Ah, thanks Jack. I didn't realize there was a delay property... I could
have found that with code hinting if I had dug a little deeper.

Jason Merrill 

Instructional Technology Architect
Bank of America   Global Learning 

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-----Original Message-----
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jack
Doyle
Sent: Thursday, September 09, 2010 6:59 PM
To: 'Flash Coders List'
Subject: RE: [Flashcoders] TweenMax.allTo()

No need to use a Timer. Wouldn't it be as simple as this?:

var targets:Array = [mc1, mc2, mc3];
var positions:Array = [0, 100, 200];
var stagger:Number = 0.2;
for (var i:int = 0; i < targets.length; i++) {
        TweenMax.to(targets[i], 1, {y:positions[i], delay:i * stagger});
}

If you need to control the entire sequence as a whole (pause(),
resume(), reverse(), restart(), gotoAndPlay(), etc.), definitely
insert() them into a TimelineLite or TimelineMax. If you aren't familiar
with TimelineLite/Max, check out the brief video at
http://www.greensock.com/timeline-basics/. But again, a simple loop
along with the delay special property should be all you need for most
situations. 

Jack


-----Original Message-----
From: Merrill, Jason [mailto:jason.merr...@bankofamerica.com]
Sent: Thursday, September 09, 2010 1:43 PM
To: Flash Coders List
Subject: [Flashcoders] TweenMax.allTo()

So in Greensock's TweenMax, you can tween and stagger (delay) the tweens
of multiple sprites at once, via giving a method like, "allTo" an array
of objects (in this example, _blockViews):

TweenMax.allTo(_blockViews, 1, { alpha:1, y:150 }, .2);

However, this assumes you want all the tweens to tween to the same
property value.  What if I wanted all the objects to end up at various Y
locations instead of 150?  As it is in the code above, they all tween to
y=150.  Is there a way to provide an array of y locations that each
object moves to and have then staggered (as you can with the allTo()
method)?

I can of course accomplish this by writing some Timer event code to
tween each object individually and accomplish what I want - ending up at
varying Y locations, but I'd rather not have to write all that code -
shouldn't there be a way to do this with TweenMax's sequencing
capabilities? Would this be a case where you would use TimelineMax and
append several tweens?  If so, how would you also stagger them?



Jason Merrill 
 


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