween is well done, it resizes to the 100%, even if I'm out of the hitArea for the rollOver. All this instead of staying at the 40% of _xscale and _yscale, that is what I wanted the class to do (you can see it in the parameters of the tween).

It only happens in the rollOut method, because the rollOver doesn't get resized after is called as well as the rollOut... It should be logical if it should happen at both methods, but it just happens at RollOut, and even, each time I rollOut, is just one (or both sometimes) property which gets resized (sometimes the _yscale, other times the _xscale....). Is there any explanation for this???

I want to erase this error, that I can't find why happens. My only explanation is that Robert Penner did a bad class, but I don't really trust it because he is a Flash master and I'm just a beginner, so, please
pleeeeeaaaase!, anybody help me!
Thank you very much!

Tween Class Trouble
I don't use Tween class often, so don't scold me if this is an obvious question.

When I set up a simple Tween, it works if I assign a specific object's instance name as the object to tween. But when doing it inside a for loop, it doesn't work. Yet everything else within the for loop works. I've tested every variable, and it's the object name that doesn't work. Here is a simplified version of the code. Someone please tell me what I've done wrong.









Attach Code

import mx.transitions.Tween;
import mx.transitions.easing.*;
for (var k:Number = 1; k<15; k++) {
var dakine = this["letter"+k];
dakine.onPress = function() {
this._xscale = this._yscale=90;
this.startX = this._x;
this.startY = this._y;
startDrag(this);
};
dakine.onRelease = dakine.onReleaseOutside=function () {
stopDrag();
this._xscale = this._yscale=100;
var letterUp:Tween = new Tween(this, "_x", Bounce.easeOut, this._x, this.startX, 2000);
};
}

Tween Class Trouble (based On The Tutorial)
Hey hey hey.

I was gonna have a fiddle with this tutorial http://www.kirupa.com/developer/actionscript/tween.htm
so I downloaded, unzipped, saved and published it. I didn't have a chance to fiddle with anything and it's already broken! I get this:

**Error** Scene=Scene 1, layer=actions, frame=1:Line 5: There is no property with the name 'onMotionFinished'.
xScaleT.onMotionFinished = function() {

**Error** Scene=Scene 1, layer=actions, frame=1:Line 8: There is no property with the name 'onMotionFinished'.
xPosT.onMotionFinished = function() {

Total ActionScript Errors: 2 Reported Errors: 2


Any ideas why guys? Cheers in advance.

<"))))><

Edit: MX04 by the way.

Tween Class If Moved Mc Passed Point Start Another Tween
Hey Actionscript Gurus

Now I am using the Tween Class to move some boxes in my movie, now I can move the first mc and then another mc after the first tween has finished with onMotionFinished but I was hoping someone could help with how do I start the second tween when the first mc has passed a certain _x coordinate.

ie starting the second mc moving while the first tween is still moving.

I am trying to do a intro loader for my front page controlling around 7 boxes. So I need to repeat this a few times.

Regs,
Jacko

Tween Class If Moved Mc Passed Point Start Another Tween
Hey Kirupa Flash Gurus

Now I am using the Tween Class to move some boxes in my movie, now I can move the first mc and then another mc after the first tween has finished with onMotionFinished but I was hoping someone could help with how do I start the second tween when the first mc has passed a certain _x coordinate.

ie starting the second mc moving while the first tween is still moving.

Regs,
Jacko

Tween Class Scaling Breaks Motion Tween?
I have a movie clip which uses a motion guide to animate the entry (and eventually the exit) of a bunch of other movie clips. These smaller clips contain buttons, and animate on rollOver and rollOut using the following code:


Code:
on(rollOver) {
this.swapDepths(2);
ParentxScale = new mx.transitions.Tween(this, "_xscale", mx.transitions.easing.Back.easeOut, this._xscale, 100/.6, .5, true);
ParentyScale = new mx.transitions.Tween(this, "_yscale", mx.transitions.easing.Back.easeOut, this._yscale, 100/.6, .5, true);
play();
}
on(rollOut) {
ParentxScale = new mx.transitions.Tween(this, "_xscale", mx.transitions.easing.Bounce.easeOut, this._xscale, 100, .5, true);
ParentyScale = new mx.transitions.Tween(this, "_yscale", mx.transitions.easing.Bounce.easeOut, this._yscale, 100, .5, true);
stop();
}
However, once an object has been moused over, it doesn't exit with the others. Any ideas why it seems to "fall off the track" of the motion guide?

Tween Class: Can One Tween More Than One Property Using The Same Tween
I want to scale both the _xscale and the _yscale properties of a clip, using a single execution of the Tween Class. See example below:


Code:
import mx.transitions.Tween;
var myTween:Tween = new Tween(myMovieClip_mc, "_xscale", Strong.easeOut, myMovieClip_mc._xscale, 300, 5, false);

Since one property at a time must be passed as a string to the constructor, I tried the following code, but it does not work quite as flawless as I expected:


Code:
myTween.onMotionChanged = function() {
//trace( this.position );
myMovieClip_mc._yscale += (300 - myMovieClip_mc._yscale)/12;
};
Any suggestions?

After Tween, Jump To New Frame (using Tween Class)
I need some help with using the tween class (among other things).

See my attached test file. It's clearer than my description.

You're supposed to be able to click the "next" or "prev" buttons and see the movie clip move forwards or backwards. It works, but only on the first click of the button. After the initial click I need the timeline to jump to frame label "2", and after the second click I need the timeline to jump to frame label "3", and so on, so that I can implement a new set of perameters. Is that clear? I'm so annoyed with this. Please help!

Thanks.

Tween Class Problem. Tween Freeze?
I am using the tween class to do an alpha tween on some jpgs that get loaded into a movieclip. Everything thing works great until the user rapidly clicks on the 'next' arrow to jump forward to a new picture. If the user clicks too quickly something happens and the tween function stops working.

Here is the tween code:

Code:
//set up tweening
import mx.transitions.easing.*;
import mx.transitions.Tween;
var tweenAlpha:Tween;
function alphaTween(object,duration){
easeType = mx.transitions.easing.Regular.easeIn;
tweenAlpha = new mx.transitions.Tween(object, "_alpha", easeType, 0, 100, duration, true);
}
http://12dogsofchristmas.com/12_dogs_menu2.swf

You'll notice that if you click slowly on the arrows the pictures load correctly with the story. However, if you click fast they stop tweening.

thanks for the help.

Tween.stop(). Part Of The Tween Class?
I need to know if tween.stop() is part of the Tween class in Flash 8 or if it's related to an extension I installed (ie. TweenExtended).

Tween Class Not Always Fulling Complete Tween
I have a switch statement that is a part of the tween effects found on the header of http://gfxcomplex.com/blog.

the problem is this case will change the rotation of a sprite and then tween it to zero. The funny thing is some times ("not all the time") some of the tween stop in the middle and do not complete leaving the sprite with a rotation somewhere in the middle of 180 to 0. My question is, is there something in my code that could be the reason for this or is this a bug??

You may have to watch the header for a long time to see this bug happen as it seems to be more a fluke then a true code bug.


PHP Code:



case 7 :            var u:uint = 0;            test1.getChildAt(0).rotation = 180;            test1.getChildAt(1).rotation = 180;            test1.getChildAt(2).rotation = 180;            test1.getChildAt(3).rotation = 180;            test1.getChildAt(4).rotation = 180;               intervalId = setInterval(function myFunction(){                                                          myTween1 = new Tween(test1.getChildAt(u), "rotation", Bounce.easeOut, 180, 0, 3, true);                                                          u++;                                                          if(u == 5){                                                                                                                      clearInterval(intervalId);                                                                                                                        }                                                          },                                                          150);break; 

Tween Class Applied In Custom Class Not Working
var sizerW:Object = new Tween(pda_mc,"_xscale",mx.transitions.Tween.None.e aseNone,pdaOrigW,pdaSmallW,3,true);

this code produces and error when applied in a custom class but not in a fla?

the error = There is no property with the name 'None'.

Tween Class In Custom Extend MovieClip Class
I want to use the tween prototype in a custom class that extends MovieClip. I am already including "lmc_tween.as" in my root and I have already replaced the "MovieClip.as" file in my flash directory with the one from the shared/Zigo directory. However, I still get compiler errors if I try to include "lmc_tween.as" in the class file, or without the include in the class it will compile but the tween prototype will not work in the custom class. Does anyone know how to fix this?

Tween Class Vs Custom Tween?
I have searched for info on the Tween class, gave up when I found little to nothing on it, so here I am with some questions.

1 - Can I use this class in MX 2004 or is it in 8 only? If so, what is the invocation script?

2 - How flexible is the easing of the Tween class? Can it do more than just fast/slow in/out (fully customizable time curves)?

3 - Can you specify a finite amount of time in which the current invocation of Tween must be completed, or do you have to calculate and apply values to enforce this?

Thanks,
+Q__

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

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!!!!

Tween Class & Button Class
Sorry I accidently made two threads.. can this be deleted please??

_x Tween Trouble
I am unable to tween into a specific position. Here is the code that I am using.
if (_root.arrow._x>330) {
_root.arrow._x-=70;
gotoAndPlay("loop");
} else{
gotoAndStop(1);
}
When I replace "-=70" with "--" I can hit the exact spot that I am going for, but it does not move fast enough.

Any suggestions would be greatly appreciated.

Thanks

Multiple Tween Trouble
Ok are you sopposed to have more then 1 dif. kind of tweens on 1 layer....or are u sopposed to make a seperate layer 4 a seperate tween
thx alot 4 the help
this ? is bothering me

Fade In Tween Trouble...
maybe i'm completely crazy... i'm trying to tween a mc symbol... just a simple alpha fade... on the main timeline of a swf... he symbol is made of dynamic text embeded... but of two different text boxes... converted to grapic symbols... on two different layers... in the mc symbol... is there something wrong with me...? it wont tween... i've tried it with one layer... i've tried it grouping them... i need the fonts to be two different sizes in the one symbol...

help... it's probably something silly...

[FCS3] Tween Trouble In CS3
My Flash experience is in using Flash8, and I'm currently using CS3 for the first time. I am however using AS2.0, not 3.0.

I'm using several motion tweens between various keyframes in a layer of a movieclip. Each tween is from a keyframe with a symbol instance set at color: Alpha, 0% and the same symbol with color: Alpha, 100%. These appear to be functioning properly. Below that layer I have a layer with almost identical "static" symbols. The intended effect being part of the swf "fades in."

However, by the second frame as the alpha starts to tween in, the entire image (including the normal static layer) is washed out as if the tween layer has 100% opacity over the static fill layer.

I've done the exact same thing in the past using Flash8, so maybe I'm just forgetting something. Thanks for any help!

Trouble With HitTestPoint And Tween
Hi guys,
I'm having a trouble with hitTestPoint and tween. Well, if you look at the code you will understand what I am trying to archive here.

---------------------
var action:Tween;
target01.alpha = 0.6;
target01.addEventListener(Event.ENTER_FRAME, transition01);
function transition01(event:Event):void {
if (target01.hitTestPoint(mouseX, mouseY, true)) {
action = new Tween(target01, "alpha", Strong.easeOut,0.6, 1, 1, true);
} else {
action = new Tween(target01, "alpha", Strong.easeOut,1, 0.6, 1, true);
}
}
---------------------

Yes, that's right. I'm trying to make the movie clip 'target01' to fade in once the mouse pointer roll-overs, and fades out when roll-out. But tween actions don't work...
Yes, I did MouseEvents instead, but it is not the way I want it.. Please help me outta here guys.

Trouble With A Shape Tween
Howdy guys,
I got this problem with a shape tween in my project. Its basically a CBt type of deal. But the problem is when u click on a button and go to the page, a shape tween of a semi-transparent box betting bigger is supposed to happen, it is also a movie clip. It happens inside of it. It happens in the flash file, but when I export it it goes all wierd. The box is supposed to come from the top left and go to the right bottom. But when it plays it only shows the right side line.
Are both the timelines supposed to be the same amount. There both 10 frames. Any kind of help will be greatly appericated.
thanks

Still Having Trouble W/ Basic Color Tween
ok.
i have flash mx

frame one i create a circele with one color

click on frame 10, cpress f6(to create an identical keyframe to frame one, right)

by doing this the new objest is highlighted so i go to the properties window and change the color....


next i click on any frame between 1 and 10 and creat a motion tween from insert menu..

it still does not work.

the motion tween is dotted ... i know its supposed to be a solid line.

if i click on tframe 10 and create tween it change the objects to the same color.... what in tarnations is goin on here?!

please help.
thank you

Having Trouble With Tween Navigation (New To Flash)
http://douglas.mackenzie.natcoll.net...lash/index.swf
http://douglas.mackenzie.natcoll.net...lash/index.fla
is the link to the flash file.

The problem I am having is that it only tweens once. I wanted to be able to go back and forth - It just doesn't seem to respond after the first click.

Also it always goes the same way no matter where it's clicked. Can anyone work this out?

If anyone has time to read over this code it would be greatly appreciated.

Thanks


Code:
import fl.transitions.Tween;
import fl.transitions.easing.*;

var xTween:Tween;
var yTween:Tween;

var castMc:cast = new cast;
addChild(castMc);
castMc.x = -580;
castMc.y = 145;
//castMc.buttonMode = true;

var trailerMc:trailer = new trailer;
addChild(trailerMc);
trailerMc.x = 120;
trailerMc.y = 145;
//trailerMc.buttonMode = true;

var datesMc:dates = new dates;
addChild(datesMc);
datesMc.x = 820;
datesMc.y = 145;
//datesMc.buttonMode = true;

castMc.addEventListener(MouseEvent.CLICK, navigate);
trailerMc.addEventListener(MouseEvent.CLICK, navigate);
datesMc.addEventListener(MouseEvent.CLICK, navigate);

var castXposFarLeft:Number = -1280;
var castYposFarLeft:Number = 145;

var castXposLeft:Number = -580;
var castYposLeft:Number = 145;

var castXposMiddle:Number = 120;
var castYposMiddle:Number = 145;

var trailerXposLeft:Number = -580;
var trailerYposLeft:Number = 145;

var trailerXposMiddle:Number = 120;
var trailerYposMiddle:Number = 145;

var trailerXposRight:Number = 820;
var trailerYposRight:Number = 145;

var datesXposFarRight:Number = 1280;
var datesYposFarRight:Number = 145;

var datesXposRight:Number = 820;
var datesYposRight:Number = 145;

var datesXposMiddle:Number = 120;
var datesYposMiddle:Number = 145;

function navigate(event:MouseEvent):void
{
if(event.currentTarget.name == "castMc")
{
setTweenCast(castXposMiddle, castYposMiddle);
setTweenTrailer(trailerXposRight, trailerYposRight);
setTweenDates(datesXposFarRight, datesYposFarRight);
}
else if(event.currentTarget.name == "trailerMc")
{
setTweenCast(castXposLeft, castYposLeft);
setTweenTrailer(trailerXposMiddle, trailerYposMiddle);
setTweenDates(datesXposRight, datesYposRight);
}
else(event.currentTarget.name == "datesMc")
{
setTweenCast(castXposFarLeft, castYposFarLeft);
setTweenTrailer(trailerXposLeft, trailerYposLeft);
setTweenDates(datesXposMiddle, datesYposMiddle);
}

//trace(event.currentTarget.name);
}

function setTweenDates(tweenX:Number, tweenY:Number):void
{
xTween = new Tween(datesMc, "x", Strong.easeOut, datesMc.x, 0, 4, true);
yTween = new Tween(datesMc, "y", Strong.easeOut, datesMc.y, 145, 4, true);

xTween.begin = datesMc.x;
yTween.begin = datesMc.y;

xTween.finish = tweenX;
yTween.finish = tweenY;
xTween.start();
yTween.start();
}

function setTweenCast(tweenX:Number, tweenY:Number):void
{
xTween = new Tween(castMc, "x", Strong.easeOut, castMc.x, 0, 4, true);
yTween = new Tween(castMc, "y", Strong.easeOut, castMc.y, 145, 4, true);

xTween.begin = castMc.x;
yTween.begin = castMc.y;

xTween.finish = tweenX;
yTween.finish = tweenY;
xTween.start();
yTween.start();
}

function setTweenTrailer(tweenX:Number, tweenY:Number):void
{
xTween = new Tween(trailerMc, "x", Strong.easeOut, trailerMc.x, 0, 4, true);
yTween = new Tween(trailerMc, "y", Strong.easeOut, trailerMc.y, 145, 4, true);

xTween.begin = trailerMc.x;
yTween.begin = trailerMc.y;

xTween.finish = tweenX;
yTween.finish = tweenY;
xTween.start();
yTween.start();
}

Tween Action Script Trouble
i need to make a tween in flash that repeats its self when it finishes. it needs to be 1 frame and be in action script 2.0 i have managed to make the tween but it wont play again.

Could any one give me and hand

Thanks
Stupid Saint

Trouble With 1st Kirupa Flash 8 Tween Tutorial
Hi,

I'm on a Mac and a Flash MX 2004 user. I attempted to do Kirupa's very basic animation tweening tutorial to get myself going with Flash 8, but I cannot get it to work.

The motion works fine, but when I introduced the alpha part, it started behaving erratically. It just won't fade IN.

I am familiar and comfortable with animation tweens involving motion and fades in MX 2004...

I tried just doing a fade in for a single letter, not even inside a movie clip (as the tutorial has you do), and didn't use motion -- just a fade in: Can't even get that to work.

Any ideas? Some silly thing I overlooked??

Thanks!

SL

Scope Trouble... Unregister/ Remove Object / Tween ?
Hi,

I hope somebody can help with the following problem.
I'm trying to make a powerpoint kind of projector:
- Main flash movie: works as a container to load different flash files.
reacts on the left and right arrow buttons to go to the next or previous movie, which is loaded in a movieClip.

- Several external swf files all exported from the same: slide.fla only adjusting xml node settings make the differences in text and pictures.
This works, but after loading into the container I use to show the images the tween of my images gets messed up. (Not in the first loaded movie, but sure after around the third)

Please can anybody look at my code and tell me what could be the problem?
I'm sure it has to do with the scope after loading into the container.fla, and all the objects having the same name, for the submovies. (exported from the same .fla)
Do I have to unregister/ remove these objects after usage - I think this might be it, but don't know how.

In the container.fla I already set:
clipLoader_mc._lockroot = true;
but this doesn't solve the problem.


Code:
/// **************************** ///
/// START TWEEN METHODS FOR SCREENS ///
/// **************************** ///
var mcl_obj:Object = new Object();
mcl_obj.onLoadInit = function(target_mc:MovieClip):Void {
target_mc._width = 500;
target_mc._height = 395;
target_mc._x = 500;
var distance:Number = 5;
var angleInDegrees:Number = 45;
var color:Number = 0x000000;
var alpha:Number = 75;
var blurX:Number = 7;
var blurY:Number = 7;
var strength:Number = 1;
var quality:Number = 3;
var inner:Boolean = false;
var knockout:Boolean = false;
var hideObject:Boolean = false;
var filter:DropShadowFilter = new DropShadowFilter(distance, angleInDegrees, color, alpha, blurX, blurY, strength, quality, inner, knockout, hideObject);
var filterArray:Array = new Array();
filterArray.push(filter);
target_mc.filters = filterArray;
var tween_target:Object = new Tween(target_mc, "_y", Back.easeInOut, Stage.height, 300, 1, true);
tween_target.onMotionFinished = function() {
intervalClearScreenId = setInterval(ClearScreen, 8000, counter);
};
screenCounter++;
//initiated on top of the page.
};
function ClearScreen():Void {
var tween_screen:Object = new Tween(mover_mc, "_x", Strong.easeInOut, mover_mc._x, 1250, 1, true);
tween_screen.onMotionFinished = function() {
if (screenCounter<screenMaxCount) {
ShowScreens();
} else {
screenCounter = 0;
ShowScreens();
}
clearInterval(intervalClearScreenId);
};
}
ShowScreens = function ():Void {
// Create a movie clip instance.
this.createEmptyMovieClip("mover_mc", getNextHighestDepth());
var img_mcl:MovieClipLoader = new MovieClipLoader();
img_mcl.addListener(mcl_obj);
// Load an image into the movie clip
img_mcl.loadClip(imageArray[screenCounter], mover_mc);
};
//load XML voor screens on the left:
function loadScreensXML(loaded) {
if (loaded) {
_rootNode = this.firstChild.childNodes[imageNodeNr].childNodes[0];
trace(_rootNode);
total = _rootNode.childNodes.length;
for (i=0; i<total; i++) {
//add images to imageArray:
imageArray[i] = _rootNode.childNodes[i].firstChild.nodeValue;
}
screenMaxCount = imageArray.length;
//initiated on top of the page
//Show the screens:
ShowScreens();
} else {
content = "file not loaded!";
}
}
xmlScreens = new XML();
xmlScreens.ignoreWhite = true;
xmlScreens.onLoad = loadScreensXML;
xmlScreens.load(urlImagesXML);
/// **************************** ///
/// END TWEEN METHODS FOR SCREENS ///
/// **************************** ///
I'm trying all day already to solve this so please can anybody help?
Thanks in advance!

Tween Class
for some reason i can not get the alpha to fade out a dynamic text box

attached it the .fla

just run, and click the box in the centre (bottom left is simple for test purposes)

[f8]Using The Tween Class
Hi everyone


I have this script

PHP Code:



import mx.transitions.Tween;
import mx.transitions.easing.*;

var myRan:Number = (Math.random()*15000)+10000;
var firstRandom:Number = 290;
var secondRandom:Number = (Math.random()*370)+50 ;

setInterval(movePlayer,myRan);
movePlayer = function(){
    var yScaleT:Tween = new Tween("musicPlayer", "_y", Elastic.easeOut , firstRandom, secondRandom, 1.5, true);
    firstRandom = secondRandom;
    secondRandom = (Math.random()*370)+50 ;
    myRan = (Math.random()*15000)+10000;
    setInterval(this,myRan);
}




Basically what I want it to do is:
after [10 + random amount]seconds it should call up the function movePlayer
this function tweens the _y of the instance musicPlayer.
At first, the _y should start at 290(firstRandom) and move to a random number between 50 and 420(secondRandom). Then, firstRandom gets the value of where it is right now, and another secondRandom is being defined.
Then, the function does a setInterval on itself, again with [10 + random amount]seconds.

Now, what am I doing wrong? Any sort of syntax error? Logic error?
Please help
Thanks

[AS3] Tween Class Bug?
I have a problem with the Tween Class that I do not understand.

If I put several tweens in a loop - rewind and start them again -
they suddenly stop(!!) after a while (about 10 sec).
http://www.coldminer.com/nwf/test/test1.php

But when I put the code in an extended Sprite Class with the
DisplayObject everything works as expected.
http://www.coldminer.com/nwf/test/test2.php

Ok, "problem solved", but why is this? I don't understand.
Is it a bug, or am I doing it wrong?
It works in AS2 (Test 3).
http://www.coldminer.com/nwf/test/test3.php

Code is available on the examples

Anyone?

Can This Be Doing Using The Tween Class?
after months of trying to figure out why the animation gets corrupted using what appears to be a simple script i now must resort to the tween class.

is there anyway i can get this effects using the tween class?
http://nubianniht.com/

please help

thank you

*don't press the buttons unless you want to see the animation corrupt

Using Tween Class
I am having an issue with setting dynamic values in the tween class parameters. I want to make a function I can use for moving multiple objects using the teen class. The start and end point are dynamic based on the current location of the object, but I cannot seem to figue out a way to pass that value into the parameters of the tween class.

I have the end point hard coded based on an equation clip_y + 200 or clip_y - 200. If I click the object once, and then click it again before it reaches the it's first destination the return code has the wrong destination value because clip_y has not reached its destination.

Anyone hav any suggestions for creating a calculation that will not require me to hard code a value for the destination?

Here is the code I am currently using

import mx.transitions.Tween;
import mx.transitions.easing.*;
BarStatus = "closing"

BarDown = function(barName){

var bar = barName
var begin = barName._y;
var end = barName._y + 300;

yPosTween = new Tween(bar, "_y", Strong.easeOut, begin, end, 2, true);

}

BarUp = function(barName){

var bar = barName
var begin = barName._y;
var end = barName._y - 300;

yPosTween = new Tween(bar, "_y", Strong.easeOut, begin, end, 2, true);

}


_root.design_mc.onPress = function(){
if(BarStatus == "closing"){

//Open the nav
BarDown(web_mc);
BarDown(print_mc);
BarDown(interactive_mc);
BarDown(advertising_mc);
BarStatus = "opened"

}

else{

//Close the Nav
BarUp(web_mc);
BarUp(print_mc);
BarUp(interactive_mc);
BarUp(advertising_mc);
BarStatus = "closing"
}

}

Tween Class
Can someone take a look at this I just cannot figure out what to do or what I am doing wrong.

When the icon is clicked I would like it to get a new x & y position as well as the over and out and released functions to stop working after I click the icon.

Here is the example

Here is the code


Code:
import mx.transitions.Tween;
import mx.transitions.easing.*;

var theClips:Array = new Array(blank1, blank2, blank3, blank4, logo, theatre, soundSystem, webDesign, maint, backup, av, net, webDev, eComm);
for (var i:Number = 1; i < theClips.length; i++) {
// For performance and ease of typing, set up a reference to the current clip.
var aClip = theClips[i];
aClip.onRollOver = over;
aClip.onRollOut = out;

// Animate them in.
var tw1:Tween = new Tween(aClip, "_xscale", Elastic.easeOut, 0, 80, i*.8, true);
var tw2:Tween = new Tween(aClip, "_yscale", Elastic.easeOut, 0, 80, i*.8, true);

/*var tw1:Tween = new Tween(logo, "_xscale", Elastic.easeOut, 0, 80, 2, true);
var tw2:Tween = new Tween(logo, "_yscale", Elastic.easeOut, 0, 80, 2, true);

var tw1:Tween = new Tween(theatre, "_xscale", Elastic.easeOut, 0, 80, 2, true);
var tw2:Tween = new Tween(theatre, "_yscale", Elastic.easeOut, 0, 80, 2, true);*/

// Set up the mouse actions.
aClip.onRollOver = over;
aClip.onRollOut = out;
aClip.onRelease = released;
}

function over():Void {
var tw1:Tween = new Tween(this, "_xscale", Elastic.easeOut, 80, 100, 2, true);
var tw2:Tween = new Tween(this, "_yscale", Elastic.easeOut, 80, 100, 2, true);
}
function out():Void {
var tw1:Tween = new Tween(this, "_xscale", Elastic.easeOut, 100, 80, 2, true);
var tw2:Tween = new Tween(this, "_yscale", Elastic.easeOut, 100, 80, 2, true);
}

function released():Void {
for (var i:Number = 0; i < theClips.length; i++) {
t.xPos = aClip._x;
t.yPos = aClip._y;


if (this == theClips[i]) {



var tw1:Tween = new Tween(this, "_xscale", Elastic.easeOut, 100, 250, 2, true);
var tw2:Tween = new Tween(this, "_yscale", Elastic.easeOut, 100, 250, 2, true);
var tw4:Tween = new Tween(this, "_x", Strong.easeOut, _x, t.xPos, 5, true);
var tw5:Tween = new Tween(this, "_y", Strong.easeOut, _y, t.yPos, 5, true);



} else {
theClips[i]._visible = false;
}
}
delete over;
delete out;
delete released;
}

Best Tween Class?
I need a tween class that doesn't add much file size to a .swf, but I need it to work sort of like Fuse. (doesn't have to be as in depth) I tried tweenLite, but haven't really gotten into it. Anyone know of a open source tween class that fits the bill?

Using The Tween Class
Hi, I have 10 square movie clips in a row, all contained within a clip called 'container_strip'. when i click on a clip i have written code so that the container tweens so the clicked clip is in the middle of the screen and then it expands (using the tween class to grow its xscale and yscale values). My problem is I need the following clips in the strip to move along the x axis so they move out of the way of the selected clip while it grows. The way i was trying to do it was:


Code:

for(var i=currentClipNumber+1; i=numOfClips; i++)
{
//produces the correct name for the clip to be tweened
bumpclip = eval("_root.container_strip.clip"+i);

var (eval("bumpTween"+i)) = new Tween (bumpclip, "_x",
Strong.easeOut, bumpclip._x, bumpclip._x+200, 1, true);
}

when compiled it throws up this error:
**Error** D:ACTIONSCRIPTclusta_projectsclipClass.as: Line 29: Identifier expected
var (eval("bumpTween"+i)) = new Tween (bumpclip, "_x",


the problem is it wont evaluate a unique name for the tween instance on each loop...does any one know a different way of doing this?

Tween Class Help
I have 66+ image thumbnails in a scrolling panel and I would like to use a tween class on then ?

this is what I have now


Code:
import mx.transitions.Tween;
import mx.transitions.easing.*;
//Loads the xml
var xml:XML = new XML();
xml.ignoreWhite = true;
var url:Array = new Array();
var captions:Array = new Array();
var whoIsOn:Number;
xml.onLoad = function() {
var photo:Array = this.firstChild.childNodes;
for (i = 0; i < photo.length; i++) {
url.push(photo[i].attributes.url);
captions.push(photo[i].attributes.caption);
}
holder.loadMovie(url[0]);
caption.text = captions[0];
whoIsOn = 0;
};
xml.load("image.xml");
//Gallery panel
panel.onRollOver = panelOver;
function panelOver() {
this.onEnterFrame = scrollPanel;
delete this.onRollOver;
}
var b = stroke.getBounds(_root);
function scrollPanel() {
if (_xmouse < b.xMin || _xmouse > b.xMax || _ymouse < b.yMin || _ymouse > b.yMax) {
this.onRollOver = panelOver;
delete this.onEnterFrame;
}
if (panel._x >= 42) {
panel._x = 42;
}
if (panel._x <= -1870) {
panel._x = -1870;
}
var xdist = _xmouse - 400;
panel._x += Math.round(-xdist / 11);
}
This is the code I have for each (66+) thumbs now.

Code:
panel.s1.onRollOver = function() {
panel.s1.swapDepths(this.getNextHighestDepth());
new Tween(panel.s1, '_xscale', Elastic.easeOut, panel.s1._xscale, 100, 1, true);
new Tween(panel.s1, '_yscale', Elastic.easeOut, panel.s1._yscale, 100, 1, true);
};
panel.s1.onRollOut = function() {
new Tween(panel.s1, '_xscale', Elastic.easeOut, panel.s1._xscale, 50, 1, true);
new Tween(panel.s1, '_yscale', Elastic.easeOut, panel.s1._yscale, 50, 1, true);
};
panel.s1.onRelease = function() {
holder.loadMovie('images/l1.jpg');
};
panel.s2.onRollOver = function() {
panel.s2.swapDepths(this.getNextHighestDepth());
new Tween(panel.s2, '_xscale', Elastic.easeOut, panel.s2._xscale, 100, 1, true);
new Tween(panel.s2, '_yscale', Elastic.easeOut, panel.s2._yscale, 100, 1, true);
};
panel.s2.onRollOut = function() {
new Tween(panel.s2, '_xscale', Elastic.easeOut, panel.s2._xscale, 50, 1, true);
new Tween(panel.s2, '_yscale', Elastic.easeOut, panel.s2._yscale, 50, 1, true);
};
panel.s2.onRelease = function() {
holder.loadMovie('images/l2.jpg');
};
panel.s3.onRollOver = function() {
panel.s3.swapDepths(this.getNextHighestDepth());
new Tween(panel.s3, '_xscale', Elastic.easeOut, panel.s3._xscale, 100, 1, true);
new Tween(panel.s3, '_yscale', Elastic.easeOut, panel.s3._yscale, 100, 1, true);
};
panel.s3.onRollOut = function() {
new Tween(panel.s3, '_xscale', Elastic.easeOut, panel.s3._xscale, 50, 1, true);
new Tween(panel.s3, '_yscale', Elastic.easeOut, panel.s3._yscale, 50, 1, true);
};
panel.s3.onRelease = function() {
holder.loadMovie('images/l3.jpg');
};

Tween Class
Trying to use a zoom in zoom out effect:

ActionScript Code:
import mx.transitions.Tween;
var mc:MovieClip = northern_mc;
function zoomIn(){
            var xs:Tween = new Tween (mc, "_xscale", mx.transitions.easing.Back.easeOut, this._xscale, 150, 1, true);     
            var ys:Tween = new Tween (mc, "_yscale", mx.transitions.easing.Back.easeOut, this._yscale, 150, 1, true);
}
function zoomOut(){
            var xs:Tween = new Tween (mc, "_xscale", mx.transitions.easing.Back.easeOut, this._xscale, 100, 1, true);     
            var ys:Tween = new Tween (mc, "_yscale", mx.transitions.easing.Back.easeOut, this._yscale, 100, 1, true);
}

northern_mc.onRollOver=function(){
    zoomIn();
}
northern_mc.onRollOut=function(){
    zoomOut();
}
Ideally I would like to use these functions for multiple mc's, but at the moment I cannot get my head round it.... Can anyone help me out?

Cheers

Tween Class
any idea how i use tween class with infinite moviment not set end var?

if i cannot do with tween class any other idea to make that?

Tween Class?
I have this code


Code:
package
{
import flash.display.MovieClip;
import flash.events.MouseEvent;

public class LightUpSquare extends MovieClip
{
public function LightUpSquare()
{
fill_mc.alpha = .2;
fill_mc.addEventListener(MouseEvent.MOUSE_OVER, handleMouseOver);
fill_mc.addEventListener(MouseEvent.MOUSE_OUT, handleMouseOut);
}
private function handleMouseOver(event:MouseEvent):void
{
fill_mc.alpha = .5;
}
private function handleMouseOut(event:MouseEvent):void
{
fill_mc.alpha = .2;
}
}
}
this works fine and everything. But I want to fade in and fade out instead of simply cutting in.

Also, is that issue fixed now... where in AS 2.0 with the tween class, if you started a tween while another one was finishing, and the second one finished before the 1st one finished, then it would jump back to finishing the 1st one. that was REAL annoying.

Tween Class Help
Hey actionscript.org,

If anyone is willing to help me with this, I'd greatly appreciate it!

I'm completely new to the tween class, but not to flash.

Right now I'm working on making an image "fadeshow". (One image fades out as another one fades in, etc.)

I can do this using regular motion tweens, but it seems like there has GOT to be an easier way to do this. I know there is!

I've got 7 movie clips that I want to fade in and out, one after another, and they need to be clickable for website links.

Anyone willing to help?

Thanks in advance! :]

Tween Class
I am creating a site that has buttons that move based on what is clicked. So when you click on the portfolio button the three buttons below it slide down to reveal some more buttons. I'm trying to use the tween class to move the buttons but I cant seem to get it to work.

I have two separate files. The main page and the portfolio page.

I want the portfolio to load right away and slide the buttons below it down then when the user clicks on something other than the portfolio page the buttons slide up...so far I can't even get them to slide down.

Here is what I have:

Code:
import mx.transitions.Tween;
import mx.transitions.easing.*;

var about_Tw:Tween = new Tween(about_mc, "y", Regular.easeIn, 140, 245, 3, false);
var resume_Tw:Tween = new Tween(resume_mc, "y", Regular.easeIn, 175, 280, 3, false);
var contact_Tw:Tween = new Tween(contact_mc, "y", Regular.easeIn, 210, 315, 3, false);

function portfolio_on() {
var portfolio_Vis = true();
about_Tw.start();
resume_Tw.start();
contact_Tw.start();
content_mc.loadMovie("portfolio.swf",1);
}

stop();

portfolio_bt.onRelease = function() {
if (portfolio_Vis == true) {
trace("portfolio is true");
} else if (portfolio_Vis == false) {
var portfolio_Vis:Boolean = true();
portfolio_on();
content_mc.loadMovie("portfolio.swf",1);
}
};
I hope this makes sense.

Thanks,
Josh

Tween Class ...help Please
hi,
i'm trying to recreate the navigation on http://www.spin.co.uk.
so far i could exchange the buttons correctly, but can't get them to ease..
tried the new Tween class (?) but this is not working.

i've got 3 buttons in an array so far["a", "b", "c"] which have this action and a, b and c as parameters in the getIndex function:

on (release) {
location = countries.getIndex("a");
checker(location);

}

on my first frame of the timeline if got this rather wild looking code
rather muddling through it...really

countries = ["a", "b", "c"];
w0 = _root[countries[0]]._width;
w1 = _root[countries[1]]._width;
w2 = _root[countries[2]]._width;
x0 = 220;
b0 = _root[countries[0]]._x;
b1 = _root[countries[1]]._x;
b2 = _root[countries[2]]._x;
e_off = -120;
e0 = x0;
e1 = x0+w1;
e2 = x0+w1+w2;
//shuffle function
shuffle = function () {
countries2 = countries.shift();
countries.push(countries2);
}
/////
///getindex functon
Array.prototype.getIndex = function(data) {
for (i=0; i<this.length; ++i) {
if (this[i] == data) {
return i;
}
}
return -1;
}

//tween
function move(b, e, temp) {
easeType = mx.transitions.easing.Bounce.easeOut;
var begin = b;
var end = e;
var time = .5;
var mc = temp = this;
Tween = new mx.transitions.Tween(mc, "_x", easeType, begin, end, time, true);
}

///////move function
checker = function (location) {
if (location != 0) {
if (location == 1) {
_root[countries[0]].move(b0, e_off, temp);
_root[countries[1]].move(b1, e0, temp);
_root[countries[2]].move(b2, e1, temp);
_root[countries[0]].move(600, e2, temp);
shuffle();
} else if (location == 2) {
_root[countries[0]]._x = -100;
_root[countries[1]]._x = -100;
_root[countries[2]]._x = x0;
_root[countries[0]]._x = x0+w1;
_root[countries[1]]._x = x0+w1+w2;
shuffle();
shuffle();
}
}
}

any suggestions welcome!!!! maybe it is the this reference?? not quite sure what i'm doing here...still lots to learn

Tween Class Help
Hi everyone. I'm doing a website and I'm having trouble with something. I have a movieclip that I want to animate using the tween class. however, I want thetween to occur once the frame that the code is on loads. This is a problem because I can't use onEnterFrame because it will play thetween continuously. I need it to play oncethe frame loads and only once. I tried using the movieclip.onLoad function but it's not working for me. What am I doing wrong? Here is the code that I'm using...










Attach Code

import mx.transitions.Tween;
import mx.transitions.easing.*;
var oListener:Object = new Object();
home_txt.onLoad = function() {
home_txt._visible = true;
myTweeningY = new Tween(home_txt, "_y", Bounce.easeOut, 0, 250, 2, true);
myTweeningY.FPS = 40;
myTweeningY.onMotionFinished = function() {
trace("Y motion is finished");
};
};
home_txt._visible = false;
stop();

Tween Class Help
Hello,

I am working on understanding the Tween class, and was wondering whether somebody could explain something to me. I wrote the code below with the expectation that the image (1.jpg) would fade in, and then fade out. In fact what happens is that the image fades out only. For some reason it does not fade in, but just appears.

Could somebody please explain why this is so and how I might go about getting the desired fade in, fade out?

Thank you in advance.

import mx.transitions.Tween;
import mx.transitions.easing.*;

createEmptyMovieClip("test_mc", getNextHighestDepth);
loadMovie("1.jpg", test_mc);

var photoFadeIn:Tween = new Tween(test_mc, "_alpha", Strong.easeIn, 0, 100, 1.5, true);
var photoFadeOut:Tween = new Tween(test_mc, "_alpha", Strong.easeIn, 100, 0, 1.5, true);

[AS3] Tween Class Bug?
I have a problem with the Tween Class that I do not understand.

If I put several tweens in a loop - rewind and start them again -
they suddenly stop(!!) after a while (about 10 sec).
http://www.coldminer.com/nwf/test/test1.php

But when I put the code in an extended Sprite Class with the
DisplayObject everything works as expected.
http://www.coldminer.com/nwf/test/test2.php

Ok, "problem solved", but why is this? I don't understand.
Is it a bug, or am I doing it wrong?
It works in AS2 (Test 3).
http://www.coldminer.com/nwf/test/test3.php

Code is available on the examples

Anyone?

Tween Class = AS1 Or AS2?
Hi everyone... I hope this is a simple question...

Is the Tween class an AS1 or AS2 codeset? It works fine when I publish to 1, but there's been some debate in our office. Specifically I'm talking about the sort of code used here:

http://www.kirupa.com/developer/actionscript/tween.htm

Thanks,
Dan P.





























Edited: 06/10/2008 at 03:13:19 PM by dmperkins74

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