[Flashcoders] Tween

2011-11-07 Thread Paul Andrews
I'm just thinking about the best way to do this (OK, the laziest way to 
do this).


I have a MC at point A and want to tween it to point B. OK, no problem. 
But really, I don't want my MC to move in a straight line, I want it to 
oscillate - I guess as a damped (attenuated at both ends) sine curve 
along the path between A and B.


Before I start hurting my brain, any ready made solutions out there?

Paul
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Re: [Flashcoders] Tween

2011-11-07 Thread Creighton, Gerry
You could use a bezier tween. Google that and you should find what you
need.

-Gerry

On 11/7/11 12:25 PM, Paul Andrews p...@ipauland.com wrote:

I'm just thinking about the best way to do this (OK, the laziest way to
do this).

I have a MC at point A and want to tween it to point B. OK, no problem.
But really, I don't want my MC to move in a straight line, I want it to
oscillate - I guess as a damped (attenuated at both ends) sine curve
along the path between A and B.

Before I start hurting my brain, any ready made solutions out there?

Paul
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Re: [Flashcoders] Tween

2011-11-07 Thread Karl DeSaulniers

tweenMax
tweenLight


On Nov 7, 2011, at 11:25 AM, Paul Andrews wrote:

I'm just thinking about the best way to do this (OK, the laziest way  
to do this).


I have a MC at point A and want to tween it to point B. OK, no  
problem. But really, I don't want my MC to move in a straight line,  
I want it to oscillate - I guess as a damped (attenuated at both  
ends) sine curve along the path between A and B.


Before I start hurting my brain, any ready made solutions out there?

Paul
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http://designdrumm.com

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Re: [Flashcoders] Tween

2011-11-07 Thread Eric E. Dolecki
http://www.greensock.com/as/docs/tween/com/greensock/TweenMax.html



On Mon, Nov 7, 2011 at 12:25 PM, Paul Andrews p...@ipauland.com wrote:

 I'm just thinking about the best way to do this (OK, the laziest way to do
 this).

 I have a MC at point A and want to tween it to point B. OK, no problem.
 But really, I don't want my MC to move in a straight line, I want it to
 oscillate - I guess as a damped (attenuated at both ends) sine curve along
 the path between A and B.

 Before I start hurting my brain, any ready made solutions out there?

 Paul
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Re: [Flashcoders] Tween

2011-11-07 Thread tom rhodes
check out TweenMax and the bezierThrough property.

if you are moving horizontally and tweening just the x though, on
enterframe you can go cycle through 360° set your y based on the sine of
that and an amplitude. that will do what you want too.

On 7 November 2011 18:25, Paul Andrews p...@ipauland.com wrote:

 I'm just thinking about the best way to do this (OK, the laziest way to do
 this).

 I have a MC at point A and want to tween it to point B. OK, no problem.
 But really, I don't want my MC to move in a straight line, I want it to
 oscillate - I guess as a damped (attenuated at both ends) sine curve along
 the path between A and B.

 Before I start hurting my brain, any ready made solutions out there?

 Paul
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Re: [Flashcoders] Tween

2011-11-07 Thread Nathan Mynarcik

 TweenLite with Bezier curve is what I would use.
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Re: [Flashcoders] Tween

2011-11-07 Thread Karl DeSaulniers

minutes.. sry

On Nov 7, 2011, at 11:39 AM, tom rhodes wrote:


check out TweenMax and the bezierThrough property.

if you are moving horizontally and tweening just the x though, on
enterframe you can go cycle through 360° set your y based on the  
sine of

that and an amplitude. that will do what you want too.

On 7 November 2011 18:25, Paul Andrews p...@ipauland.com wrote:

I'm just thinking about the best way to do this (OK, the laziest  
way to do

this).

I have a MC at point A and want to tween it to point B. OK, no  
problem.
But really, I don't want my MC to move in a straight line, I want  
it to
oscillate - I guess as a damped (attenuated at both ends) sine  
curve along

the path between A and B.

Before I start hurting my brain, any ready made solutions out there?

Paul
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Re: [Flashcoders] Tween

2011-11-07 Thread Karl DeSaulniers

Thats funny.
Your post was up for at least 10min and we all answered within seconds  
of eachother.

lol

Karl

On Nov 7, 2011, at 11:39 AM, tom rhodes wrote:


check out TweenMax and the bezierThrough property.

if you are moving horizontally and tweening just the x though, on
enterframe you can go cycle through 360° set your y based on the  
sine of

that and an amplitude. that will do what you want too.

On 7 November 2011 18:25, Paul Andrews p...@ipauland.com wrote:

I'm just thinking about the best way to do this (OK, the laziest  
way to do

this).

I have a MC at point A and want to tween it to point B. OK, no  
problem.
But really, I don't want my MC to move in a straight line, I want  
it to
oscillate - I guess as a damped (attenuated at both ends) sine  
curve along

the path between A and B.

Before I start hurting my brain, any ready made solutions out there?

Paul
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Re: [Flashcoders] Tween

2011-11-07 Thread John R. Sweeney Jr.
Does that mean we are all bored, or NOT on FaceBook right now? :)


On Nov 7, 2011, at 11:49 AM, Karl DeSaulniers wrote:

 Thats funny.
 Your post was up for at least 10min and we all answered within seconds of 
 eachother.
 lol

John R. Sweeney Jr.
Senior Interactive Multimedia Developer
OnDemand Interactive Inc
Hoffman Estates, IL 60169




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[Flashcoders] Tween Issues

2010-03-04 Thread Lehr, Theodore
I have a bar graph where the bars are tweened the do no alway finish 
tweening... They are being drawn from the top down, so they do not alway make 
it to the bottom - and sometimes they do not get drawn at all... What could be 
causing this?
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Re: [Flashcoders] Tween Issues

2010-03-04 Thread Henrik Andersson

Lehr, Theodore wrote:

I have a bar graph where the bars are tweened the do no alway finish 
tweening... They are being drawn from the top down, so they do not alway make 
it to the bottom - and sometimes they do not get drawn at all... What could be 
causing this?


Non-deterministic behavior screams garbage collection issues.
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Re: [Flashcoders] Tween Issues

2010-03-04 Thread Kerry Thompson
Theodore Lehr wrote:

 I have a bar graph where the bars are tweened the do no alway finish 
 tweening... They are being drawn from the top down, so they do not alway make 
 it to the bottom - and sometimes they do not get drawn at all... What could 
 be causing this?
 ___

You have a bug in your code.

Sorry--if you want something more specific, you need to tell us more.

Cordially,

Kerry Thompson
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RE: [Flashcoders] Tween Issues

2010-03-04 Thread Barry Hannah
What Tween engine are you using? The built in Adobe Tween class?
Are your tween instances declared within a class?

I used to get a lot of issues with Tweens doing random things. I
discovered that any tween instances needed to be declared as class vars
as opposed to locally scoped.

i.e., rather than

private function moveSomething():void
{
var t:Tween = new Tween(...);
}


try:

private var myTween:Tween;

private function moveSomething():void
{
myTween = new Tween(...);
}

Personally I'd ditch Tween and move to TweenLite/TweenMax.

Hope this helps.
Barry.




Theodore Lehr wrote:

 I have a bar graph where the bars are tweened the do no alway
finish tweening... They are being drawn from the top down, so they do
not alway make it to the bottom - and sometimes they do not get drawn at
all... What could be causing this?
 ___

You have a bug in your code.

Sorry--if you want something more specific, you need to tell us more.

Cordially,

Kerry Thompson
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Re: [Flashcoders] Tween Issues

2010-03-04 Thread John R. Sweeney Jr
AS3 or AS2? I had the exact problem in AS3.

John


on 3/4/10 2:32 PM, Lehr, Theodore at ted_l...@federal.dell.com wrote:

 I have a bar graph where the bars are tweened the do no alway finish
 tweening... They are being drawn from the top down, so they do not alway make
 it to the bottom - and sometimes they do not get drawn at all... What could be
 causing this?


John R. Sweeney Jr.
Interactive Multimedia Developer


OnDemand Interactive Inc
945 Washington Blvd.
Hoffman Estates, IL 60169
Office/Fax: 847.310.5959
Cellular: 847.651.4469
www.ondemandinteractive.com


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Re: [Flashcoders] Tween Issues

2010-03-04 Thread John R. Sweeney Jr
For me it was GARBAGE COLLETION, when I didn't want it. :)
John



on 3/4/10 2:51 PM, Kerry Thompson at al...@cyberiantiger.biz wrote:

 You have a bug in your code.
 
 Sorry--if you want something more specific, you need to tell us more.
 
 Cordially,


John R. Sweeney Jr.
Interactive Multimedia Developer


OnDemand Interactive Inc
945 Washington Blvd.
Hoffman Estates, IL 60169
Office/Fax: 847.310.5959
Cellular: 847.651.4469
www.ondemandinteractive.com


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Re: [Flashcoders] Tween Issues

2010-03-04 Thread Karl DeSaulniers



+1


Personally I'd ditch Tween and move to TweenLite/TweenMax


Karl
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[Flashcoders] Tween a matrix transformation

2009-05-01 Thread Mendelsohn, Michael
Hi list...

I'm trying to think of the best way to tween a sprite that's been transformed, 
with all 6 props of its matrix property having been altered.  I use TweenLite a 
lot...should I write 6 lines of code, one for each matrix property? 

Any suggestions for the most optimal way to tween a matrix transform?

Thanks,
- Michael M.

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Re: [Flashcoders] Tween a matrix transformation

2009-05-01 Thread Hans Wichman
Hi,

there is probably a better way, but one solution is to do: x* state1Matrix +
(x-1)*state2Matrix and tween x over 0..1

greetz
JC

On Fri, May 1, 2009 at 4:31 PM, Mendelsohn, Michael 
michael.mendels...@fmglobal.com wrote:

 Hi list...

 I'm trying to think of the best way to tween a sprite that's been
 transformed, with all 6 props of its matrix property having been altered.  I
 use TweenLite a lot...should I write 6 lines of code, one for each matrix
 property?

 Any suggestions for the most optimal way to tween a matrix transform?

 Thanks,
 - Michael M.

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RE: [Flashcoders] Tween a matrix transformation

2009-05-01 Thread Jack Doyle
You could do this:

var matrix:Matrix = mc.transform.matrix;

TweenLite.to(matrix, 1, {a:1.5, b:0.2, c:0.2, d:1.5, tx:100, ty:100,
onUpdate:applyMatrix, onUpdateParams:[mc, matrix]});

function applyMatrix($mc:DisplayObject, $matrix:Matrix):void {
$mc.transform.matrix = $matrix; //for changes in the matrix to take
effect, it must be re-applied.
}

Jack

-Original Message-
From: Mendelsohn, Michael [mailto:michael.mendels...@fmglobal.com] 
Sent: Friday, May 01, 2009 9:31 AM
To: Flash Coders List
Subject: [Flashcoders] Tween a matrix transformation

Hi list...

I'm trying to think of the best way to tween a sprite that's been
transformed, with all 6 props of its matrix property having been altered.  I
use TweenLite a lot...should I write 6 lines of code, one for each matrix
property? 

Any suggestions for the most optimal way to tween a matrix transform?

Thanks,
- Michael M.




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Re: [Flashcoders] Tween a matrix transformation

2009-05-01 Thread Joel Stransky

As with everything else you beat me to it Jack. Congrats on v11!

--Joel

On May 1, 2009, at 10:04 AM, Jack Doyle j...@greensock.com wrote:


You could do this:

var matrix:Matrix = mc.transform.matrix;

TweenLite.to(matrix, 1, {a:1.5, b:0.2, c:0.2, d:1.5, tx:100, ty:100,
onUpdate:applyMatrix, onUpdateParams:[mc, matrix]});

function applyMatrix($mc:DisplayObject, $matrix:Matrix):void {
   $mc.transform.matrix = $matrix; //for changes in the matrix to take
effect, it must be re-applied.
}

Jack

-Original Message-
From: Mendelsohn, Michael [mailto:michael.mendels...@fmglobal.com]
Sent: Friday, May 01, 2009 9:31 AM
To: Flash Coders List
Subject: [Flashcoders] Tween a matrix transformation

Hi list...

I'm trying to think of the best way to tween a sprite that's been
transformed, with all 6 props of its matrix property having been  
altered.  I
use TweenLite a lot...should I write 6 lines of code, one for each  
matrix

property?

Any suggestions for the most optimal way to tween a matrix transform?

Thanks,
- Michael M.




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RE: [Flashcoders] Tween a matrix transformation

2009-05-01 Thread Mendelsohn, Michael
Wow, straight from the source!
Cheers Jack!

- MM


 You could do this:

 var matrix:Matrix = mc.transform.matrix;

 TweenLite.to(matrix, 1, {a:1.5, b:0.2, c:0.2, d:1.5, tx:100, ty:100,
 onUpdate:applyMatrix, onUpdateParams:[mc, matrix]});

 function applyMatrix($mc:DisplayObject, $matrix:Matrix):void {
$mc.transform.matrix = $matrix; //for changes in the matrix to take
 effect, it must be re-applied.
 }

 Jack


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Re: [Flashcoders] Tween AS3 issue with Firefox

2009-03-26 Thread Zeh Fernando
That's my guess too, but in that case it would have made sense for him to
give us the password to see whatever he wanted us to see.

My curiosity was caught, but it's difficult to help when someone is asking
for help on something so vague.



On Wed, Mar 25, 2009 at 10:15 PM, Muzak p.ginnebe...@telenet.be wrote:

 My guess is whatever he's talking about is beyond the login?

 - Original Message - From: Zeh Fernando z...@zehfernando.com
 To: Flash Coders List flashcoders@chattyfig.figleaf.com
 Sent: Thursday, March 26, 2009 12:01 AM
 Subject: Re: [Flashcoders] Tween AS3 issue with Firefox


  What animation? It works the same in both FF and IE here and there's no
 Tween whatsoever.

 Zeh

 On Wed, Mar 25, 2009 at 3:23 PM, Reina Lyn Ben rly...@gmail.com wrote:

  has anyone had the same problem. I have a website up..
 http://kozonline.com/epk the animation is created in AS3, when I use
 firefox, the animation/transition freezes, I've found solutions online
 like
 creating a variable and store the tween there instead of being dependent
 on
 the garbage Collector feature that tween have. When I test the site on
 IE,
 it animates fine and finishes the tween..

 --


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RE: [Flashcoders] Tween AS3 issue with Firefox

2009-03-26 Thread Paul Venton
Can't see a tween either, however the site looks a pretty desolate after a
page refresh!  Might want to check the SWFs loadInfo (bytesLoaded against
bytesTotal).


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Zeh Fernando
Sent: 26 March 2009 16:26
To: Flash Coders List
Subject: Re: [Flashcoders] Tween AS3 issue with Firefox

That's my guess too, but in that case it would have made sense for him to
give us the password to see whatever he wanted us to see.

My curiosity was caught, but it's difficult to help when someone is asking
for help on something so vague.



On Wed, Mar 25, 2009 at 10:15 PM, Muzak p.ginnebe...@telenet.be wrote:

 My guess is whatever he's talking about is beyond the login?

 - Original Message - From: Zeh Fernando z...@zehfernando.com
 To: Flash Coders List flashcoders@chattyfig.figleaf.com
 Sent: Thursday, March 26, 2009 12:01 AM
 Subject: Re: [Flashcoders] Tween AS3 issue with Firefox


  What animation? It works the same in both FF and IE here and there's no
 Tween whatsoever.

 Zeh

 On Wed, Mar 25, 2009 at 3:23 PM, Reina Lyn Ben rly...@gmail.com wrote:

  has anyone had the same problem. I have a website up..
 http://kozonline.com/epk the animation is created in AS3, when I use
 firefox, the animation/transition freezes, I've found solutions online
 like
 creating a variable and store the tween there instead of being dependent
 on
 the garbage Collector feature that tween have. When I test the site on
 IE,
 it animates fine and finishes the tween..

 --


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Re: [Flashcoders] Tween AS3 issue with Firefox

2009-03-26 Thread Muzak

My curiosity was caught, but it's difficult to help when someone is asking
for help on something so vague.


My thoughts exactly.

- Original Message - 
From: Zeh Fernando z...@zehfernando.com

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Thursday, March 26, 2009 5:26 PM
Subject: Re: [Flashcoders] Tween AS3 issue with Firefox



That's my guess too, but in that case it would have made sense for him to
give us the password to see whatever he wanted us to see.

My curiosity was caught, but it's difficult to help when someone is asking
for help on something so vague.





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Re: [Flashcoders] Tween AS3 issue with Firefox

2009-03-26 Thread Taka Kojima
It's especially great when you take the time to respond to somebody
and they don't even read your response, or if they do, they don't
respond back.

On Thu, Mar 26, 2009 at 10:46 AM, Muzak p.ginnebe...@telenet.be wrote:
 My curiosity was caught, but it's difficult to help when someone is asking
 for help on something so vague.

 My thoughts exactly.

 - Original Message - From: Zeh Fernando z...@zehfernando.com
 To: Flash Coders List flashcoders@chattyfig.figleaf.com
 Sent: Thursday, March 26, 2009 5:26 PM
 Subject: Re: [Flashcoders] Tween AS3 issue with Firefox


 That's my guess too, but in that case it would have made sense for him to
 give us the password to see whatever he wanted us to see.

 My curiosity was caught, but it's difficult to help when someone is asking
 for help on something so vague.




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 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

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[Flashcoders] Tween AS3 issue with Firefox

2009-03-25 Thread Reina Lyn Ben
has anyone had the same problem. I have a website up..
http://kozonline.com/epk the animation is created in AS3, when I use
firefox, the animation/transition freezes, I've found solutions online like
creating a variable and store the tween there instead of being dependent on
the garbage Collector feature that tween have. When I test the site on IE,
it animates fine and finishes the tween..

-- 
Reina Lyn Ben
Interactive Web Devsigner
www.ReinaLynBen.com
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RE: [Flashcoders] Tween AS3 issue with Firefox

2009-03-25 Thread Merrill, Jason
The issues is likely not the tween itself, but differences in the
installed Flash player for IE and Firefox. Be sure you have the
necessary version of the Flash player installed for Firefox.


Jason Merrill 
Bank of  America   |  Learning Performance Solutions Instructional
Technology  Media   
Monthly meetings on the Adobe Flash platform for rich media experiences
- join the Bank of America Flash Platform Community 




-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Reina
Lyn Ben
Sent: Wednesday, March 25, 2009 2:23 PM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Tween AS3 issue with Firefox

has anyone had the same problem. I have a website up..
http://kozonline.com/epk the animation is created in AS3, when I use
firefox, the animation/transition freezes, I've found solutions online
like
creating a variable and store the tween there instead of being dependent
on
the garbage Collector feature that tween have. When I test the site on
IE,
it animates fine and finishes the tween..

-- 
Reina Lyn Ben
Interactive Web Devsigner
www.ReinaLynBen.com
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Re: [Flashcoders] Tween AS3 issue with Firefox

2009-03-25 Thread Zeh Fernando
What animation? It works the same in both FF and IE here and there's no
Tween whatsoever.

Zeh

On Wed, Mar 25, 2009 at 3:23 PM, Reina Lyn Ben rly...@gmail.com wrote:

 has anyone had the same problem. I have a website up..
 http://kozonline.com/epk the animation is created in AS3, when I use
 firefox, the animation/transition freezes, I've found solutions online like
 creating a variable and store the tween there instead of being dependent on
 the garbage Collector feature that tween have. When I test the site on IE,
 it animates fine and finishes the tween..

 --
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 Interactive Web Devsigner
 www.ReinaLynBen.com
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Re: [Flashcoders] Tween AS3 issue with Firefox

2009-03-25 Thread Muzak

My guess is whatever he's talking about is beyond the login?

- Original Message - 
From: Zeh Fernando z...@zehfernando.com

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Thursday, March 26, 2009 12:01 AM
Subject: Re: [Flashcoders] Tween AS3 issue with Firefox



What animation? It works the same in both FF and IE here and there's no
Tween whatsoever.

Zeh

On Wed, Mar 25, 2009 at 3:23 PM, Reina Lyn Ben rly...@gmail.com wrote:


has anyone had the same problem. I have a website up..
http://kozonline.com/epk the animation is created in AS3, when I use
firefox, the animation/transition freezes, I've found solutions online like
creating a variable and store the tween there instead of being dependent on
the garbage Collector feature that tween have. When I test the site on IE,
it animates fine and finishes the tween..

--


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Re: [Flashcoders] Tween multiple rotations

2008-09-11 Thread allandt bik-elliott (thefieldcomic.com)
yeh - i love Tweener but the performance increase from using TweenLite /
TweenMax cannot be denied and as the lightest engine, TweenLite just seems
to make it's way into my work more often these days

a

On Thu, Sep 11, 2008 at 1:59 AM, Merrill, Jason 
[EMAIL PROTECTED] wrote:

 Your generalizations are interesting to say the least. Web 2.0 application
 development has nothing to do with the demands on a tween engine, I'm
 building a social networking app and the way the interface renders, a
 lightweight tween engine is essential.   But if my interface was not as
 demanding, Fuse might be OK (though way more K than I would prefer).  It
 really depends on how the animation is used. Web 2.0 has no relevance -
 apples to oranges.

 Greensock's tween engine does animation sequencing too.

 Jason Merrill
 Bank of America
 Instructional Technology  Media
 Join the Bank of America Flash Platform Developer Community
 Are you a Bank of America associate interested in innovative learning ideas
 and technologies?
 Check out our internal  Innovative Learning Blog  subscribe.


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] On Behalf Of sebastian
 Sent: Wednesday, September 10, 2008 8:41 PM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Tween multiple rotations

 Ooops on the simple solution for a relative rotation [my bad]! Much
 better than my suggestion...
 :P

 Why Fuse? - Sequencing, passing  writing animation objects.

 It is true for small applications, like banners; it's overkill when kbs
 are in dire need. But for web 2.0 application development, a few extra
 kb is insignificant.

 Check the last pages of this primer for what sets it apart when building
 complex or dynamic animation sequences:

 http://www.mosessupposes.com/Fuse/speakernotes-mgunesch.pdf

 mind you i am now coding primarily only in AS3... and 'Fuse3: Go'
 doesn't do it for me [why would I want to write my own tweens? isn't
 that the point of using an engine, so i don't have to write my own
 tweens anymore?...]
 :P

 :)
 Seb.

 Merrill, Jason wrote:
  On AS3 there isn't as good a package as fuse around [yet?];
 
  What does FUSE have over TweenLite and TweenMax?  FUSE always bloated my
 projects and had problems in high stress situations.
 
  Jason Merrill
  Bank of America
  Instructional Technology  Media
  Join the Bank of America Flash Platform Developer Community
  Are you a Bank of America associate interested in innovative learning
 ideas and technologies?
  Check out our internal  Innovative Learning Blog  subscribe.
 
 
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RE: [Flashcoders] Tween multiple rotations

2008-09-11 Thread Jack Doyle
I've never used it, but from what I understand, Fuse is indeed very powerful
in terms of sheer number of features. And in Moses' defense, he recognized
the problems with Fuse (bloat, poor performance) and came out with GoASAP
for AS3 in an effort to have a core lightweight engine that developers could
build their own custom engines on top of. But lots of developers don't want
to mess with building an engine, so it might not be a good fit for everyone.
You could pick up a pre-built one based on GoASAP if you want, though, like
HydroTween. There are several others too.
http://code.google.com/p/goplayground/. Tweener is very powerful as well,
and tons of people use it.

That being said, you may still want to check out TweenLite and/or TweenMax
because:

- They're faster. In some cases by a WIDE margin.
http://blog.greensock.com/tweening-speed-test/
- Obviously TweenLite is lighter weight (about 3k). Fuse is huge.
- AS2  AS3 versions with virtually identical syntax  features
- If you're looking for features (sequencing, Bezier tweening, filter
tweening, pause/resume, event dispatching, timeScale, etc.), check out
TweenMax which does everything TweenLite does plus tons more. Same syntax.
Easy to upgrade. There are several features in TweenMax, in fact, that no
other tweening engine has (that I'm aware of).

I'd encourage you to download several engines and give 'em a shot. You might
be surprised what you prefer after using them for a project or two.
TweenLite comes with TweenMax which can be downloaded here: www.TweenMax.com

Just my 2 cents. Keep the change.

Jack


-Original Message-
From: sebastian [mailto:[EMAIL PROTECTED] 
Sent: Wednesday, September 10, 2008 7:41 PM
To: Flash Coders List
Subject: Re: [Flashcoders] Tween multiple rotations

Ooops on the simple solution for a relative rotation [my bad]! Much 
better than my suggestion...
:P

Why Fuse? - Sequencing, passing  writing animation objects.

It is true for small applications, like banners; it's overkill when kbs 
are in dire need. But for web 2.0 application development, a few extra 
kb is insignificant.

Check the last pages of this primer for what sets it apart when building 
complex or dynamic animation sequences:

http://www.mosessupposes.com/Fuse/speakernotes-mgunesch.pdf

mind you i am now coding primarily only in AS3... and 'Fuse3: Go' 
doesn't do it for me [why would I want to write my own tweens? isn't 
that the point of using an engine, so i don't have to write my own 
tweens anymore?...]
:P

:)
Seb.

Merrill, Jason wrote:
 On AS3 there isn't as good a package as fuse around [yet?]; 
 
 What does FUSE have over TweenLite and TweenMax?  FUSE always bloated my
projects and had problems in high stress situations.  
 
 Jason Merrill
 Bank of America 
 Instructional Technology  Media 
 Join the Bank of America Flash Platform Developer Community 
 Are you a Bank of America associate interested in innovative learning
ideas and technologies?
 Check out our internal  Innovative Learning Blog  subscribe. 
 
 
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Re: [Flashcoders] Tween multiple rotations

2008-09-10 Thread allandt bik-elliott (thefieldcomic.com)
found this on the greensock site - might work for you

TweenMax.sequence(target:Object, tweenObjects:Array):Array

   - *Description:* Provides an easy way to sequence a set of tweens, one
   after the other, for the same target. It's essentially the same thing as
   making a bunch of individual TweenMax.to() calls on the object with
   overwrite set to 0, and their delays stacked. Use the multiSequence() method
   if you have multiple targets
   - *Parameters:*
  1. *target : Object* - The object whose properties to tween.
  2. *tweenObjects : Array* - An Array of tween objects. IMPORTANT: each
  object must contain a time property defining the duration of
that tween.
  Example:



On Tue, Sep 9, 2008 at 11:13 PM, Glen Pike [EMAIL PROTECTED]wrote:

 Hi,

   I am trying to rotate an object through 1080 (3 * 360) degrees with
 TweenLite.

   Does anyone know if I have to join a sequence of 360 tweens together to
 do this, or is there a way of cheating so it just does as you would hope?

   Thanks

   Glen
 --

 Glen Pike
 01326 218440
 www.glenpike.co.uk http://www.glenpike.co.uk

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Re: [Flashcoders] Tween multiple rotations

2008-09-10 Thread Glen Pike

Hi,

   Thanks for that, I will look into it.

   Glen

allandt bik-elliott (thefieldcomic.com) wrote:

found this on the greensock site - might work for you

TweenMax.sequence(target:Object, tweenObjects:Array):Array

   - *Description:* Provides an easy way to sequence a set of tweens, one
   after the other, for the same target. It's essentially the same thing as
   making a bunch of individual TweenMax.to() calls on the object with
   overwrite set to 0, and their delays stacked. Use the multiSequence() method
   if you have multiple targets
   - *Parameters:*
  1. *target : Object* - The object whose properties to tween.
  2. *tweenObjects : Array* - An Array of tween objects. IMPORTANT: each
  object must contain a time property defining the duration of
that tween.
  Example:



On Tue, Sep 9, 2008 at 11:13 PM, Glen Pike [EMAIL PROTECTED]wrote:

  

Hi,

  I am trying to rotate an object through 1080 (3 * 360) degrees with
TweenLite.

  Does anyone know if I have to join a sequence of 360 tweens together to
do this, or is there a way of cheating so it just does as you would hope?

  Thanks

  Glen
--

Glen Pike
01326 218440
www.glenpike.co.uk http://www.glenpike.co.uk

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Re: [Flashcoders] Tween multiple rotations

2008-09-10 Thread sebastian
If you are using AS2, check our FUSE as an alternative animation engine; 
I swear by it, learn it once and it will forever animate your work on 
all projects with kind simple powerful beautiy...

;)

On AS3 there isn't as good a package as fuse around [yet?]; I'm using 
Tweener on AS3 which is nearly as good as FUSE; though it lacks certain 
features.


In Tweener and FUSE you can create a series of actions and then bundle 
them to occur for as many times as you need [in your case, several 360 
degree rotations] - in Fuse this is very elegantly handled as one call; 
in Tweener it's more messy; as you need to call a function at the end of 
every rotation, which increases a variable counter you make, which 
re-calls the same function if still below a current [rotation] value... 
more code, but also works.


Good luck!

Seb.

Glen Pike wrote:

Hi,

   Thanks for that, I will look into it.

   Glen

allandt bik-elliott (thefieldcomic.com) wrote:

found this on the greensock site - might work for you

TweenMax.sequence(target:Object, tweenObjects:Array):Array

   - *Description:* Provides an easy way to sequence a set of tweens, one
   after the other, for the same target. It's essentially the same 
thing as

   making a bunch of individual TweenMax.to() calls on the object with
   overwrite set to 0, and their delays stacked. Use the 
multiSequence() method

   if you have multiple targets
   - *Parameters:*
  1. *target : Object* - The object whose properties to tween.
  2. *tweenObjects : Array* - An Array of tween objects. 
IMPORTANT: each

  object must contain a time property defining the duration of
that tween.
  Example:



On Tue, Sep 9, 2008 at 11:13 PM, Glen Pike 
[EMAIL PROTECTED]wrote:


 

Hi,

  I am trying to rotate an object through 1080 (3 * 360) degrees with
TweenLite.

  Does anyone know if I have to join a sequence of 360 tweens 
together to
do this, or is there a way of cheating so it just does as you would 
hope?


  Thanks

  Glen
--

Glen Pike
01326 218440
www.glenpike.co.uk http://www.glenpike.co.uk

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Re: [Flashcoders] Tween multiple rotations

2008-09-10 Thread Glen Pike

Hi,

   I have tried Fuse before in AS2 and whilst it was pretty good, I 
have been trying out TweenLite and found this to have a slight edge for 
what I need.


   Glen

sebastian wrote:
If you are using AS2, check our FUSE as an alternative animation 
engine; I swear by it, learn it once and it will forever animate your 
work on all projects with kind simple powerful beautiy...

;)

On AS3 there isn't as good a package as fuse around [yet?]; I'm using 
Tweener on AS3 which is nearly as good as FUSE; though it lacks 
certain features.


In Tweener and FUSE you can create a series of actions and then bundle 
them to occur for as many times as you need [in your case, several 360 
degree rotations] - in Fuse this is very elegantly handled as one 
call; in Tweener it's more messy; as you need to call a function at 
the end of every rotation, which increases a variable counter you 
make, which re-calls the same function if still below a current 
[rotation] value... more code, but also works.


Good luck!

Seb.

Glen Pike wrote:

Hi,

   Thanks for that, I will look into it.

   Glen

allandt bik-elliott (thefieldcomic.com) wrote:

found this on the greensock site - might work for you

TweenMax.sequence(target:Object, tweenObjects:Array):Array

   - *Description:* Provides an easy way to sequence a set of 
tweens, one
   after the other, for the same target. It's essentially the same 
thing as

   making a bunch of individual TweenMax.to() calls on the object with
   overwrite set to 0, and their delays stacked. Use the 
multiSequence() method

   if you have multiple targets
   - *Parameters:*
  1. *target : Object* - The object whose properties to tween.
  2. *tweenObjects : Array* - An Array of tween objects. 
IMPORTANT: each

  object must contain a time property defining the duration of
that tween.
  Example:



On Tue, Sep 9, 2008 at 11:13 PM, Glen Pike 
[EMAIL PROTECTED]wrote:


 

Hi,

  I am trying to rotate an object through 1080 (3 * 360) degrees with
TweenLite.

  Does anyone know if I have to join a sequence of 360 tweens 
together to
do this, or is there a way of cheating so it just does as you would 
hope?


  Thanks

  Glen
--

Glen Pike
01326 218440
www.glenpike.co.uk http://www.glenpike.co.uk

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Re: [Flashcoders] Tween multiple rotations

2008-09-10 Thread Matt S.
Maybe I'm missing something about whats being attempted, but I know in
Tweener (As3), you can just put in a value like 1440, and it will
rotate 4 times, using a single tween. This code:

Tweener.addTween(mc,{rotation:1440,time:2,transition:linear});

Does just that, no need to string multiple tweens together.

.m

On Wed, Sep 10, 2008 at 6:26 PM, sebastian [EMAIL PROTECTED] wrote:
 If you are using AS2, check our FUSE as an alternative animation engine; I
 swear by it, learn it once and it will forever animate your work on all
 projects with kind simple powerful beautiy...
 ;)

 On AS3 there isn't as good a package as fuse around [yet?]; I'm using
 Tweener on AS3 which is nearly as good as FUSE; though it lacks certain
 features.

 In Tweener and FUSE you can create a series of actions and then bundle them
 to occur for as many times as you need [in your case, several 360 degree
 rotations] - in Fuse this is very elegantly handled as one call; in Tweener
 it's more messy; as you need to call a function at the end of every
 rotation, which increases a variable counter you make, which re-calls the
 same function if still below a current [rotation] value... more code, but
 also works.

 Good luck!

 Seb.

 Glen Pike wrote:

 Hi,

   Thanks for that, I will look into it.

   Glen

 allandt bik-elliott (thefieldcomic.com) wrote:

 found this on the greensock site - might work for you

 TweenMax.sequence(target:Object, tweenObjects:Array):Array

   - *Description:* Provides an easy way to sequence a set of tweens, one
   after the other, for the same target. It's essentially the same thing
 as
   making a bunch of individual TweenMax.to() calls on the object with
   overwrite set to 0, and their delays stacked. Use the multiSequence()
 method
   if you have multiple targets
   - *Parameters:*
  1. *target : Object* - The object whose properties to tween.
  2. *tweenObjects : Array* - An Array of tween objects. IMPORTANT:
 each
  object must contain a time property defining the duration of
 that tween.
  Example:



 On Tue, Sep 9, 2008 at 11:13 PM, Glen Pike
 [EMAIL PROTECTED]wrote:



 Hi,

  I am trying to rotate an object through 1080 (3 * 360) degrees with
 TweenLite.

  Does anyone know if I have to join a sequence of 360 tweens together to
 do this, or is there a way of cheating so it just does as you would
 hope?

  Thanks

  Glen
 --

 Glen Pike
 01326 218440
 www.glenpike.co.uk http://www.glenpike.co.uk

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 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders



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RE: [Flashcoders] Tween multiple rotations

2008-09-10 Thread Jack Doyle
If you want to rotate it 3 full rotations, you could just use a relative
value by putting quotes around the value, like this:

TweenLite.to(my_mc, 1, {rotation:1080});

Or if your amount is in a variable, just cast it as a String, like this:

TweenLite.to(my_mc, 1, {rotation:String(myRotationVariable)});

Is that what you were looking for?

Jack

-Original Message-
From: Glen Pike [mailto:[EMAIL PROTECTED] 
Sent: Tuesday, September 09, 2008 5:14 PM
To: Flashcoders mailing list
Subject: [Flashcoders] Tween multiple rotations

Hi,

I am trying to rotate an object through 1080 (3 * 360) degrees with 
TweenLite.

Does anyone know if I have to join a sequence of 360 tweens together 
to do this, or is there a way of cheating so it just does as you would hope?

Thanks

Glen
-- 

Glen Pike
01326 218440
www.glenpike.co.uk http://www.glenpike.co.uk




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Re: [Flashcoders] Tween multiple rotations

2008-09-10 Thread Glen Pike

Hmm, let us play...

   ...you beauty.

   Thanks very much, that worked a treat.

   Glen

Jack Doyle wrote:

If you want to rotate it 3 full rotations, you could just use a relative
value by putting quotes around the value, like this:

TweenLite.to(my_mc, 1, {rotation:1080});

Or if your amount is in a variable, just cast it as a String, like this:

TweenLite.to(my_mc, 1, {rotation:String(myRotationVariable)});

Is that what you were looking for?

Jack

-Original Message-
From: Glen Pike [mailto:[EMAIL PROTECTED] 
Sent: Tuesday, September 09, 2008 5:14 PM

To: Flashcoders mailing list
Subject: [Flashcoders] Tween multiple rotations

Hi,

I am trying to rotate an object through 1080 (3 * 360) degrees with 
TweenLite.


Does anyone know if I have to join a sequence of 360 tweens together 
to do this, or is there a way of cheating so it just does as you would hope?


Thanks

Glen
  


--

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01326 218440
www.glenpike.co.uk http://www.glenpike.co.uk

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RE: [Flashcoders] Tween multiple rotations

2008-09-10 Thread Merrill, Jason
 On AS3 there isn't as good a package as fuse around [yet?]; 

What does FUSE have over TweenLite and TweenMax?  FUSE always bloated my 
projects and had problems in high stress situations.  

Jason Merrill
Bank of America 
Instructional Technology  Media 
Join the Bank of America Flash Platform Developer Community 
Are you a Bank of America associate interested in innovative learning ideas and 
technologies?
Check out our internal  Innovative Learning Blog  subscribe. 


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Re: [Flashcoders] Tween multiple rotations

2008-09-10 Thread sebastian
Ooops on the simple solution for a relative rotation [my bad]! Much 
better than my suggestion...

:P

Why Fuse? - Sequencing, passing  writing animation objects.

It is true for small applications, like banners; it's overkill when kbs 
are in dire need. But for web 2.0 application development, a few extra 
kb is insignificant.


Check the last pages of this primer for what sets it apart when building 
complex or dynamic animation sequences:


http://www.mosessupposes.com/Fuse/speakernotes-mgunesch.pdf

mind you i am now coding primarily only in AS3... and 'Fuse3: Go' 
doesn't do it for me [why would I want to write my own tweens? isn't 
that the point of using an engine, so i don't have to write my own 
tweens anymore?...]

:P

:)
Seb.

Merrill, Jason wrote:
On AS3 there isn't as good a package as fuse around [yet?]; 


What does FUSE have over TweenLite and TweenMax?  FUSE always bloated my projects and had problems in high stress situations.  


Jason Merrill
Bank of America 
Instructional Technology  Media 
Join the Bank of America Flash Platform Developer Community 
Are you a Bank of America associate interested in innovative learning ideas and technologies?
Check out our internal  Innovative Learning Blog  subscribe. 



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RE: [Flashcoders] Tween multiple rotations

2008-09-10 Thread Merrill, Jason
Your generalizations are interesting to say the least. Web 2.0 application 
development has nothing to do with the demands on a tween engine, I'm building 
a social networking app and the way the interface renders, a lightweight tween 
engine is essential.   But if my interface was not as demanding, Fuse might be 
OK (though way more K than I would prefer).  It really depends on how the 
animation is used. Web 2.0 has no relevance - apples to oranges. 

Greensock's tween engine does animation sequencing too.

Jason Merrill
Bank of America 
Instructional Technology  Media 
Join the Bank of America Flash Platform Developer Community 
Are you a Bank of America associate interested in innovative learning ideas and 
technologies?
Check out our internal  Innovative Learning Blog  subscribe. 


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of sebastian
Sent: Wednesday, September 10, 2008 8:41 PM
To: Flash Coders List
Subject: Re: [Flashcoders] Tween multiple rotations

Ooops on the simple solution for a relative rotation [my bad]! Much 
better than my suggestion...
:P

Why Fuse? - Sequencing, passing  writing animation objects.

It is true for small applications, like banners; it's overkill when kbs 
are in dire need. But for web 2.0 application development, a few extra 
kb is insignificant.

Check the last pages of this primer for what sets it apart when building 
complex or dynamic animation sequences:

http://www.mosessupposes.com/Fuse/speakernotes-mgunesch.pdf

mind you i am now coding primarily only in AS3... and 'Fuse3: Go' 
doesn't do it for me [why would I want to write my own tweens? isn't 
that the point of using an engine, so i don't have to write my own 
tweens anymore?...]
:P

:)
Seb.

Merrill, Jason wrote:
 On AS3 there isn't as good a package as fuse around [yet?]; 
 
 What does FUSE have over TweenLite and TweenMax?  FUSE always bloated my 
 projects and had problems in high stress situations.  
 
 Jason Merrill
 Bank of America 
 Instructional Technology  Media 
 Join the Bank of America Flash Platform Developer Community 
 Are you a Bank of America associate interested in innovative learning ideas 
 and technologies?
 Check out our internal  Innovative Learning Blog  subscribe. 
 
 
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[Flashcoders] Tween multiple rotations

2008-09-09 Thread Glen Pike

Hi,

   I am trying to rotate an object through 1080 (3 * 360) degrees with 
TweenLite.


   Does anyone know if I have to join a sequence of 360 tweens together 
to do this, or is there a way of cheating so it just does as you would hope?


   Thanks

   Glen
--

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01326 218440
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[Flashcoders] Tween removal...

2007-08-30 Thread Van Tuck

List -

Has anyone had difficulty removing AS assigned tweens?  I have an  
issue that I can't seem to get rid of - and I've tried everything I  
know to try at this point.  Attachments are attached and assigned to  
an array, and looping / deleting everything from the array doesn't  
remove the tweens.  I've tried  delete objectBeingTweened.tweens 
[this]with no result.  I've found deleting the onMotionFishished  
will stop them, but when the page is revisited and the _mc is  
rebuilt, the old tweens seem to be chewing processor resources  
still.  Any ideas are a huge help - running AS2 over CS3 -


Thanks -


Van R Tuck
Director of Web Development

Cause Design Group
1519 Stanford Street Suite 6
Santa Monica, CA  90404

 t:  310.430.5369
www.causedesigngroup.com





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Re: [Flashcoders] Tween removal...

2007-08-30 Thread Matt White
I always push all my tweens into an array so that when i want to stop
all of them I just do this:

while(tweens.length  0) {
tweens.pop().stop();
}

Calling the stop method on a tween should stop it immediately...

Hope this helps, and that I correctly understood the issue :)

matt

On 8/30/07, Van Tuck [EMAIL PROTECTED] wrote:
 List -

 Has anyone had difficulty removing AS assigned tweens?  I have an
 issue that I can't seem to get rid of - and I've tried everything I
 know to try at this point.  Attachments are attached and assigned to
 an array, and looping / deleting everything from the array doesn't
 remove the tweens.  I've tried  delete objectBeingTweened.tweens
 [this]with no result.  I've found deleting the onMotionFishished
 will stop them, but when the page is revisited and the _mc is
 rebuilt, the old tweens seem to be chewing processor resources
 still.  Any ideas are a huge help - running AS2 over CS3 -

 Thanks -


 Van R Tuck
 Director of Web Development

 Cause Design Group
 1519 Stanford Street Suite 6
 Santa Monica, CA  90404

   t:  310.430.5369
 www.causedesigngroup.com





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[Flashcoders] tween in a function doesn't working

2007-07-12 Thread Marcelo Wolfgang

Hi list,

I have some code that I've made that I don't understand why it is 
failing, and I want your help


this works

var time = .3;
var easeType = mx.transitions.easing.Regular.easeOut;
var response2_mc:MovieClip = this.frmContato_response2_mc;
var plus6_mc:MovieClip = this.frmContato_plus6_mc;

plus6_mc.plus6_btNext_mc.onRelease = function() {
   plus6_mc._y = -160;
   response2_mc._y = 123;
   var startY = response2_mc._y + 10;
   var endY = response2_mc._y;
   yTween = new mx.transitions.Tween(response2_mc, _y, easeType, 
startY, endY, time, true);
   alpha_Tween = new mx.transitions.Tween(response2_mc, _alpha, 
easeType, 0, 100, time, true);

};

this don't

var time = .3;
var easeType = mx.transitions.easing.Regular.easeOut;
var response2_mc:MovieClip = this.frmContato_response2_mc;
var plus6_mc:MovieClip = this.frmContato_plus6_mc;

function animateIt(tgt){
   var startY = tgt._y + 10;
   var endY = tgt._y;
   yTween = new mx.transitions.Tween(tgt, _y, easeType, startY, endY, 
time, true);
   alpha_Tween = new mx.transitions.Tween(tgt, _alpha, easeType, 0, 
100, time, true);

}

plus6_mc.plus6_btNext_mc.onRelease = function() {
   plus6_mc._y = -160;
   response2_mc._y = 123;
   animateIt(response2_mc)
};

I have many tweens like that, is that why I want to have a function to 
just call it everytime it's need, any clues why it don't work when it's 
called via function?


TIA
Marcelo Wolfgang



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Re: [Flashcoders] tween in a function doesn't working

2007-07-12 Thread elibol

I'm not sure what it could be, but you should try delegating the onRelease
function to this:

import mx.util.Delegate;

plus6_mc.plus6_btNext_mc.onRelease = Delegate.create(this,
btNext_mc_onRelease);

function btNext_mc_onRelease() {
  plus6_mc._y = -160;
  response2_mc._y = 123;
  animateIt(response2_mc)
};

The strange thing is, if this were the issue, your first code should not
work since response2_mc is not in plus6_btNext_mc's scope. My guess is that
animateIt is out of scope and that response2_mc is referenced somewhere in
plus6_btNext_mc.

One way to find out if it's scoping is to trace animateIt and response2_mc.

Hope this helps,

H

On 7/12/07, Marcelo Wolfgang [EMAIL PROTECTED] wrote:


Hi list,

I have some code that I've made that I don't understand why it is
failing, and I want your help

this works

var time = .3;
var easeType = mx.transitions.easing.Regular.easeOut;
var response2_mc:MovieClip = this.frmContato_response2_mc;
var plus6_mc:MovieClip = this.frmContato_plus6_mc;

plus6_mc.plus6_btNext_mc.onRelease = function() {
plus6_mc._y = -160;
response2_mc._y = 123;
var startY = response2_mc._y + 10;
var endY = response2_mc._y;
yTween = new mx.transitions.Tween(response2_mc, _y, easeType,
startY, endY, time, true);
alpha_Tween = new mx.transitions.Tween(response2_mc, _alpha,
easeType, 0, 100, time, true);
};

this don't

var time = .3;
var easeType = mx.transitions.easing.Regular.easeOut;
var response2_mc:MovieClip = this.frmContato_response2_mc;
var plus6_mc:MovieClip = this.frmContato_plus6_mc;

function animateIt(tgt){
var startY = tgt._y + 10;
var endY = tgt._y;
yTween = new mx.transitions.Tween(tgt, _y, easeType, startY, endY,
time, true);
alpha_Tween = new mx.transitions.Tween(tgt, _alpha, easeType, 0,
100, time, true);
}

plus6_mc.plus6_btNext_mc.onRelease = function() {
plus6_mc._y = -160;
response2_mc._y = 123;
animateIt(response2_mc)
};

I have many tweens like that, is that why I want to have a function to
just call it everytime it's need, any clues why it don't work when it's
called via function?

TIA
Marcelo Wolfgang



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Re: [Flashcoders] Tween a Matrix

2007-01-10 Thread William Smith

You could create a custom function and then pass it to the transition
manager.

On 1/10/07, Hans Wichman [EMAIL PROTECTED] wrote:


Hi,
i think something a*Matrix1+(1-a)*Matrix2 with a sliding scale for a of 1
to
0 would do the trick.
Not sure though^^. I used something like that to tween falling snow into
text and back into snow again.

greetz
JC




On 1/10/07, Patrick Matte | BLITZ [EMAIL PROTECTED] wrote:

 Hi, is it possible to mx.transition.Tween a Matrix to another Matrix ?



 

 Patrick Matte
 Senior Flash Technical Lead
 Ph: 310-551-0200 x214
 Fax: 310-551-0022
 [EMAIL PROTECTED]

 BLITZ - 3415 South Sepulveda Boulevard, Suite 500 - Los Angeles, CA
 90034 - www.blitzagency.com http://www.blitzagency.com/



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[Flashcoders] Tween a Matrix

2007-01-09 Thread Patrick Matte | BLITZ
Hi, is it possible to mx.transition.Tween a Matrix to another Matrix ?

 



Patrick Matte
Senior Flash Technical Lead
Ph: 310-551-0200 x214
Fax: 310-551-0022
[EMAIL PROTECTED] 

BLITZ - 3415 South Sepulveda Boulevard, Suite 500 - Los Angeles, CA
90034 - www.blitzagency.com http://www.blitzagency.com/  

 

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Re: [Flashcoders] Tween a Matrix

2007-01-09 Thread Hans Wichman

Hi,
i think something a*Matrix1+(1-a)*Matrix2 with a sliding scale for a of 1 to
0 would do the trick.
Not sure though^^. I used something like that to tween falling snow into
text and back into snow again.

greetz
JC




On 1/10/07, Patrick Matte | BLITZ [EMAIL PROTECTED] wrote:


Hi, is it possible to mx.transition.Tween a Matrix to another Matrix ?





Patrick Matte
Senior Flash Technical Lead
Ph: 310-551-0200 x214
Fax: 310-551-0022
[EMAIL PROTECTED]

BLITZ - 3415 South Sepulveda Boulevard, Suite 500 - Los Angeles, CA
90034 - www.blitzagency.com http://www.blitzagency.com/



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Re: [Flashcoders] Tween color of dynamic text

2006-11-22 Thread Janis Radins

or you could use something like this class of myne
http://www.mediaverk.lv/asd/com/jR/Math/ColorTween.as to get all color steps
and afterwards apply that color in timed loop.
Like var colors:Array = com.jR.Math.ColorTween.getColorArray([StartColor,
endColor], numberOfSteps);
and applying that color change within setInterval calls.

2006/11/21, Cedric Muller [EMAIL PROTECTED]:


I meant 'movieclip tween coloring' (code)

 the low profile way:
 I put my textfield in a movieclip (text_mc) and set my textfield's
 color to '0xFF' (text_mc.text_txt.textColor)
 then I simply use movieclips tweens , you know the old ones :)...

 I am looking for a small routine to tween the color of some
 dynamic text.
 I've found lots of large packages, but really only need to affect a
 textfield, and to be able to do 2 things:

 1. tween a field to a specified 0x color
 2. tween a field back to its original set color (un-tween so to
 speak)

 does anyone have anything handy? Is going into a class

 - e.
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Re: [Flashcoders] Tween color of dynamic text

2006-11-22 Thread eric dolecki

Thats cool - i hooked the class up, but i get an array with values like
this:

4951245,6133970,7316439,8499164,9681633,10864358,12046827,13229552,14412021,15594746

from going from a blue to white:

[0x4B8CCD,0xFF]

??

On 11/22/06, Janis Radins [EMAIL PROTECTED] wrote:


or you could use something like this class of myne
http://www.mediaverk.lv/asd/com/jR/Math/ColorTween.as to get all color
steps
and afterwards apply that color in timed loop.
Like var colors:Array = com.jR.Math.ColorTween.getColorArray([StartColor,
endColor], numberOfSteps);
and applying that color change within setInterval calls.

2006/11/21, Cedric Muller [EMAIL PROTECTED]:

 I meant 'movieclip tween coloring' (code)

  the low profile way:
  I put my textfield in a movieclip (text_mc) and set my textfield's
  color to '0xFF' (text_mc.text_txt.textColor)
  then I simply use movieclips tweens , you know the old ones :)...
 
  I am looking for a small routine to tween the color of some
  dynamic text.
  I've found lots of large packages, but really only need to affect a
  textfield, and to be able to do 2 things:
 
  1. tween a field to a specified 0x color
  2. tween a field back to its original set color (un-tween so to
  speak)
 
  does anyone have anything handy? Is going into a class
 
  - e.
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Re: [Flashcoders] Tween color of dynamic text

2006-11-22 Thread Martin Wood-Mitrovski



eric dolecki wrote:

Thats cool - i hooked the class up, but i get an array with values like
this:

4951245,6133970,7316439,8499164,9681633,10864358,12046827,13229552,14412021,15594746 



from going from a blue to white:

[0x4B8CCD,0xFF]

??


looks right to me

0x4B8CCD = 4951245

im guessing you missed of some of the end values as

0xFF = 16777215

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Re: [Flashcoders] Tween color of dynamic text

2006-11-22 Thread Janis Radins

those  values are decimal representation of hex color values
you can use them as they are for lets say TextFormat.color value

2006/11/22, eric dolecki [EMAIL PROTECTED]:


Thats cool - i hooked the class up, but i get an array with values like
this:


4951245,6133970,7316439,8499164,9681633,10864358,12046827,13229552,14412021,15594746

from going from a blue to white:

[0x4B8CCD,0xFF]

??

On 11/22/06, Janis Radins [EMAIL PROTECTED] wrote:

 or you could use something like this class of myne
 http://www.mediaverk.lv/asd/com/jR/Math/ColorTween.as to get all color
 steps
 and afterwards apply that color in timed loop.
 Like var colors:Array = com.jR.Math.ColorTween.getColorArray
([StartColor,
 endColor], numberOfSteps);
 and applying that color change within setInterval calls.

 2006/11/21, Cedric Muller [EMAIL PROTECTED]:
 
  I meant 'movieclip tween coloring' (code)
 
   the low profile way:
   I put my textfield in a movieclip (text_mc) and set my textfield's
   color to '0xFF' (text_mc.text_txt.textColor)
   then I simply use movieclips tweens , you know the old ones :)...
  
   I am looking for a small routine to tween the color of some
   dynamic text.
   I've found lots of large packages, but really only need to affect a
   textfield, and to be able to do 2 things:
  
   1. tween a field to a specified 0x color
   2. tween a field back to its original set color (un-tween so to
   speak)
  
   does anyone have anything handy? Is going into a class
  
   - e.
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Re: [Flashcoders] Tween color of dynamic text

2006-11-22 Thread eric dolecki

I'm using setRGB, so I did this:

var decToHex = 0x + toWhite[nWhiteCount].toString(16).toUpperCase();

which is basically working instead of tweaking and setting text formats



On 11/22/06, Janis Radins [EMAIL PROTECTED] wrote:


those  values are decimal representation of hex color values
you can use them as they are for lets say TextFormat.color value

2006/11/22, eric dolecki [EMAIL PROTECTED]:

 Thats cool - i hooked the class up, but i get an array with values like
 this:



4951245,6133970,7316439,8499164,9681633,10864358,12046827,13229552,14412021,15594746

 from going from a blue to white:

 [0x4B8CCD,0xFF]

 ??

 On 11/22/06, Janis Radins [EMAIL PROTECTED] wrote:
 
  or you could use something like this class of myne
  http://www.mediaverk.lv/asd/com/jR/Math/ColorTween.as to get all color
  steps
  and afterwards apply that color in timed loop.
  Like var colors:Array = com.jR.Math.ColorTween.getColorArray
 ([StartColor,
  endColor], numberOfSteps);
  and applying that color change within setInterval calls.
 
  2006/11/21, Cedric Muller [EMAIL PROTECTED]:
  
   I meant 'movieclip tween coloring' (code)
  
the low profile way:
I put my textfield in a movieclip (text_mc) and set my textfield's
color to '0xFF' (text_mc.text_txt.textColor)
then I simply use movieclips tweens , you know the old ones :)...
   
I am looking for a small routine to tween the color of some
dynamic text.
I've found lots of large packages, but really only need to affect
a
textfield, and to be able to do 2 things:
   
1. tween a field to a specified 0x color
2. tween a field back to its original set color (un-tween so to
speak)
   
does anyone have anything handy? Is going into a class
   
- e.
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Re: [Flashcoders] Tween color of dynamic text

2006-11-22 Thread Janis Radins

last value of output is the one before final value hence 0xFF isnt
included
wrote this calss for quite a while ago and really dont even remember was
this something intentional or I just forghot about final value
anyways thats bug only if you're not aware of it

2006/11/22, Martin Wood-Mitrovski [EMAIL PROTECTED]:




eric dolecki wrote:
 Thats cool - i hooked the class up, but i get an array with values like
 this:


4951245,6133970,7316439,8499164,9681633,10864358,12046827,13229552,14412021,15594746


 from going from a blue to white:

 [0x4B8CCD,0xFF]

 ??

looks right to me

0x4B8CCD = 4951245

im guessing you missed of some of the end values as

0xFF = 16777215

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Re: [Flashcoders] Tween color of dynamic text

2006-11-22 Thread Janis Radins

color value is number even if it accepts 0xXXX string, hence you can use
simple toWhite[nWhiteCount] without 0x and toString().
flash works with decimal numbers anyways
as soon as it receives 0xFF it's automacaly converted to 16777215
anyways

2006/11/22, eric dolecki [EMAIL PROTECTED]:


I'm using setRGB, so I did this:

var decToHex = 0x + toWhite[nWhiteCount].toString(16).toUpperCase();

which is basically working instead of tweaking and setting text formats



On 11/22/06, Janis Radins [EMAIL PROTECTED] wrote:

 those  values are decimal representation of hex color values
 you can use them as they are for lets say TextFormat.color value

 2006/11/22, eric dolecki [EMAIL PROTECTED]:
 
  Thats cool - i hooked the class up, but i get an array with values
like
  this:
 
 
 

4951245,6133970,7316439,8499164,9681633,10864358,12046827,13229552,14412021,15594746
 
  from going from a blue to white:
 
  [0x4B8CCD,0xFF]
 
  ??
 
  On 11/22/06, Janis Radins [EMAIL PROTECTED] wrote:
  
   or you could use something like this class of myne
   http://www.mediaverk.lv/asd/com/jR/Math/ColorTween.as to get all
color
   steps
   and afterwards apply that color in timed loop.
   Like var colors:Array = com.jR.Math.ColorTween.getColorArray
  ([StartColor,
   endColor], numberOfSteps);
   and applying that color change within setInterval calls.
  
   2006/11/21, Cedric Muller [EMAIL PROTECTED]:
   
I meant 'movieclip tween coloring' (code)
   
 the low profile way:
 I put my textfield in a movieclip (text_mc) and set my
textfield's
 color to '0xFF' (text_mc.text_txt.textColor)
 then I simply use movieclips tweens , you know the old ones
:)...

 I am looking for a small routine to tween the color of some
 dynamic text.
 I've found lots of large packages, but really only need to
affect
 a
 textfield, and to be able to do 2 things:

 1. tween a field to a specified 0x color
 2. tween a field back to its original set color (un-tween so to
 speak)

 does anyone have anything handy? Is going into a class

 - e.
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Re: [Flashcoders] Tween color of dynamic text

2006-11-22 Thread eric dolecki

ah - right you are ;) thanks for pointing that out. working fino :)

On 11/22/06, Janis Radins [EMAIL PROTECTED] wrote:


color value is number even if it accepts 0xXXX string, hence you can use
simple toWhite[nWhiteCount] without 0x and toString().
flash works with decimal numbers anyways
as soon as it receives 0xFF it's automacaly converted to 16777215
anyways

2006/11/22, eric dolecki [EMAIL PROTECTED]:

 I'm using setRGB, so I did this:

 var decToHex = 0x + toWhite[nWhiteCount].toString(16).toUpperCase();

 which is basically working instead of tweaking and setting text formats



 On 11/22/06, Janis Radins [EMAIL PROTECTED] wrote:
 
  those  values are decimal representation of hex color values
  you can use them as they are for lets say TextFormat.color value
 
  2006/11/22, eric dolecki [EMAIL PROTECTED]:
  
   Thats cool - i hooked the class up, but i get an array with values
 like
   this:
  
  
  
 

4951245,6133970,7316439,8499164,9681633,10864358,12046827,13229552,14412021,15594746
  
   from going from a blue to white:
  
   [0x4B8CCD,0xFF]
  
   ??
  
   On 11/22/06, Janis Radins [EMAIL PROTECTED] wrote:
   
or you could use something like this class of myne
http://www.mediaverk.lv/asd/com/jR/Math/ColorTween.as to get all
 color
steps
and afterwards apply that color in timed loop.
Like var colors:Array = com.jR.Math.ColorTween.getColorArray
   ([StartColor,
endColor], numberOfSteps);
and applying that color change within setInterval calls.
   
2006/11/21, Cedric Muller [EMAIL PROTECTED]:

 I meant 'movieclip tween coloring' (code)

  the low profile way:
  I put my textfield in a movieclip (text_mc) and set my
 textfield's
  color to '0xFF' (text_mc.text_txt.textColor)
  then I simply use movieclips tweens , you know the old ones
 :)...
 
  I am looking for a small routine to tween the color of some
  dynamic text.
  I've found lots of large packages, but really only need to
 affect
  a
  textfield, and to be able to do 2 things:
 
  1. tween a field to a specified 0x color
  2. tween a field back to its original set color (un-tween so
to
  speak)
 
  does anyone have anything handy? Is going into a class
 
  - e.
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To change 

Re: [Flashcoders] Tween color of dynamic text

2006-11-22 Thread Muzak
You can use the decimal values just fine with setRGB.

var _clr:Color = new Color(_mc);
_clr.setRGB(4951245);

regards,
Muzak

- Original Message - 
From: eric dolecki [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, November 22, 2006 2:52 PM
Subject: Re: [Flashcoders] Tween color of dynamic text


 I'm using setRGB, so I did this:

 var decToHex = 0x + toWhite[nWhiteCount].toString(16).toUpperCase();

 which is basically working instead of tweaking and setting text formats





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Re: [Flashcoders] Tween color of dynamic text

2006-11-22 Thread eric dolecki

yup - doing dynamic stuff so gather arrays of the values is useful.

nice stuff.

On 11/22/06, Muzak [EMAIL PROTECTED] wrote:


You can use the decimal values just fine with setRGB.

var _clr:Color = new Color(_mc);
_clr.setRGB(4951245);

regards,
Muzak

- Original Message -
From: eric dolecki [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, November 22, 2006 2:52 PM
Subject: Re: [Flashcoders] Tween color of dynamic text


 I'm using setRGB, so I did this:

 var decToHex = 0x + toWhite[nWhiteCount].toString(16).toUpperCase();

 which is basically working instead of tweaking and setting text formats





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[Flashcoders] Tween question

2006-11-02 Thread Mike O'Grady

Hi,

I've got a motion tween in the timeline that simply moves a mc
vertically (about 30 pixels) and then back again.

All works fine until I also try to move that mc horizontally using
actionscript and the ._x property, the timeline motion tween stops
working, the mc moves horizontally but not vertically.

Is this just Flash's normal behavior, that moving an object using
actionscript means that the timeline will be ignored? Are there any
work arounds?

Thanks,
Mike
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Re: [Flashcoders] Tween question

2006-11-02 Thread Zeh Fernando

All works fine until I also try to move that mc horizontally using
actionscript and the ._x property, the timeline motion tween stops
working, the mc moves horizontally but not vertically.
Is this just Flash's normal behavior, that moving an object using
actionscript means that the timeline will be ignored? Are there any
work arounds?


Yes, it is. It stops updating the object with timeline's properties if you 
change them dynamically.


There's one workaround: create another inner movieclip and change the _x of 
that inner movieclip. That way, changes to the timeline and the dynamic 
property will stack to each other.


I'd recommend stop using the timeline and always use code animation though. 
It's much bettter in almost all cases, the only exception being guided 
animation.



Zeh 


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Re: [Flashcoders] Tween question

2006-11-02 Thread Hans Wichman

Hi,
there is another workaround, although i'd not recommend it, but knowing the
trick involved might be nice though:).

You can 'record' all the movieclips positions in array, by visiting each
frame in the first frame.
In other words, in a single onEnterFrame (the first prob), you could
gotoAndStop to each and everyframe, to record whats there.
You can use this data to play back similar or altered movements on the same
clips through code.

greetz
JC


On 11/3/06, Zeh Fernando [EMAIL PROTECTED] wrote:


 All works fine until I also try to move that mc horizontally using
 actionscript and the ._x property, the timeline motion tween stops
 working, the mc moves horizontally but not vertically.
 Is this just Flash's normal behavior, that moving an object using
 actionscript means that the timeline will be ignored? Are there any
 work arounds?

Yes, it is. It stops updating the object with timeline's properties if you
change them dynamically.

There's one workaround: create another inner movieclip and change the _x
of
that inner movieclip. That way, changes to the timeline and the dynamic
property will stack to each other.

I'd recommend stop using the timeline and always use code animation
though.
It's much bettter in almost all cases, the only exception being guided
animation.


Zeh

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Re: [Flashcoders] Tween Class with Set Interval deletion

2006-09-08 Thread marlus

You can use the mc_tween:
http://hosted.zeh.com.br/mctween/index.html

2006/9/7, Telmo Dias [EMAIL PROTECTED]:


Try:

myTimeTween .stop();

;-)
Telmo

Helmut Granda wrote:
 I have a small piece of script that was passed down to me and I cant
 figure
 out how to stop it from executing:

 var interval:Number = 60;
 myTimeTween = new mx.transitions.Tween(pBar, _height,
 mx.transitions.easing.None.easeNone,0,162,interval,true);

 I have tried different methods:

 delete myTimeTween;
 delete mx.transitions.Tween;
 clearInterval(interval);
 myTimeTween = new mx.transitions.Tween(pBar, _height,
 mx.transitions.easing.None.easeNone,0,162,0,true);
 delete interval;
 Create a new frame and send the playhead to the next frame;

 but none of those seem to work, I have even tried to fire all the
 statements
 above at once (and some others that I cant remember rigt now)and still
 the
 tween keeps on executing.

 Any Pointers or ideas will be greatly appreciated.

 ...helmut



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--
marlus araujo
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Re: [Flashcoders] Tween Class with Set Interval deletion

2006-09-08 Thread Helmut Granda

Cool Thanks!

I think the Tween class works great I just didnt know the docs were in the
Help Menu. Now that I have all the info it seems to be working properly.

On 9/8/06, marlus [EMAIL PROTECTED] wrote:


You can use the mc_tween:
http://hosted.zeh.com.br/mctween/index.html

2006/9/7, Telmo Dias [EMAIL PROTECTED]:

 Try:

 myTimeTween .stop();

 ;-)
 Telmo

 Helmut Granda wrote:
  I have a small piece of script that was passed down to me and I cant
  figure
  out how to stop it from executing:
 
  var interval:Number = 60;
  myTimeTween = new mx.transitions.Tween(pBar, _height,
  mx.transitions.easing.None.easeNone,0,162,interval,true);
 
  I have tried different methods:
 
  delete myTimeTween;
  delete mx.transitions.Tween;
  clearInterval(interval);
  myTimeTween = new mx.transitions.Tween(pBar, _height,
  mx.transitions.easing.None.easeNone,0,162,0,true);
  delete interval;
  Create a new frame and send the playhead to the next frame;
 
  but none of those seem to work, I have even tried to fire all the
  statements
  above at once (and some others that I cant remember rigt now)and still
  the
  tween keeps on executing.
 
  Any Pointers or ideas will be greatly appreciated.
 
  ...helmut
 
 
 
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helmutgranda.com
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RE: [Flashcoders] Tween Class with Set Interval deletion

2006-09-07 Thread Keith Reinfeld

myTimeTween.stop();

-Keith 
http://home.mn.rr.com/keithreinfeld 
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Helmut
Granda
Sent: Thursday, September 07, 2006 9:54 AM
To: Flashcoders mailing list
Subject: [Flashcoders] Tween Class with Set Interval deletion

I have a small piece of script that was passed down to me and I cant figure
out how to stop it from executing:

var interval:Number = 60;
myTimeTween = new mx.transitions.Tween(pBar, _height,
mx.transitions.easing.None.easeNone,0,162,interval,true);

I have tried different methods:

delete myTimeTween;
delete mx.transitions.Tween;
clearInterval(interval);
myTimeTween = new mx.transitions.Tween(pBar, _height,
mx.transitions.easing.None.easeNone,0,162,0,true);
delete interval;
Create a new frame and send the playhead to the next frame;

but none of those seem to work, I have even tried to fire all the statements
above at once (and some others that I cant remember rigt now)and still the
tween keeps on executing.

Any Pointers or ideas will be greatly appreciated.

...helmut



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Re: [Flashcoders] Tween Class with Set Interval deletion

2006-09-07 Thread Helmut Granda

I can be sure I tried that and didnt work when I tried. but yet again I have
been looking at the same code for hours so I might have thought I did.

Anyways, Thanks for the tip it works great!

On 9/7/06, Keith Reinfeld [EMAIL PROTECTED] wrote:



myTimeTween.stop();

-Keith
http://home.mn.rr.com/keithreinfeld


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Helmut
Granda
Sent: Thursday, September 07, 2006 9:54 AM
To: Flashcoders mailing list
Subject: [Flashcoders] Tween Class with Set Interval deletion

I have a small piece of script that was passed down to me and I cant
figure
out how to stop it from executing:

var interval:Number = 60;
myTimeTween = new mx.transitions.Tween(pBar, _height,
mx.transitions.easing.None.easeNone,0,162,interval,true);

I have tried different methods:

delete myTimeTween;
delete mx.transitions.Tween;
clearInterval(interval);
myTimeTween = new mx.transitions.Tween(pBar, _height,
mx.transitions.easing.None.easeNone,0,162,0,true);
delete interval;
Create a new frame and send the playhead to the next frame;

but none of those seem to work, I have even tried to fire all the
statements
above at once (and some others that I cant remember rigt now)and still the
tween keeps on executing.

Any Pointers or ideas will be greatly appreciated.

...helmut



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RE: [Flashcoders] Tween Class with Set Interval deletion

2006-09-07 Thread Keith Reinfeld
Glad to help, Helmut. 

If you are interested, the Tween Class methods are documented in the Flash 8
Help under Components Language ReferenceTween Class.

Regards,

-Keith 
http://home.mn.rr.com/keithreinfeld 
 


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Helmut
Granda
Sent: Thursday, September 07, 2006 10:56 AM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Tween Class with Set Interval deletion

I can be sure I tried that and didnt work when I tried. but yet again I have
been looking at the same code for hours so I might have thought I did.

Anyways, Thanks for the tip it works great!

On 9/7/06, Keith Reinfeld [EMAIL PROTECTED] wrote:


 myTimeTween.stop();

 -Keith
 http://home.mn.rr.com/keithreinfeld


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Helmut
 Granda
 Sent: Thursday, September 07, 2006 9:54 AM
 To: Flashcoders mailing list
 Subject: [Flashcoders] Tween Class with Set Interval deletion

 I have a small piece of script that was passed down to me and I cant
 figure
 out how to stop it from executing:

 var interval:Number = 60;
 myTimeTween = new mx.transitions.Tween(pBar, _height,
 mx.transitions.easing.None.easeNone,0,162,interval,true);

 I have tried different methods:

 delete myTimeTween;
 delete mx.transitions.Tween;
 clearInterval(interval);
 myTimeTween = new mx.transitions.Tween(pBar, _height,
 mx.transitions.easing.None.easeNone,0,162,0,true);
 delete interval;
 Create a new frame and send the playhead to the next frame;

 but none of those seem to work, I have even tried to fire all the
 statements
 above at once (and some others that I cant remember rigt now)and still the
 tween keeps on executing.

 Any Pointers or ideas will be greatly appreciated.

 ...helmut



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Re: [Flashcoders] Tween Class with Set Interval deletion

2006-09-07 Thread Telmo Dias

Try:

myTimeTween .stop();

;-)
Telmo

Helmut Granda wrote:
I have a small piece of script that was passed down to me and I cant 
figure

out how to stop it from executing:

var interval:Number = 60;
myTimeTween = new mx.transitions.Tween(pBar, _height,
mx.transitions.easing.None.easeNone,0,162,interval,true);

I have tried different methods:

delete myTimeTween;
delete mx.transitions.Tween;
clearInterval(interval);
myTimeTween = new mx.transitions.Tween(pBar, _height,
mx.transitions.easing.None.easeNone,0,162,0,true);
delete interval;
Create a new frame and send the playhead to the next frame;

but none of those seem to work, I have even tried to fire all the 
statements
above at once (and some others that I cant remember rigt now)and still 
the

tween keeps on executing.

Any Pointers or ideas will be greatly appreciated.

...helmut



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[Flashcoders] Tween and actionscript

2006-03-29 Thread Ryan Sabir

I have a movieclip animating across the stage using a tween in the timeline. 
Halfway through that tween I'm using AS to set the _alpha of the clip to 50%. 
At the moment I do this, if forgets about the tween in the timeline and stops 
moving. Why is this happenning? How do I tell Flash that I want the timeline 
animation to keep working after I change a MovieClip property?

Thanks.
 
 


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Re: [Flashcoders] Tween and actionscript

2006-03-29 Thread Zeh Fernando
I have a movieclip animating across the stage using a tween in the 
timeline. Halfway through that tween I'm using AS to set the _alpha of the 
clip to 50%. At the moment I do this, if forgets about the tween in the 
timeline and stops moving. Why is this happenning? How do I tell Flash 
that I want the timeline animation to keep working after I change a 
MovieClip property?


Timeline animations are something done on design-time - when exporting the 
final SWF, flash actually renders all the motion frames to precalculated 
pseudo-keyframes and then applies them when playing the movie.


You can't make it 'switch' back to the timeline tween. As soon as you change 
a property dynamically, it snaps out of any tweening and flash won't update 
it anymore. You can do this:



1. Instead of changing the property on the movie that's being tweened on the 
timeline, change it INSIDE it (for example, having a container movieclip 
inside the movieclip itself, which you can change the property); or


2. Drop timeline tweening and use 100% actionscript tweening instead.


Chosing option 1 can be messy and it's a bit different to figure out (it 
will stack with yout timeline tweening, not overwrite or change it) but it 
works on some cases. And chosing option 2 is probably the best thing you'll 
ever do for your flash development productivity.



- Zeh 


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Re: [Flashcoders] Tween and actionscript

2006-03-29 Thread Michael Bedar

Or just add a keyframe in the middle and change the alpha






On Mar 30, 2006, at 12:03 AM, Zeh Fernando wrote:

I have a movieclip animating across the stage using a tween in the  
timeline. Halfway through that tween I'm using AS to set the  
_alpha of the clip to 50%. At the moment I do this, if forgets  
about the tween in the timeline and stops moving. Why is this  
happenning? How do I tell Flash that I want the timeline animation  
to keep working after I change a MovieClip property?


Timeline animations are something done on design-time - when  
exporting the final SWF, flash actually renders all the motion  
frames to precalculated pseudo-keyframes and then applies them when  
playing the movie.


You can't make it 'switch' back to the timeline tween. As soon as  
you change a property dynamically, it snaps out of any tweening and  
flash won't update it anymore. You can do this:



1. Instead of changing the property on the movie that's being  
tweened on the timeline, change it INSIDE it (for example, having a  
container movieclip inside the movieclip itself, which you can  
change the property); or


2. Drop timeline tweening and use 100% actionscript tweening instead.


Chosing option 1 can be messy and it's a bit different to figure  
out (it will stack with yout timeline tweening, not overwrite or  
change it) but it works on some cases. And chosing option 2 is  
probably the best thing you'll ever do for your flash development  
productivity.



- Zeh
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Re: [Flashcoders] Tween and actionscript

2006-03-29 Thread Gerry Creighton
Since I use Zeh's tweening methods I would have to agree with him,  
use actionscript to
do the tweening and you'll be a happy developer from this day forth.  
It is a much cleaner way
to control your movies. If you haven't done so to this point I would  
suggest reading through his
site and get a handle on how you can have more control over your  
movies using actionscript.

http://hosted.zeh.com.br/mctween/using.html

I know that doesn't answer your question but it will help you as a  
developer.


Gerry


On Mar 30, 2006, at 12:03 AM, Zeh Fernando wrote:

I have a movieclip animating across the stage using a tween in the  
timeline. Halfway through that tween I'm using AS to set the  
_alpha of the clip to 50%. At the moment I do this, if forgets  
about the tween in the timeline and stops moving. Why is this  
happenning? How do I tell Flash that I want the timeline animation  
to keep working after I change a MovieClip property?


Timeline animations are something done on design-time - when  
exporting the final SWF, flash actually renders all the motion  
frames to precalculated pseudo-keyframes and then applies them when  
playing the movie.


You can't make it 'switch' back to the timeline tween. As soon as  
you change a property dynamically, it snaps out of any tweening and  
flash won't update it anymore. You can do this:



1. Instead of changing the property on the movie that's being  
tweened on the timeline, change it INSIDE it (for example, having a  
container movieclip inside the movieclip itself, which you can  
change the property); or


2. Drop timeline tweening and use 100% actionscript tweening instead.


Chosing option 1 can be messy and it's a bit different to figure  
out (it will stack with yout timeline tweening, not overwrite or  
change it) but it works on some cases. And chosing option 2 is  
probably the best thing you'll ever do for your flash development  
productivity.



- Zeh
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[Flashcoders] Tween class question

2006-01-09 Thread Mendelsohn, Michael
Hi list...

I'm wondering if there's any way to call a function at each step in a
tween being carried out by the Tween class when useSeconds = true.

Any insight is appreciated!
- MM

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RE: [Flashcoders] Tween class question

2006-01-09 Thread Ryan Potter
Have you looked at Fuse?

http://www.mosessupposes.com/fuse/

I may not understand your question, but I just started playing with it
and it is loaded with features.  Like events that fire automatically.  I
have found it more powerful than the macromedia tween class.




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Mendelsohn, Michael
Sent: Monday, January 09, 2006 9:02 AM
To: Flashcoders mailing list
Subject: [Flashcoders] Tween class question

Hi list...

I'm wondering if there's any way to call a function at each step in a
tween being carried out by the Tween class when useSeconds = true.

Any insight is appreciated!
- MM

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RE: [Flashcoders] Tween class question

2006-01-09 Thread Gabe Varela
The tween class dispatches a number of events. Including onMotionChnaged
which should be what you are looking for. 

-Original Message-
From: Mendelsohn, Michael [mailto:[EMAIL PROTECTED] 
Sent: Monday, January 09, 2006 9:02 AM
To: Flashcoders mailing list
Subject: [Flashcoders] Tween class question

Hi list...

I'm wondering if there's any way to call a function at each step in a
tween being carried out by the Tween class when useSeconds = true.

Any insight is appreciated!
- MM


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RE: [Flashcoders] Tween not working in AS

2005-10-26 Thread Mendelsohn, Michael
 So I need to find a nice clear definition of how they work. Any links?

I'm not sure about links to explanations of _parent and this other
than the documents, but for using the Tween class, look up Jen de Haan
on the Macromedia site.  She wrote a great article about its usage.

For the first param in Tween, are you using _parent.obj?  Try tracing
that object, and see if it traces what you want to tween first.

- MM

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RE: [Flashcoders] Tween not working in AS

2005-10-25 Thread Mendelsohn, Michael
Don't know if it matters, but I always assign the Tweens to a var name.
That way, you can refer to them later, with onMotionFinished, etc.

- MM

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael
Bedar
Sent: Tuesday, October 25, 2005 3:35 AM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Tween not working in AS


Is l2Company_mc inside of 1_mc.company_btn?  Otherwise we have a  
problem...


On Oct 25, 2005, at 2:55 AM, lists wrote:

 Hi there

 I have the following code on my main timeline. I also have a few  
 MovieClips of which I need ot animate onPress:

 import mx.transitions.Tween;
 import mx.transitions.easing.*;
 //l1
 new Tween(this.l1_mc, _alpha, Strong.easeOut, 0, 100, 3, true);
 new Tween(this.l1_mc, _y, Strong.easeOut, 106, 6, 1, true);
 //l2
 this.l1_mc.company_btn.onPress = function() {
 new Tween(this.l2Company_mc, _alpha, Strong.easeOut, 0, 100, 3,  
 true);
 new Tween(this.l2Company_mc, _y, Strong.easeOut, 106, 6, 1, true);
 }

 Now for some reason the onPress is not working. I put a trace in  
 there and i do get feed back from that, however the
 MovieClip will not animate. is ther ean error in my code?

 Thanks!

 ::
  Dustin
 ::

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