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phillip_vale

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Everything posted by phillip_vale

  1. 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
  2. Hi all, I am relatively new to Greensock and thought I was going well but have hit a small challenge. I am trying animate the effect of a volume equalizer going up and down. To keep it looking as natural as possible i wanted to vary the heights that the levels rise to. However, when I run the below code it picks the last number that the function generates and then doesn't 'refresh' a new value when the loop repeats. Is there a way to call randomRange everytime the tween repeats? function randomRange(min:Number, max:Number):Number { var randomNum:Number = Math.floor(Math.random() * (max - min + 1)) + min; return randomNum; } for (var i = 0; i < 1; i++) { var n:Number = randomRange(-27, -72) // Audio levels between these 2 numbers. trace(n); } TweenMax.to(Object(this).main.window1.shade, .2, {_y:n, yoyo:true, repeat:-1, delay:.2}); TweenMax.to(Object(this).main.window2.shade, .2, {_y:n, yoyo:true, repeat:-1, delay:.3}); TweenMax.to(Object(this).main.window3.shade, .2, {_y:n, yoyo:true, repeat:-1, delay:.4}); Thanks for any help that is given, Phil
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