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Found 36 results

  1. Cyska_Sawyer

    Migration from Flash to HTML5

    With the eventual phasing out of Flash on Chrome and Firefox coming sooner rather than later, I've realized that I need to prioritize the migration of my site's Flash files to HTML5. My partner and I made use of the alpha channel present in SWF files, which allowed us to apply customized backgrounds behind FLVs (allowing our users to enjoy a great interactive experience in our SWFs). We'd like to continue using Greensock products to allow us to more easily present these interactive elements to our users (as we currently use the Actionscript library of GSAP to achieve our goals). My main question at this point is whether there's a GSAP or related Greensock product that will allow us to achieve background transparency when working to migrate our site's more interactive elements from Flash to HTML5. The transparency/alpha channel is a hard requirement for our site needs in terms of what to migrate to. Thank you in advance for any help anyone can offer on this question.
  2. Hi all... Is there anyone here??? I've found a simple but useful code developed a few years ago... it loads 2 swf files in sequence ... But I have just one question... How can I Loop them? How can you change the code to load swf1 after swf2 is finished? I've tried almost the whole day but no result yet... Please help... thank you a lot... import com.greensock.*; import com.greensock.loading.*; import com.greensock.events.LoaderEvent; import flash.events.Event; //create SWFLoaders var swf1:SWFLoader = new SWFLoader("child1.swf",{container:this,y:100,onProgress:progressHandler,onComplete:completeHandler,autoPlay:false}); var swf2:SWFLoader = new SWFLoader("child2.swf",{container:this,y:100,onProgress:progressHandler,onComplete:completeHandler,autoPlay:false}); var currentSWFLoader:SWFLoader = swf1; //adjust the progress bar; function progressHandler(e:LoaderEvent):void { bar.scaleX = e.target.progress; trace(e.target.progress); } //tell the loaded swf to play and start tracking frames function completeHandler(e:LoaderEvent):void { //the target of the LoaderEvent is the SWFLoader that fired the event //the rawContent is the loaded swf e.target.rawContent.play(); addEventListener(Event.ENTER_FRAME, checkFrame); } function checkFrame(e:Event):void { //check to see if loaded swf is done playing if (currentSWFLoader.rawContent.currentFrame == currentSWFLoader.rawContent.totalFrames) { trace("swf done playing"); removeEventListener(Event.ENTER_FRAME, checkFrame); //if the first swf is done playing load the second swf if (currentSWFLoader == swf1) { currentSWFLoader.dispose(true) // dispose and unload content currentSWFLoader = swf2; currentSWFLoader.load(); } } } bar.scaleX = 0; currentSWFLoader.load();
  3. Hello everyone... This is my biggest problem in Adobe Animate AS3 ever. So the problem is- I have 8 SWFs which have separate topic in each and one main SWF file and i want to connect all of them together like- Firstly i open Main SWF then it shows all the 8 topics name with each button. i used script from code snippets which is 'Click to load/unload SWF' and i assigned all the SWF as it required to open. I have created a button in each SWF to go back to main SWF using same code as i mentioned.... It is working properly but i realized that each time i click to open new SWF, it overlape on old one and when i open multiple times all SWFs, it become very heavy and get legging and hangs very much, consumes more memory... So what can i do to load new SWF and unload all previous SWFs by clicking on same button in each SWF ??????? Please give some idea with whole detailed script which i have to paste with button name and file name(u can assume any button name and file name). As i don't have enough knowledge about writing manual code. Please give some positive response. Thanks....
  4. Hey everyone so I am moving a Movie Clip across the stage using Animate CC/AS3 and I was wondering which way is faster or if it even matters? The initial method I would use was straight forward using an ENTER_FRAME Event Listener like so addEventListener(Event.ENTER_FRAME, platformLoop); private function platformLoop(e:Event):void { this.x -= 8.0; } the Second Method which i am currently using now is like so: private function init():void { TweenLite.delayedCall(0.001, moveChar); } private function moveChar():void { TweenLite.delayedCall(0.001, moveChar); this.x -= 8.5; } This method using Greensock works just fine and moves the player across the screen pretty smooth. But I was thinking does it even matter is one faster or more efficient than the other?
  5. Hello GreenSocks! I've been working with gsap for a short while. But this is my first problem with which I can not get any further. So my first thread Hello!! My Goal is: to animate multiple Images to a Video. For this I found already a snippet (dont now the url anymore) which displays and hide immediately a image (Combined with a staggerTo). So my Problem is: It works! But not on all Browsers. If i clean the Cache or hit reload, over and over, the animation in Internet Explorer and Edge is very very flashy! My Question is: What went wrong?
  6. FranTagliani

    Load SWF in other loaded SWF?

    Hello, I'm on a project created in Flash Builder 4.7 and Flash Professional CS6, nice. I need the project load's a SWF in the "preloaded SWF", the first SWF, loads a second SWF, and this second would be the "Home" of the project. At this point, work's perfectly. but when the home try to load secondaries SWF sends me The code of the first SWF: package { import flash.display.DisplayObject; import flash.display.Loader; import flash.display.MovieClip; import flash.events.Event; import flash.events.IOErrorEvent; import flash.events.ProgressEvent; import flash.net.URLRequest; public class InitialSWF extends MovieClip { private var _loader_:Loader; private var _applicationContent_:DisplayObject; private var _loaderContent_:MovieClip; private var _loaderIcon_:MovieClip; public function InitialSWF() { super(); _loader_ = new Loader(); _loader_.contentLoaderInfo.addEventListener(Event.COMPLETE,_onComplete_,false,0,true); _loader_.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,_onIoError_,false,0,true); _loader_.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,_onProgress_,false,0,true); _loader_.load(new URLRequest("Home.swf")); } private function _onComplete_(param1:Event) : void { _applicationContent_ = _loader_.content; _applicationContent_.visible = true; stage.addChild(_applicationContent_); _applicationContent_.addEventListener("onApplicationComplete",_onApplicationComplete_,false,0,true); _loader_.contentLoaderInfo.removeEventListener(Event.COMPLETE,_onComplete_); _loader_.contentLoaderInfo.removeEventListener(IOErrorEvent.IO_ERROR,_onIoError_); _loader_.contentLoaderInfo.removeEventListener(ProgressEvent.PROGRESS,_onProgress_); _loader_.unload(); _loader_ = null; } private function _onApplicationComplete_(tmpEvt:Event) : void { _applicationContent_.removeEventListener("onApplicationComplete",_onApplicationComplete_); _loaderContent_.addEventListener("loaderOut",_onLoaderOut_,false,0,true); // do something } private function _onLoaderOut_(param1:Event) : void { _loaderContent_.removeEventListener("loaderOut",_onLoaderOut_); _applicationContent_.visible = true; stage.removeChild(this); } private function _onIoError_(tmpError:IOErrorEvent) : void { trace(tmpError); } private function _onProgress_(param1:ProgressEvent) : void { var _progress_:Number = Math.round(param1.bytesLoaded / param1.bytesTotal * 100); //Do animation loading } } } And the HomeSWF: package { import flash.display.DisplayObject; import flash.display.Loader; import flash.display.MovieClip; import flash.display.Sprite; import flash.events.DataEvent; import flash.events.Event; import flash.events.IOErrorEvent; import flash.events.ProgressEvent; import flash.events.HTTPStatusEvent; import flash.net.URLRequest; public class SecondarySWF extends Sprite { private var _loader_:Loader; private var _loaderContent_:MovieClip; private var _loaderIcon_:MovieClip; private var _applicationContent_:DisplayObject; public function SecondarySWF() { this.addEventListener(Event.ADDED_TO_STAGE,this._GoLogin_,false,0,true); } public function _GoLogin_(tmpEvent:Event) { _loader_ = new Loader(); _loader_.contentLoaderInfo.addEventListener(Event.COMPLETE,_onComplete_,false,0,true); _loader_.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,_onIoError_,false,0,true); _loader_.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,_onProgress_,false,0,true); _loader_.contentLoaderInfo.addEventListener(HTTPStatusEvent.HTTP_STATUS, httpStatusHandler); _loader_.load(new URLRequest("SecondarySWF.swf")); } private function httpStatusHandler(event:HTTPStatusEvent):void { trace(event); } private function _onComplete_(param1:Event) : * { _applicationContent_ = _loader_.content; _applicationContent_.visible = true; stage.addChild(_applicationContent_); _applicationContent_.addEventListener("onApplicationComplete",_onApplicationComplete_,false,0,true); _loader_.contentLoaderInfo.removeEventListener(Event.COMPLETE,_onComplete_); _loader_.contentLoaderInfo.removeEventListener(IOErrorEvent.IO_ERROR,_onIoError_); _loader_.contentLoaderInfo.removeEventListener(ProgressEvent.PROGRESS,_onProgress_); _loader_.unload(); _loader_ = null; this.removeEventListener(Event.ADDED_TO_STAGE,this._GoLogin_); } private function _onApplicationComplete_(param1:Event) : void { _applicationContent_.removeEventListener("onApplicationComplete",_onApplicationComplete_); _loaderContent_.addEventListener("loaderOut",_onLoaderOut_,false,0,true); // .. } private function _onLoaderOut_(param1:Event) : void { _loaderContent_.removeEventListener("loaderOut",_onLoaderOut_); //_applicationContent_.visible = true; //stage.removeChild(this); } private function _onIoError_(tmpError:IOErrorEvent) : void { trace(tmpError); } private function _onProgress_(param1:ProgressEvent) : void { var _progress_:Number = Math.round(param1.bytesLoaded / param1.bytesTotal * 100); // .. } } } This is an image of the Google console.log, and catch this: -start InitialSWF -Load HomeSWF -Complete loaded of HomeSWF -Start HomeSWF -The link of the Secondary SWF, I deleted the link in the image because contains data of me... -Load SecondarySWF - ERROR I don't know why the SecondarySWF is 100% loaded but return an error... Regards!
  7. Hello, I've decompiled server-side flash by Sothink SWF Decompiler. Can I recompile files and run in my computer? When I try to run in Sothink SWF Decompiler it starts only loader file(advertisement) and then stops. Any ideas?
  8. little_fat_girl

    Jack Doyle will you please save Flash?

    Because you are one of the people who knew Flash and understood what made it great, I thought I'd ask. I was originally going to title this post "Any chance Greensock could replace CreateJS in AnimateCC?" Then I realized what I was asking was a little bigger. However, that is the gist of what I'm wondering. Is there a way to use the Greensock library as the engine that drives the animation when publishing from AnimateCC instead of CreateJS? The CreateJS library isn't getting updates (worse than Flash and Air). It's slow on mobile. Interaction is unbearably laggy. It's essentially unusable for any decent experience. But Greensock has always been the bleeding edge of speed, efficiency and stability. If it were powering all the timeline tweens and interactions when users published to html5, Flash could again be a viable tool for creating animation and games on the web. The Flash tool provided a wonderful GUI with which to create animation and games for coders and noncoders alike. When you published, it just worked. Nearly a decade after its 'death' we still haven't found a suitable replacement. Greensock is great. But there are those of us who find it prohibitively difficult to animate with code. And maybe I should just be asking for a Greensock GUI that has a timeline and MovieClips like Flash. But Animate is there. And it might just need the power and performance of Greensock to make it live again.
  9. Anyone try building this in Flash? http://greensock.com/cube-dial-tutorial I've started down the path of digging into the logic, and replacing the HTML stuff with MovieClips, but one major piece is missing since there is no equivalent "Draggable" plugin for AS3. Well, I'm deep in the muck... so I'm going to continue and see what I'm able to do, but perhaps someone has already gone down this path and has some advice? Much obliged!
  10. Hey !! I am new at Actinscript, I'm working with Adobe Animate CC and I have a project based on AIR for Android. I want a code that can run and play an AS3 external SWF flash game in full screen with auto-resize to support different android screen sizes. Can you help me with the code please.
  11. Hello all, a newbie here. I looked through the docs and examples, but am still a bit unsure whether the Timeline scripts could help me out with a project I'm tasked with. The project is a rather straightforward animation created in Flash/Animate which needs to be exported as SVG. The animation has four points at which the animation would need to stop. Each 'stop point' would have a corresponding button which moves the playhead backwards or forwards, depending if the clicked button is before or after where the playhead currently is at. As you might know, scripts do not go with the SVG when exporting it from Animate and so the solution would be to apply JavaScript or some such library to handle not only the navigation, but stopping the playhead at the 'stop points' or labels. Here are my initial questions/problems: * Using the TimelineLite/Max one can sequence tweens into a single timeline, but is it possible to add a single SVG animation (exported from Animate) that can be controlled with TimelineLite/Max? * Are the 'stop points' possible to implement with, say, applying labels at certain points (e.g. in seconds)? Please let me know if something needs clarification. Thanks in advance!
  12. Hi! We have been working on a new way to export faster, smaller HTML5 from Adobe Animate. As we are nearing launch we would love to hear about your experiences with Flash and Animate for HTML5. https://www.surveymonkey.com/r/Z3DNNQB Be sure to enter your email for a chance to download the product before launch!
  13. How can I program an object using ThrowPropsPlugin along a spiral path (roulette wheel ball)?
  14. Hello, We have been using the Greensock library in an Adobe AIR application for a while now with really no problems. We decided to try our Windows based application on an Android device and found that most things work quite well. The only problem we are seeing with the Greensock library turns up when we use scale effects. By this, I mean any time I attempt to scale a SplitTextField from say 4 to 1, the system lags. If I scale multiple SplitTextFields at once and by letter, then system can almost crash. The board we are using is running one of the latest version of Android and is capable of outputting HD content. Below is the code for one of the animations being affected. Each letter should scale down and rotate in, staggered. // target is the object we are going to animate // time is the total amount of time for the animation public static function MyEffect(target:SplitTextField, time:Number):TimelineMax{ // Activate plugins TweenPlugin.activate([TransformAroundCenterPlugin, AutoAlphaPlugin]); // Create new TimelineMax Object var t:TimelineMax = new TimelineMax(); // Determine how long each letter should animate var timePerHold:Number = time / target.textFields.length; // Go through each textField in the SplitTextField and complete the following animation for(var x:int = 0; x < target.textFields.length; x++){ // Use 20% of the time to rotate the text and scale the text half way t.fromTo(target.textFields[x], timePerHold * .2, {transformAroundCenter:{scale:4, rotation:-180}, alpha:0}, {transformAroundCenter:{scale:2, rotation:0}, alpha:1}); // Use 80% of the time to finish scaling the text t.to(target.textFields[x],timePerHold * .8, {transformAroundCenter:{scale:1}, ease:Elastic.easeOut}); } return t; } I was going to do my best to optimize the system but I wanted to go about it the right way and not just start guessing how to fix this. Any thoughts or direction would be greatly appreciated. Thank you!
  15. MindGamer

    Firefox Jitter with GSAP (AS2)

    I just noticed, one of our Flash games has a really awful jitter in all the GSAP tweens -- but only in Firefox. 'Looks 100% fine in Chrome and Safari. Anyone else seen anything like this? https://mindgamer.com/brain_training_paperboat_challenge/ (View in Firefox to see the issue).
  16. Hi All, I am trying to animate a mask in a Flash HTML5 Canvas document using TweenLite. I am trying to animate a symbol that is in a mask layer. But when I try I get a JavaScript console error: TweenLite.min.js:12 Uncaught Cannot tween a null target. My other objects animate fine. I believe I have all the proper .js files loaded in the HTML (easelJS, tweenJS, movieclip, preloadJS) and the Tweenlite files (CSSPlugin, EasePack, Tweenlite). Here is the code I used that throws the error. TweenLite.to(this.leftYellowStripeMask, .5, {y:-9, ease:Quad.easeOut, delay:.3}); I'm guessing masks are not supported this way? Thanks,
  17. huyhungkun

    Tweenlite update for Flash

    GSAP doesn't update Tweenlite for Flash about a year. Do you longer support Flash ??
  18. mandy9005

    dissaster in code

    hi my name is amandy and i have the homework to create a goldberg machine and dont have any idea how to do the code im new to this and im desperate trying to do something like this can someone help me please its urgent press the image to see the movement
  19. Not sure if this should be Flash or JS, but its a crossover project. I've recently been working on a big campaign, that uses a large amount of character animations, and our team was using a mixture of Flash and After Effects to achieve these great animations. Then came the mobile placements, and I found that the actual delivery platform itself had no support for canvas or easelJS and barely any SVG support. So I ended up creating spritesheet animations using CSS and manually setting up frame by frame animations in Illustrator, the problem was now that these animations didn't match what the rest of the team was doing in Flash. So I looked into exporting the spritesheet from Flash itself so it would capture frame-by-frame movements, but the issue was Flash Spritesheets place the character in an X and Y fashion, rather than all being on 1 line. I played around with a Codepen to make it work and used the onUpdate ticker to make it work with an array of all the possible background positions. Then I thought, why not make this an export option straight out of Flash? Its a little work-in-progress, but I hope this gives an idea of what I wanted to achieve. It just exports out a HTML page that uses GSAP to animate the background position from an array dataset. https://gist.github.com/joemidi/87168087b5c0eae36e86#file-gsap-spritesheet-plugin-jsfl
  20. Hi All, Does anyone know how to make the banner loop in AS2? Can it be done in TweenNano? Below is my code so far: --------- import com.greensock.*; import com.greensock.easing.*; //Scene 1 TweenNano.to(bg1, 1, {_x:0, _y:0, _alpha:100, ease:Cubic.easeOut}); TweenNano.to(logo, 1, {_x:13, _y:20, _alpha:100, delay:.5, ease:Fade.easeOut, overwrite:false}); TweenNano.to(text1, 1, {_x:267.35, _y:45, _alpha:100, ease:Cubic.easeOut, delay:1.3, overwrite:false}); TweenNano.to(text2, 1, {_x:378, _y:45, _alpha:100, ease:Cubic.easeOut, delay:3.5, overwrite:false}); TweenNano.to(text3, 1, {_x:475.05, _y:45, _alpha:100, ease:Cubic.easeOut, delay:4.5, overwrite:false}); TweenNano.to(text4, 1, {_x:584.2, _y:45, _alpha:100, ease:Cubic.easeOut, delay:5, overwirte:false}); TweenNano.to(bg1, 1, {_x:0, _y:0, _alpha:0, ease:Cubic.easeOut, delay:7.5, overwrite:false}); TweenNano.to(text1, 1, {_x:267.35, _y:45, _alpha:0, ease:Cubic.easeOut, delay:7.5, overwrite:false}); TweenNano.to(text2, 1, {_x:378, _y:45, _alpha:0, ease:Cubic.easeOut, delay:7.5, overwrite:false}); TweenNano.to(text3, 1, {_x:475.05, _y:45, _alpha:0, ease:Cubic.easeOut, delay:7.5, overwrite:false}); TweenNano.to(text4, 1, {_x:584.2, _y:45, _alpha:0, ease:Cubic.easeOut, delay:7.5, overwirte:false}); //Scene2 TweenNano.to(bg2, 1, {_x:0, _y:0, _alpha:100, ease:Cubic.easeOut, delay:7.8, overwrite:false}); TweenNano.to(text5, 1, {_x:362.3, _y:27.5, _alpha:100, ease:Cubic.easeOut, delay:8, overwrite:false}); //CTA TweenNano.to(CTA, 1, {_x:629.45, _y:35.5, _alpha:100, ease:Cubic.easeOut, delay:8.5, overwrite:false}); Many Thanks!
  21. Hello. I am in need of serious help with this problem I'm facing. First off let me tell you what I want to achieve with my code. On click of a button at the top-center of my screen, 4 fishes are to be tweened with bezier movements to simulate 'swimming' through water. They have other functions but this is the part that I need to get working. function tweenFish():void { var numY:Array = new Array; for (var count:Number = 1; count < 5; count++) { numY.push(count+8); } numY.reverse(); trace(tweenArr, round); for (var numX:Number = 0; numX < 4; numX++) { var randomStart:Number = (Math.floor(Math.random() * (460 - 140 + 1)) + 140); _difficulty[numX].y = randomStart; _difficulty[numX].x = -50; if (round == 1) { tweenArr[numX] = TweenMax.to(_difficulty[numX], (numY[numX]/round), {bezier:{curviness:2, autoRotate:true, values:[{x:50, y:randomStart+5}, {x:150, y:randomStart-5}, {x:250, y:randomStart+5}, {x:350, y:randomStart-5}, {x:450, y:randomStart+5}, {x:550, y:randomStart-5}, {x:770, y:randomStart+5}]}, ease:Cubic.easeInOut}); } } tMax.add(tweenArr); } This is the function I use to setup the tweens for the fishes. Each fish (set in an array called _difficulty) is given a set x value (offscreen) and a random y value so that each run they will 'swim' across the stage. This works perfectly. In fact, all of it runs perfectly...until I try to run it again. This is my initialization which basically stops the round if the fishes make it off the stage without being clicked (intended functionality). var tMax:TimelineMax = new TimelineMax({onComplete:endRound}); And this is the function it calls. function endRound():void { GoFishing.removeEventListener(MouseEvent.CLICK, fish); while (tweenArr.length > 0) { tweenArr.length = 0; } // tMax.clear(); POSSIBLE CODE? gotoAndStop("endGameResults"); scoreBox.text = "Your score is: " + points; gameResultsBG.width = 1; gameResultsBG.height = 1; TweenLite.to(gameResultsBG, 1.5, {scaleX:1.1, scaleY:1.1}); TweenLite.to(gameOverText, 3, {autoAlpha:1}); TweenLite.to(playAgain, 2, {visible:true}); timerX.stop(); timerX.removeEventListener(TimerEvent.TIMER, clock); playAgain.addEventListener(MouseEvent.CLICK, function(e:MouseEvent):void { MovieClip(root).gotoAndStop(1); GoFishing.addEventListener(MouseEvent.CLICK, fish); round = 0; } ); } Don't mind the commented line at the top. Anyway, this function leads to frame 2 where it's an end-game screen and it allows you to retry. 'playAgain' would take you to frame 1 and play the tween again when the button at the top is clicked, or so I thought. This is where the fishes are frozen off screen (I expanded the window and saw), and they do not move when the function is called, BUT the timer for the timeline STILL RUNS. Know why? The timeline takes 10 seconds to run each time at first. On the second run, 10 seconds pass and it leads me to the end-game screen. So clearly the timeline is running as I would expect it to, but the fishes aren't being moved. Is there something wrong with my code here? Do I need a different approach? Also I just thought of this: Would disabling these fishes, or switching to another frame at any point mess up the tween functionality? Thank you for your help.
  22. scottiescotsman

    TweenMax.to

    main_Player.txtScroll.tf.x = 0; main_Player.txtScroll.tf.y = 0; main_Player.txtScroll.x = 166; main_Player.txtScroll.y = 182; main_Player.txtScroll.width = main_Player.txtScroll.tf.width; scrollWords(); function scrollWords():void { main_Player.txtScroll.tf.wordWrap = false; main_Player.txtScroll.tf.autoSize = TextFieldAutoSize.CENTER; if(main_Player.txtScroll.tf.width >= 136) { goForwardTween(tf); } } function goForwardTween(tf:TextField):void { TweenMax.to(tf, 3, {x:248, delay:1, onComplete:goBackTween, onCompleteParams:[tf] }); } function goBackTween(tf:TextField):void { TweenMax.to(tf, 3, {x:-tf.width, delay:1, onComplete:goForwardTween, onCompleteParams:[tf] }); } Hi guys haven't been here in awhile here goes ..... ...basically what I have is a TextField inside a MovieClip, and if the text inside the TextField exceeds a certain size it moves back & forth so that the far right of the MovieClip moves to the far left of the mask and far left of the MovieClip moves to the far right of the mask. But for some reason I cant seem to get it to move it populates the TextField ok .. but wont TweenMax.to functions even if the text is larger than the mask. hope someone can help... Steven
  23. I'm trying to create a line of text that slowly fades into view from left to right (or top to bottom, whatever). I see the very simple process of fading the entire text field in or out, but is there a way to fade vertically or horizontally? Thanks!
  24. The code is below. When Tweenlite is called it treats "tileList[count1]" as a string instead of a variable name. However the trace seems to return what I would expect (tile1, tile2, tile3...). If I remove "tileList[count1]" from the tween and replace it with a direct call to the MovieClip (tile1, tile2, etc) the code works perfectly... Things I've tried: Using a vector instead of an array. Setting tileList[count1] to a public and local variable and then calling that variable. Removing the randomSort. Removing count1 and calling the array element directly (ie, tileList[5]). public class wtpMain extends MovieClip { public var tileList:Array = new Array(tile1,tile2,tile3,tile4,tile5,tile6,tile7,tile8,tile9,tile10,tile11,tile12,tile13,tile14,tile15 ,tile16); public var count1:int = 0; public function wtpMain() { nextButton.buttonMode = true; nextDis.mouseEnabled=false; nextButton.addEventListener(MouseEvent.CLICK, nextButtonClickh); tileList.sort(randomSort); } public function nextButtonClickh(event:MouseEvent):void { nextButtonClick(); } public function nextButtonClick():void{ TweenLite.to(tileList[count1], 5, {y:700, alpha:0}); trace(tileList[count1]); count1++; } public function randomSort(objA:Object, objB:Object):int{ return Math.round(Math.random() * 2) - 1; } } }
  25. I am hoping Greensock will be the answer to a problem I have. My client would like to have MP3 narration loaded sequentially (one for each paragraph in the script). I am able to do this with AS3 (array) but I am unable to successfully code a pause function. Pausing always stores a position from the 1st mp3 and not the one currently playing. I have poked around Greensock a bit but I cannot find tutorials that suit my needs. Will Loadermax work for this situation? If so, can someone point me in the right direction? thx