RE: [Flashcoders] TweenMax.allTo()

2010-09-09 Thread Merrill, Jason
Nevermind, looks like you can only do that with the DynamicProps plug in
you have to buy with a Club Greensock membership.  I'll roll my own with
the Timer class I guess unless someone knows of an easier way.


Jason Merrill 

Instructional Technology Architect
Bank of America   Global Learning 

Join the Bank of America Flash Platform Community  and visit our
Instructional Technology Design Blog
(Note: these resources are only available for Bank of America
associates)






-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Merrill,
Jason
Sent: Thursday, September 09, 2010 2:43 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 

Instructional Technology Architect
Bank of America   Global Learning 

Join the Bank of America Flash Platform Community
http://sharepoint.bankofamerica.com/sites/tlc/flash/default.aspx   and
visit our Instructional Technology Design Blog
http://sharepoint.bankofamerica.com/sites/SDTeam/itdblog/default.aspx
(Note: these resources are only available for Bank of America
associates)






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Re: [Flashcoders] TweenMax.allTo()

2010-09-09 Thread Nathan Mynarcik
What if you did it like this:

function getRandY():Number{

var randY:Number = Math.random()*stage.stageHeight;
return randY;

}

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

Nathan Mynarcik
nat...@mynarcik.com
254.749.2525
www.mynarcik.com


On Thu, Sep 9, 2010 at 2:43 PM, Merrill, Jason 
jason.merr...@bankofamerica.com wrote:

 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

 Instructional Technology Architect
 Bank of America   Global Learning

 Join the Bank of America Flash Platform Community
 http://sharepoint.bankofamerica.com/sites/tlc/flash/default.aspx   and
 visit our Instructional Technology Design Blog
 http://sharepoint.bankofamerica.com/sites/SDTeam/itdblog/default.aspx
 (Note: these resources are only available for Bank of America
 associates)






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 Flashcoders mailing list
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Re: [Flashcoders] TweenMax.allTo()

2010-09-09 Thread Nathan Mynarcik
You could also do an onComplete call to a function that will add to a
counter variable that you can then access as nameOfArray[counter] for the Y
parameter.

Of course, I have not used the allTo function.  But this has worked for
the regular to and from methods.

Nathan Mynarcik
nat...@mynarcik.com
254.749.2525
www.mynarcik.com


On Thu, Sep 9, 2010 at 3:02 PM, Merrill, Jason 
jason.merr...@bankofamerica.com wrote:

 Nevermind, looks like you can only do that with the DynamicProps plug in
 you have to buy with a Club Greensock membership.  I'll roll my own with
 the Timer class I guess unless someone knows of an easier way.


 Jason Merrill

 Instructional Technology Architect
 Bank of America   Global Learning

 Join the Bank of America Flash Platform Community  and visit our
 Instructional Technology Design Blog
 (Note: these resources are only available for Bank of America
 associates)






 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Merrill,
 Jason
 Sent: Thursday, September 09, 2010 2:43 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

 Instructional Technology Architect
 Bank of America   Global Learning

 Join the Bank of America Flash Platform Community
 http://sharepoint.bankofamerica.com/sites/tlc/flash/default.aspx   and
 visit our Instructional Technology Design Blog
 http://sharepoint.bankofamerica.com/sites/SDTeam/itdblog/default.aspx
 (Note: these resources are only available for Bank of America
 associates)






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 Flashcoders mailing list
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 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
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RE: [Flashcoders] TweenMax.allTo()

2010-09-09 Thread Merrill, Jason
Because the number needs to not be random, but correspond with the item
being tweened - I guess I could keep a counter and create an array of Y
locations and return those, but I went ahead and just used a Timer with
TweenMax.to() and a counter I incremented... works fine, I was just
hoping it could be done easily with allTo() and not having to write a
bunch of extra code - ;  

So yeah, good suggestions though, thanks!  I didn't realize the property
could be a function as well - great idea.  I might try and use that if I
get sick of the Timer class way.


Jason Merrill 

Instructional Technology Architect
Bank of America   Global Learning 

Join the Bank of America Flash Platform Community  and visit our
Instructional Technology Design Blog
(Note: these resources are only available for Bank of America
associates)






-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Nathan
Mynarcik
Sent: Thursday, September 09, 2010 3:21 PM
To: Flash Coders List
Subject: Re: [Flashcoders] TweenMax.allTo()

What if you did it like this:

function getRandY():Number{

var randY:Number = Math.random()*stage.stageHeight; return randY;

}

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

Nathan Mynarcik
nat...@mynarcik.com
254.749.2525
www.mynarcik.com


On Thu, Sep 9, 2010 at 2:43 PM, Merrill, Jason 
jason.merr...@bankofamerica.com wrote:

 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

 Instructional Technology Architect
 Bank of America   Global Learning

 Join the Bank of America Flash Platform Community
 http://sharepoint.bankofamerica.com/sites/tlc/flash/default.aspx
and
 visit our Instructional Technology Design Blog 
 http://sharepoint.bankofamerica.com/sites/SDTeam/itdblog/default.aspx
 
 (Note: these resources are only available for Bank of America
 associates)






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Re: [Flashcoders] TweenMax.allTo()

2010-09-09 Thread tom rhodes
look at TimelineMax for sequencing, or do a loop through all your objects
and assign them different tweens.


On 9 September 2010 21:38, Merrill, Jason
jason.merr...@bankofamerica.comwrote:

 Because the number needs to not be random, but correspond with the item
 being tweened - I guess I could keep a counter and create an array of Y
 locations and return those, but I went ahead and just used a Timer with
 TweenMax.to() and a counter I incremented... works fine, I was just
 hoping it could be done easily with allTo() and not having to write a
 bunch of extra code - ;

 So yeah, good suggestions though, thanks!  I didn't realize the property
 could be a function as well - great idea.  I might try and use that if I
 get sick of the Timer class way.


 Jason Merrill

 Instructional Technology Architect
 Bank of America   Global Learning

 Join the Bank of America Flash Platform Community  and visit our
 Instructional Technology Design Blog
 (Note: these resources are only available for Bank of America
 associates)






 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Nathan
 Mynarcik
 Sent: Thursday, September 09, 2010 3:21 PM
 To: Flash Coders List
 Subject: Re: [Flashcoders] TweenMax.allTo()

 What if you did it like this:

 function getRandY():Number{

 var randY:Number = Math.random()*stage.stageHeight; return randY;

 }

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

 Nathan Mynarcik
 nat...@mynarcik.com
 254.749.2525
 www.mynarcik.com


 On Thu, Sep 9, 2010 at 2:43 PM, Merrill, Jason 
 jason.merr...@bankofamerica.com wrote:

  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
 
  Instructional Technology Architect
  Bank of America   Global Learning
 
  Join the Bank of America Flash Platform Community
  http://sharepoint.bankofamerica.com/sites/tlc/flash/default.aspx
 and
  visit our Instructional Technology Design Blog
  http://sharepoint.bankofamerica.com/sites/SDTeam/itdblog/default.aspx
  
  (Note: these resources are only available for Bank of America
  associates)
 
 
 
 
 
 
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  Flashcoders mailing list
  Flashcoders@chattyfig.figleaf.com
  http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
 
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RE: [Flashcoders] TweenMax.allTo()

2010-09-09 Thread Jack Doyle
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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Re: RE: [Flashcoders] TweenMax.allTo()

2010-09-09 Thread Nathan Mynarcik
Said from the man himself. Great suggestion!

On Sep 9, 2010 6:58 PM, Jack Doyle j...@greensock.com wrote:

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: Th...

Subject: [Flashcoders] TweenMax.allTo()

So in Greensock's TweenMax, you can tween and stagger (dela...

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RE: [Flashcoders] TweenMax.allTo()

2010-09-09 Thread Merrill, Jason
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 

Join the Bank of America Flash Platform Community  and visit our
Instructional Technology Design Blog
(Note: these resources are only available for Bank of America
associates)






-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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