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Carl last won the day on May 28

Carl had the most liked content!


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Everything posted by Carl

  1. hello kbat, In order for TweenLite/Max to work in your gallery you are missing a very important component and that is an eventListener that will run when the images complete loading. You can read about event.COMPLETE here: http://www.republicofcode.com/tutorials ... as3loader/ if you tween the imageLoader before the content loads, it won't work very well. So you will need to add an evenListener to each imageLoader. I'm reluctant to provide a complete code solution as it isn't possible for me to test your existing code. If you post a zip of your gallery working I can take a look a
  2. you should watch this video: http://tv.adobe.com/watch/actionscript- ... pisode-13/ I think you will find that after watching the majority of these: http://tv.adobe.com/show/actionscript-1 ... ug-winnie/ you will have a good solid base for doing more with greensock. happy flashing Carl
  3. an array in its simplest terms allows you to create a list of items. see: http://www.republicofcode.com/tutorials ... as3arrays/ the code you gave implies that you have an array that stores the names of all the movie clips you want to animate. so you would do something like this: var lettersArray:Array = new Array(a_mc, b_mc, c_mc, d_mc); you would also have to have movie clips on the stage with instance names a_mc, b_mc, c_mc now when you call timeline.insertMultiple( TweenMax.allFrom(lettersArray, 1, {y:"-30", alpha:0, ease:Elastic.easeOut}, 0.04), 1.4); each
  4. the one thing that jumps out is onComplete: rollOverListen_global2(), should be onComplete: rollOverListen_global2, kill the parens()
  5. TweenMax has an isTweening() method that can check if an object is tweening or not. in the example below, the roll over listener checks the isTweening value of box_mc. If isTweening = true, the tween will not restart box_mc.addEventListener(MouseEvent.ROLL_OVER, boxOver); function boxOver(e:MouseEvent) { if (!TweenMax.isTweening(box_mc)) { TweenMax.fromTo(box_mc, 5, {scaleX:1}, {scaleX:5}); } }
  6. yeah, i'm a little lost in the explanation, but i think the problem is that you are mistaking how flash handles 3D. (not your fault) It isn't true 3d, its a pseudo 3d. when you do z-axis transformations it scales and moves objects so that they appear to be farther or closer, but it doesn't handle the layering of foreground and background elements. if in your flipper you have your back and front cards positioned on top of each other, try doing a 3d rotationX/Y rotation on the timeline with a motion tween... you'll see that the front card is always on front... there really is no back reg
  7. ok, so if you want to tween back and forth along the x and also want a specific destination x you can put your bubbles in a container. zig zag them in the container, and then tell the container exactly where it should end. image in you create a movie clip in flash called box_mc. inside of it create motion tween of a ball moving back and forth. on the stage create a tween of the box_mc moving up and down. it will give you wormy, snake like action. with timelinemax you can do the same thing. take a look here: http://www.snorkl.tv/dev/bubbles/dimitri-bubbles.html each bubble is pla
  8. in my toying around I found it was great for -archaic 80's style video game animation -a killer blink! TweenMax.to(box_mc, .2, {tint:"0x3AB7D6", ease:SteppedEase.create(1), repeat:-1});
  9. Hello Dimitri, I don't think I have a solution for a snake, but your bubbles style of animation got me thinking. To create a bubble going up and zig zagging back and forth you create a tween along the y axis going from high number to a low number. Let's assume your bubbles start at the bottom of the stage. TweenMax.to(bubble_mc, 2, {y:-20}); // moves bubble from bottom to top in 2 seconds While it's going up it also has to zig and zag along the x axis so add a tween like so TweenMax.to(bubble_mc, 2, {x:"10"}); now that will only move 10 pixels to the right of
  10. hi learner_7n, For future reference, a question like this would be better serviced in a more general flash forum (http://forums.adobe.com/community/flash/flash_general) as opposed to one dedicated to the greensock tweening platform. This tutorial here should do the trick for now: http://www.ilike2flash.com/2009/12/disp ... ipt-3.html Carl
  11. Hello Neuralism, Take a look at this: import com.greensock.*; import com.greensock.easing.*; import com.greensock.events.TweenEvent; var flashLetters:Array = new Array( f_mc, l_mc, a_mc, s_mc, h_mc ); TweenMax.allTo(flashLetters, 1, {rotationX:90, onCompleteListener:myListener}, .05); function myListener(event:TweenEvent):void { trace("completed tween of " + event.target.target.name); TweenMax.to(event.target.target, 0, {alpha:0}); } So the allTo starts the staggered rotation of each mc. When each one completes, myListen
  12. you know, I have a ton of work I'm supposed to do today... and you go ahead and create something new for us to mess with. gimme a break already! this is super cool!
  13. YO Seasonss, Good news. I just read another thread in this board and Jack had a great tip on easing a segment of a TimelineMax. You can use my technique AND use easing! import com.greensock.*; import com.greensock.easing.*; var tl:TimelineMax = new TimelineMax({paused:true}); tl.insert(TweenMax.to(floater_mc, 2, {bezierThrough:[{x:400, y:300}, {x:700, y:150}], orientToBezier:true, ease:Linear.easeNone})) btn1.addEventListener(MouseEvent.CLICK, goBtn1); function goBtn1(e:MouseEvent):void{ TweenLite.to(tl, 2, {currentTime:0, ease:Bounce.easeOut}); } btn2.addEventListener(Mous
  14. reverse() will play the tween backwards from where ever the tween is currently as demonstrated by my previous example. I am not so sure what myTween.reverse(TweenPoint); is expected to do. did you try just myTween.reverse() ? reverse is only equipped to accept a boolean argument of forceResume, as per the documentation: I also see that whether or not the tween plays is dependent on the boolean value of Dir. if the tween has not yet played, I don't think reverse is going to do anything. It seems the most recent code example is a bit more advanced than the or
  15. reverse() will play a tween backwards. var FooterTween:TweenMax = new TweenMax(Content_mc.Introduction.Footer, 5, {y:410}); someButton.addEventListener(MouseEvent.CLICK, reverseIt) function reverseIt(e:MouseEvent):void{ FooterTween.reverse(); } i imagine you could also call an onComplete function that uses reverse as well... but that would give you the same things as yoyo, no?
  16. There is a lot of information available on loading external assets. after reading the link I suggested above, please read and watch: http://www.greensock.com/loadermax-tips/ http://www.greensock.com/loadermax-video/ http://www.greensock.com/as/docs/tween/ ... oader.html (see the section AS3 Code Example) loaderMax is well suited to load a series of external assets, pause the loading of those assets and unLoad the assets when they are no longer needed. I would start with understanding how to load a single asset with swfLoader, then experiment with loaderMax and creating a queue.
  17. your code: TweenLite.to(myMC,1,{x:500,rotation:myMc.x * 0.5}); is basing its END rotation off of the x valye of myMC when the tween starts. Let's say you are starting at an x of 0, your end rotation will be 0*0.5 which will be 0. I would suggest 2 things to try: 1: since you know the end x value is going to be 500 just use that value when you provide the end rotation: TweenLite.to(myMC,1,{x:500,rotation:500 * 0.5}); 2: you can apply your rotation calculation every time the tween is updated TweenLite.to(myMC,1,{x:500, onUpdate:calculateRotation}); function cal
  18. yeah, check out delayedCall(). TweenLite.delayedCall(3, someFunction); someFunction will run after 3 seconds. http://www.greensock.com/as/docs/tween/ ... layedCall()
  19. var FooterTween:TweenMax = new TweenMax(Content_mc.Introduction.Footer, 5, {y:410, repeat:1, yoyo:true}); this will play the tween forward once and then in reverse. to repeat indefinitely change the repeat to repeat:-1 learn more here: http://www.greensock.com/as/docs/tween/ ... enMax.html
  20. assuming the problem is with waiting a minute and not loading the swf, you can use TweenLite.delayedCall() delayed call allows you to set a delay in seconds and also specify what function to run. you could use it like this: TweenLite.delayedCall(60, loadSwf) function loadSwf(){ trace("time to load the swf"); //add loaderMax code here to load swf } if you need to learn about loading external content read this: http://www.greensock.com/loadermax/
  21. it's a pleasure to help. I hadn't used roundProps before. there is always something more to learn. very glad it worked for you! carl
  22. Yeah, that can be done. But just to clarify for others, you are going to be tweening a numeric variable / property that will displayed in a textfield. here is some sample code that will do that for you: import com.greensock.*; import com.greensock.easing.*; var score:Number = 0; //start value var targetScore:Number = 20; //end value TweenLite.to(this, 1, {score:targetScore, onUpdate:showScore, ease:Linear.easeNone}); function showScore(){ trace(score); score_mc.score_txt.text = int(score); //you could also use Math.round() } basically you can tween any property, in
  23. Hi Benkyma, Good morning! TweenLite can handle your effect with its eyes closed and not miss a beat. If you attach a stripped-down fla with just the pertinent thumbnail functionality saved as CS4 or earlier I will take a look at it. Also if you post a snippet of the AS code you are using to apply your roll_over and roll_out effects that could help as well. here is a checklist of things I would look into: -are you using the latest version of tweenlite -do you have other complex enterframe events firing or loops running -what is the framerate of the fla -is there anything wonky w
  24. hello jrojas, I don't think there is an out of the box greensock solution for this. Your example shows that the image is not dropped but thrown. What is happening theoretically is that the speed of your mouse along the x and y axis is constantly being determined, when you release the mouse that speed is used used to propel the image in the proper direction and friction slows it down. a partial example of the code involved is available here: http://efreedom.com/Question/1-1941989/ ... op-Inertia the physics2d plugin might come in handy. its a club greensock benefit and you ca
  25. hey, glad you got a solution. you can also use tl.resume(); carl