simonlucas
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Personally I still use it for museum work. All our touch-screen software is written in AS3 and published to AIR desktop. I even prototype in AS3 when developing and testing complex ideas that may finally be implemented in Unity, because AS3 is such a fast language to test and develop with.
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Zermok, the zip archive link is dead, but you can use a tool like SiteSucker to grab the complete docs from the url which does work.
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Carrl – Brilliant. So useful. Thank-you. Retropunk – good idea asking for this.
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Carl. Oh thanks for the link! I understand the clean-up is necessary. Will you be keeping those as3 docs on your site, so we can still access via the direct link? Regards Simon
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Can't seem to find the old AS3 manual pages on the website anymore. Anyone know what happened to them, please? I can't remember the url to see if the pages are still there, but the links have certainly gone from what I can see. They are/were *so* useful.
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I found a way by rotating a dummy sprite with TweenLite, and then using those values to affect a standard AS3 matrix transform with arbitrary point. The object being transform-rotated was rotated back to a saved start matrix state each time before the new Transform rotation value was applied, so I could just use the rotation value of the dummy sprite explicitly.
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Can I rotate around a point using the TransformMatrixPlugin in the current version of greensock? Can't see any syntax for setting a transform point in the API. I found some earlier examples using different transform plugins but they do seem to be for the current library.
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If anyone else need to do this, I found a solution. https://blog.hiraash.org/2011/08/29/how-to-find-the-curve-length-in-as3/ The distance is not the same as the one reported by the BezierPlugin plugin when the tween is run, but it's a start.
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Ok, no worries – thank-you for your help so far! I'll look into it and see if there's another way without length. Simon
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I'm trying to call the _parseLengthData function like this (based on the example you showed me). At the same time as I draw the curve, I create a data objects with the structure of Segments (a,b,c,d). I had to edit on line in the BezierPlugin _addCubicLengths function to make it accept an Object, not a Segment class type (bez:Object) in the local variable. It runs without error but I get a NaN(s) for the returned length and lengths properties. var xArray=[] var yArray=[] g.moveTo(bx[0].a, by[0].a); for (var i:int = 0; i < bx.length; i++) { var xobj = {a: bx.a, b: bx.b, c: bx.c, d:bx.d} var yobj = {a: by.a, b: by.b, c: by.c, d:by.d} xArray.push(xobj) yArray.push(yobj) g.curveTo(bx.b, by.b, bx.c, by.c); } var bzData=BezierPlugin._parseLengthData({x:xArray, y:yArray}) trace("Boing", bzData.length, bzData.lengths)
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Clive thanks for the tip. That works great! Now, I wonder how to find the length of the curve? I see that when the tween is started inside the Plugin it creates a _length property. But this cannot be accessed at any other time - like when using bezierThrough method. Is there a way around this? I need to have consistent speeds whilst my sprite travels along different paths, straight or curved. I guess it would have been nice to have a bezier curve in the MotionPath library, so that it had the same functionality as straight lines - like the length. I presume all work has stopped on the Flash version of Greensock, now.... Regards Simon
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Carl, thank-you and thank-you for such a quick reply. I felt sorry to see the Flash forum was now in archive status. I found the private _parseBezierData function earlier. Odd that it's not actually marked as private, despite the leading _ in the method name. When I tried it, I realised that it requires a type argument and am not sure what are valid types. I figured "cubic" and "soft" from looking inside the function but wondered what the default was as I'm using default bezier in my test. Also what is the third argument - prepend - for? For some reason I failed to get it to work before I posted here, but I will try again tomorrow! My other option might be to switch to a greensock lib from 2010 (2.222), but not sure the rest of my project which uses MotionPath will still work at this point.
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I've been trying to work the method in this example: http://greensock.com/forums/topic/1282-bezier-tween-draw-curve-solved/ to draw the curves that my sprite follows. It seems the static method BezierPlugin.parseBeziers no longer exists in the current version of GS. What can I do instead?