Jump to content
GreenSock

dmennenoh

Members
  • Posts

    6
  • Joined

  • Last visited

dmennenoh's Achievements

0

Reputation

  1. Well, it's working now. No idea why but it seemed to be a caching issue. Deleting ASO files cured the issue. Strange thing is I really never need to do that. And now that I've done it I can make changes and don't need to do it any more...
  2. Thanks for replying... I am using one document class, and it's only about 100 lines long - I have no variables named Bounce and am not importing any classes but Flash classes, and TweenLite. If however, I make a simple .fla with the two tween imports and one line tweening an object then Bounce.easeOut does work - with the code in frame one of the timeline. BUT - if I make a test.fla using a very simple document class: package { import com.greensock.TweenLite; import com.greensock.easing.*; import flash.display.MovieClip; public class Main extends MovieClip { public function Main() { TweenLite.to(d, 1, { x:200, ease:Bounce.easeOut } ); } } } Then I get that 1119 error about easeOut not being defined?????
  3. Lately when I try to use eases like Bounce.easeOut I'm geting an 1119 error: 1119: Access of possibly undefined property easeOut through a reference with static type Class. I'm importing com.greensock.easing.*; and even tried just now downloading the latest version and still get it. Tween works fine without the ease... Tween code: TweenLite.to(win, 1, { alpha:1, scaleX:1, scaleY:1, ease:Bounce.easeOut } );
  4. I am doing a little spinner game where the user spins a wheel, and pegs on the outside of the wheel cause an arrow to 'bump' as the pegs hit it. Think something like wheel of fortune... short of using something like Box2D I decided on TweenLite / TweenMax... It's mostly all working but I would like when a peg hits the arrow the tween is modified to make the wheel slow down for a moment. Any thoughts on how to approach?
  5. Actually, I thought with overwrite set to 0, the first tween would be allowed to end before the second one started. I just gave the two together like that as an example - they 'can' happen together in a game I'm building - when an object begins flipping, it's possible to click another object... when that happens I want the first object to complete it's flip, then flip again to go back to its original position. I see the flaw now, yes. Thanks for the clarification. Funny, I've been using TweenLite for a couple years and never ran into this.
  6. I have two tweens on an object in CS4 that do a rotate on X by 180º. When I use strings like I want, so the object rotates from wherever it is, the overwrite:0 is not working. I do: TweenLite.to(myObject, .5, {rotationX:"180"}); and then: TweenLite.to(myObject, .5, {rotationX:"180", overwrite:0}); In the second tween, it just goes from wherever the first one is, regardless of the overwrite setting, causing the object to 'land' at an incorrect angle - ie not 360º rotated. I've had to resort to using hard coded values for the rotations instead of strings like I was hoping for. Seems a bug to me.
×