Share Posted June 24, 2015 Hi there, I am trying to populate a space with Lights at different sizes, blur amounts and alphas. I think I have acheived this. I want the final effect to be that the lights flash and use the random alpha amounts to do so. I hope this explains what I am after. Not sure if this is a Greensock question and sorry if it isn't. And i'm not sure if the answer lies in auto alpha, yoyo:true, repeat:-1 ??? import com.greensock.TweenMax; import com.greensock.easing.*; import com.greensock.plugins.AutoAlphaPlugin; import flash.filters.BlurFilter; flashingLights = function () { TheWidth = 300; // The Width of effect area -> in pixels Object(this).bg._width = this.TheWidth TheHeight = 250; // The height of effect area -> in pixels Object(this).bg._height = this.TheHeight maxLightsize = 60; // Scaling the cell NumOfCells = 70; // Quantity of Cells on the stage for (i=0; i < NumOfCells; i++) { // by using the 'for' looping sequence TheCell = attachMovie("Light_Cell", "Light_Cell"+i, i); // attaching the 'Light_Cell' from the library (Linkage) TheCell._alpha = 10+Math.random()*60; // creating random alpha value RandomSet = 4*Math.random()*4; // Create a random set for amount of blur TheBlurEffect = new BlurFilter (RandomSet,RandomSet,3); // Create variable with the filter setting (xBlur, yBlur, quality) TheCell.filters = [TheBlurEffect] // Applies the filter to the object named myObject TheCell._x = -(TheWidth/2)+Math.random()*(1.5*TheWidth); // positioning the cell on the X axis. TheCell._y = -(TheHeight/2)+Math.random()*(1.5*TheHeight); // positioning the cell on the Y axis. TheCell._xscale = TheCell._yscale = 60 + Math.random()*(maxLightsize*10); // determine the scale of the Cell } TweenMax.to(Light_Cell, 1, {_alpha: 10}); }; flashingLights(); I should add that all of the 'lights' are being placed on the top layer when I run this going over the top of text. Thanks for you help, Phil Link to comment Share on other sites More sharing options...
Author Share Posted June 24, 2015 Feel like I might be getting closer. I have the entire 'TheCell' fading in and out. When I trace (TheCell); it shows... _level0.Light_Cell0 _level0.Light_Cell1 _level0.Light_Cell2 _level0.Light_Cell3 _level0.Light_Cell4 _level0.Light_Cell5 _level0.Light_Cell6 _level0.Light_Cell7 _level0.Light_Cell8 _level0.Light_Cell9 _level0.Light_Cell10 _level0.Light_Cell11 _level0.Light_Cell12 _level0.Light_Cell13 _level0.Light_Cell14 _level0.Light_Cell15 _level0.Light_Cell16 _level0.Light_Cell17 _level0.Light_Cell18 _level0.Light_Cell19 _level0.Light_Cell20 _level0.Light_Cell21 _level0.Light_Cell22 _level0.Light_Cell23 _level0.Light_Cell24 Is there a way to enter this in a TweenMax call? i.e. TweenMax.to(_level0.Light_Cell20, 1, {_alpha: a, repeat:-1, yoyo:true}); Thanks, Phil Link to comment Share on other sites More sharing options...
Author Share Posted June 24, 2015 Feel like there must be a better way to write this... import com.greensock.TweenMax; import com.greensock.easing.*; import flash.filters.BlurFilter; var a = 0+Math.random()*50; var d = 0+Math.random()*1; flashingLights = function () { TheWidth = 300; // The Width of effect area -> in pixels Object(this).bg._width = this.TheWidth TheHeight = 250; // The height of effect area -> in pixels Object(this).bg._height = this.TheHeight maxLightsize = 60; // Scaling the cell NumOfCells = 30; // Quantity of Cells on the stage for (i=0; i < NumOfCells; i++) { TheCell = attachMovie("Light_Cell", "Light_Cell"+i, i); // Attaching the 'Light_Cell' from the library (Linkage) TheCell._alpha = 100; // Creating random alpha value RandomSet = 4*Math.random()*4; // Create a random set for amount of blur TheBlurEffect = new BlurFilter (RandomSet,RandomSet,3); // Create variable with the filter setting (xBlur, yBlur, quality) TheCell.filters = [TheBlurEffect] // Applies the filter to the object named myObject TheCell._x = -(TheWidth/2)+Math.random()*(1.5*TheWidth); // Positioning the cell on the X axis. TheCell._y = -(TheHeight/2)+Math.random()*(1.5*TheHeight); // Positioning the cell on the Y axis. TheCell._xscale = TheCell._yscale = 60 + Math.random()*(maxLightsize*10); // Determine the scale of the Cell //trace (TheCell); //trace (d); } TweenMax.to(_level0.Light_Cell1, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell2, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell3, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell4, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell5, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell6, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell7, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell8, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell9, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell10, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell11, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell12, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell13, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell14, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell15, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell16, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell17, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell18, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell19, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell20, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell21, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell22, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell23, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell24, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell25, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell26, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell27, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell28, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell29, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell30, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); }; flashingLights(); This is due first thing tomorrow morning so any help would be greatly appreciated! Link to comment Share on other sites More sharing options...
Share Posted June 25, 2015 TweenMax.to(_level0.Light_Cell1, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell2, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell3, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell4, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); TweenMax.to(_level0.Light_Cell5, 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); use a loop like. for(i=1; i < 6; i++){ TweenMax.to(_level0["Light_Cell" + i], 1, {_alpha:a, yoyo:true, repeat:-1, delay:d}); } Or you can place all the objects in an Array and do pass the whole Array into a tween var things = [item1, item2, item3] TweenLite.to(things, 1, {_x:200}); I haven't written AS2 in many years, but the syntax should be pretty close. Link to comment Share on other sites More sharing options...
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