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dmennenoh

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Posts posted by dmennenoh

  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. Your code was assuming the second tween would look at the first one, immediately fastforward that tween to its end, and add the relative value to that. See the logic flaw? You really shouldn't have two tweens of the same object affecting the same property at the same time anyway.

     

    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.

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