beno
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Everything posted by beno
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The following code kinda works: public function myLeftHand():void { leftHand = new Hand(); leftHand.x = head.x - 30; leftHand.y = head.y + 50; addChild(leftHand); // leftHand.addEventListener(Event.ENTER_FRAME, checkFrame); // TweenMax.fromTo(leftHand, leftHand.totalFrames - 1, {frame:leftHand.totalFrames}, {frame:1}); TweenMax.fromTo(leftHand, leftHand.totalFrames - 1, {frame:leftHand.totalFrames}, {frame:1}); } The problem is that it's "time-delayed"...what should take one frame takes 5 or 10 and the whole thing goes in slow motion. How do I trouble-shoot this? TIA, beno
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Where should I put this line? TweenMax.fromTo(leftHand, leftHand.totalFrames - 1, {frame:leftHand.totalFrames}, {frame:1}); //Place left hand on stage and fade in public function myLeftHand():void { leftHand = new Hand(); leftHand.x = head.x - 30; leftHand.y = head.y + 50; addChild(leftHand); leftHand.addEventListener(Event.ENTER_FRAME, checkFrame); } //check the hands and stop when they reach the 40 frame public function checkFrame(e:Event):void { if (e.target.currentFrame == 20) { e.target.removeEventListener(Event.ENTER_FRAME, checkFrame); // leftHand.gotoAndStop(leftHand.totalFrames); // TweenMax.to(leftHand, leftHand.totalFrames-1, {frame:1, useFrames:true, ease:Linear.easeNone}); } } When I put it in either the function leftHand plays all the way through, then the reverse plays one frame every 20 frames. Since I don't want the forward movie at all, I'd think I'd just eliminate the leftHand function, but if I do that then of course I can't call it at all. Please advise. TIA, beno
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Hi; You kindly provided me the following code: //check the hands and stop when they reach the 40 frame public function checkFrame(e:Event):void { if (e.target.currentFrame == 20) { e.target.removeEventListener(Event.ENTER_FRAME, checkFrame); leftHand.gotoAndStop(leftHand.totalFrames); TweenMax.to(leftHand, leftHand.totalFrames-1, {frame:1, useFrames:true, ease:Linear.easeNone}); } } However, what I would like to do is not have the forward motion at all. I want nothing but the reverse motion. I have been unsuccessful in my attempts to create this. Can you show me how? TIA, beno
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Absolutely no offense taken whatsoever, and thank you. Frankly, this is typical of the mistakes I make. I'm not well suited for programming because I'm primarily an artist...I think out of the right hemisphere. On the book, a list member said he's bought and is sending me one. Computer time for me is also a premium until I buy my Mac in a few weeks. However, once I finish this mammoth shopping cart I'm writing in Python, I'll be devoting almost all my computer time to Flash either in studying or working on my projects until I get this last brush fire put out. I muddled through Python and am actually now pretty decent as a programmer in the same. I'll muddle through Flash too, books and all And eventually it will stick beno
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Hi; No zip s/w on this computer at the internet cafe. Light file, but couldn't upload through your form. Please go here: http://angrynates.com/cart/main.fla http://angrynates.com/cart/Main.as TIA, beno
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Criticism well taken. I have done the best I can below. I have probably left in too many import statements, but I don't think that will make any difference. I have left in a few commented-out lines that maybe should be uncommented, I don't know. The script runs without errors, but doesn't reverse. Please advise. beno package { import flash.events.Event; import flash.events.ProgressEvent; import flash.events.Event; import flash.events.MouseEvent; import flash.display.MovieClip; import com.greensock.*; import com.greensock.easing.*; public class Main extends MovieClip { //Import Library Assests public var leftHand:Hand; public function Main() { init(); } public function init():void { myLeftHand(); } //Place left hand on stage and fade in public function myLeftHand():void { leftHand = new Hand(); leftHand.x = 300; leftHand.y = 100; addChild(leftHand); leftHand.addEventListener(Event.ENTER_FRAME, checkFrame); } //check the hands and stop when they reach the 40 frame public function checkFrame(e:Event):void { if (e.target.currentFrame == 40) { // e.target.stop(); // trace("hand is done tweening"); // e.target.removeEventListener(Event.ENTER_FRAME, checkFrame); var myTween:TweenMax = new TweenMax(leftHand, 2, {x:400}); leftHand.gotoAndStop(leftHand.totalFrames); TweenMax.to(leftHand, leftHand.totalFrames-1, {frame:1, useFrames:true, ease:Linear.easeNone}); myTween.totalProgress = 1; myTween.reverse(); } } } }
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Following your previous good advice, I chopped down this file to only the pertinent: package { import flash.net.URLRequest; import flash.display.Loader; import flash.events.Event; import flash.events.ProgressEvent; import flash.events.Event; import flash.events.MouseEvent; import flash.display.MovieClip; import com.greensock.*; import com.greensock.easing.*; public class Main extends MovieClip { //Import Library Assests public var leftHand:Hand; public function Main() { init(); } public function init():void { myLeftHand(); } //Place left hand on stage and fade in public function myLeftHand():void { leftHand = new Hand(); leftHand.x = 200; leftHand.y = 200; addChild(leftHand); leftHand.addEventListener(Event.ENTER_FRAME, checkFrame); TweenMax.from(leftHand, 2, {x:420}); } //check the hands and stop when they reach the 40 frame public function checkFrame(e:Event):void { if (e.target.currentFrame == 40) { e.target.stop(); trace("hand is done tweening"); e.target.removeEventListener(Event.ENTER_FRAME, checkFrame); // TweenMax.from(leftHand, 2, {x:200}); var myTween:TweenMax = new TweenMax(leftHand, 2, {x:400}); leftHand.gotoAndStop(leftHand.totalFrames); TweenMax.to(leftHand, leftHand.totalFrames-1, {frame:1, useFrames:true, ease:Linear.easeNone}); myTween.totalProgress = 1; myTween.reverse(); } } } } Unfortunately, the code you supplied me does not seem to do anything noticeable. leftHand proceeds forward; it does not reverse. What have I missed? TIA, beno
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Yes. I didn't notice until now that there was a second page! I don't want to tween x. I want to reverse shape tween. Impossible? beno
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This is strange, but I see greensock has updated this thread, but I don't see the update!! Also, re-reading your last post, I evidently didn't notice your last paragraph. Yes, that's an excellent suggestion. The code I supplied in my last post works with a change to the reference to "head" (which is just used for positioning), but it still produces the same effect. I look forward to your comments. beno
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The following code makes the hand slide along the x axis a bit (which I've tried to limit and would like to eliminate). It doesn't make it reverse the actual mc. The mc is a shape tween not a motion tween. package { import flash.net.URLRequest; import flash.display.Loader; import flash.events.Event; import flash.events.ProgressEvent; import flash.events.Event; import flash.events.MouseEvent; import flash.display.MovieClip; import com.greensock.*; import com.greensock.easing.*; public class Main extends MovieClip { //Import Library Assests public var leftHand:Hand; public function Main() { init(); } public function init():void { myLeftHand(); } //Place left hand on stage and fade in public function myLeftHand():void { leftHand = new Hand(); leftHand.x = head.x - 20; leftHand.y = head.y + 50; addChild(leftHand); TweenMax.from(leftHand, 2, {x:420}); } } } Please advise. TIA. beno
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Well, I'm new to all this and used some code someone graciously supplied me. I changed the offending import lines to the lines I actually originally had, which you also suggested, that of import com.greenstock.* and the other import accordingly. I downloaded that edition of greensock last month. However, it didn't give me any better results. If I can tag on a second question, I also have this line: TweenMax.to(myPic, 1, {shortRotation:{rotation:60}}); However, in addition to tweening the rotation, I would also like to move it from one (x,y) to another. Should I have two different TweenMax.to() lines, or should I combine it in one, and how would it look? Here again is the revised code: package { import LightExplosion; import flash.events.Event; import flash.events.MouseEvent; import flash.display.MovieClip; import com.greensock.*; import com.greensock.easing.*; public class Main extends MovieClip { //Import Library Assests public var head:HatAndFace; public var leftEye:Eyeball; public var rightEye:Eyeball; public var leftHand:Hand; public var rightHand:Hand; public var myPic:pic; public function Main() { init(); } public function init():void { hatAndFace(); eyeball1(); eyeball2(); myRightHand(); myLeftHand(); thePic(); } //Place Head and Hat on stage and fade in public function hatAndFace():void { head = new HatAndFace(); head.x = stage.stageWidth/2; head.y = stage.stageHeight/4; head.alpha = 0; addChild(head); TweenLite.to(head, 2, {autoAlpha:1}); } //Place left eye on stage and fade in public function eyeball1():void { leftEye = new Eyeball(); leftEye.x = head.x - 30; leftEye.y = head.y + 15; leftEye.alpha = 0; addChild(leftEye); TweenLite.to(leftEye, 2, {autoAlpha:1}); } //Place right eye on stage and fade in public function eyeball2():void { rightEye = new Eyeball(); rightEye.x = head.x + 30; rightEye.y = head.y + 15; rightEye.alpha = 0; addChild(rightEye); TweenLite.to(rightEye, 2, {autoAlpha:1}); } //Place right hand on stage and fade in public function myRightHand():void { rightHand = new Hand(); rightHand.x = head.x + 420; rightHand.y = head.y + 100; rightHand.alpha = 0; addChild(rightHand); rightHand.addEventListener(Event.ENTER_FRAME, checkFrame); TweenLite.to(rightHand, 2, {autoAlpha:1}); } //Place left hand on stage and fade in public function myLeftHand():void { leftHand = new Hand(); leftHand.x = head.x - 20; leftHand.y = head.y + 100; leftHand.alpha = 0; addChild(leftHand); leftHand.addEventListener(Event.ENTER_FRAME, checkFrame); TweenLite.to(leftHand, 2, {autoAlpha:1}); } //check the hands and stop when they reach the 40 frame public function checkFrame(e:Event):void { if (e.target.currentFrame == 40) { e.target.stop(); trace("hand is done tweening"); e.target.removeEventListener(Event.ENTER_FRAME, checkFrame); } if (e.target.currentFrame == 40) { // TweenMax.from(leftHand, 2, {x:200}); var myTween:TweenMax = new TweenMax(leftHand, 2, {x:200}); myTween.totalProgress = 1; myTween.reverse(); //TweenMax.to(leftHand, 2, {x:200, startAt:{totalProgress:1}}).reverse(); } } public function thePic():void { myPic = new pic(); myPic.x = stage.stageWidth/4 + 20; myPic.y = stage.stageHeight/1.5 - 10; addChild(myPic); TweenMax.to(myPic, 1, {shortRotation:{rotation:60}}); } } } TIA, beno
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Neither one of those suggestions worked which makes me suspect a more fundamental problem. Here is my complete code: package { import LightExplosion; import flash.events.Event; import flash.events.MouseEvent; import flash.display.MovieClip; import gs.*; import gs.TweenMax; import gs.easing.*; public class Main extends MovieClip { //Import Library Assests public var head:HatAndFace; public var leftEye:Eyeball; public var rightEye:Eyeball; public var leftHand:Hand; public var rightHand:Hand; public function Main() { init(); } public function init():void { hatAndFace(); eyeball1(); eyeball2(); myRightHand(); myLeftHand(); } //Place Head and Hat on stage and fade in public function hatAndFace():void { head = new HatAndFace(); head.x = stage.stageWidth/2; head.y = stage.stageHeight/2; head.alpha = 0; addChild(head); TweenLite.to(head, 2, {autoAlpha:1}); } //Place left eye on stage and fade in public function eyeball1():void { leftEye = new Eyeball(); leftEye.x = head.x - 30; leftEye.y = head.y; leftEye.alpha = 0; addChild(leftEye); TweenLite.to(leftEye, 2, {autoAlpha:1}); } //Place right eye on stage and fade in public function eyeball2():void { rightEye = new Eyeball(); rightEye.x = head.x + 30; rightEye.y = head.y; rightEye.alpha = 0; addChild(rightEye); TweenLite.to(rightEye, 2, {autoAlpha:1}); } //Place right hand on stage and fade in public function myRightHand():void { rightHand = new Hand(); rightHand.x = head.x + 100; rightHand.y = head.y + 100; rightHand.alpha = 0; addChild(rightHand); rightHand.addEventListener(Event.ENTER_FRAME, checkFrame); TweenLite.to(rightHand, 2, {autoAlpha:1}); } //Place left hand on stage and fade in public function myLeftHand():void { leftHand = new Hand(); leftHand.x = head.x - 100; leftHand.y = head.y + 100; leftHand.alpha = 0; addChild(leftHand); leftHand.addEventListener(Event.ENTER_FRAME, checkFrame); TweenLite.to(leftHand, 2, {autoAlpha:1}); } //check the hands and stop when they reach the 40 frame public function checkFrame(e:Event):void { if (e.target.currentFrame == 40) { e.target.stop(); trace("hand is done tweening"); e.target.removeEventListener(Event.ENTER_FRAME, checkFrame); } if (e.target.currentFrame == 40) { TweenMax.from(leftHand, 2, {x:200}); // var myTween:TweenMax = new TweenMax(leftHand, 2, {x:200}); // myTween.totalProgress = 1; // myTween.reverse(); //TweenMax.to(leftHand, 2, {x:200, startAt:{totalProgress:1}}).reverse(); } } } } The uncommented suggestion did nothing at all; that is, leftHand played the exact same as rightHand with no reverse. When I tried the commented out solution, Flash complained about a possibly undefined property of "totalProgress". Please advise. TIA, beno
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Hi; I have the following line of code: TweenMax.to(leftHand, 2, {x:200, startAt:{totalProgress:1}}).reverse(); The Flash movie plays, no errors are thrown, however it doesn't play in reverse. As you can tell, I want the mc to go to the end of the clip and play in reverse. Please advise. TIA, beno
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Never mind. I figured this out: public function myLeftHand(e:Event=null):void { var mcHandInstance2:mcHand = new mcHand(); addChild(mcHandInstance2); mcHandInstance2.x = 800; mcHandInstance2.y = 200; if (e.target.currentFrame == 20) TweenMax.to(mcHandInstance2, 2, {x:200, startAt:{totalProgress:1}}).reverse(); } Doesn't look pretty so still needs tweaking, but it does work! beno
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Here is my latest incarnation: public function myLeftHand(e:Event=null):void { if (this.currentFrame == 20) { var mcHandInstance2:mcHand = new mcHand(); addChild(mcHandInstance2); mcHandInstance2.x = 800; mcHandInstance2.y = 200; TweenMax.to(mcHandInstance2, 2, {x:200, startAt:{totalProgress:1}}).reverse(); } This doesn't throw any errors, but it doesn't print the hand mc to screen, either. Please point me in the right direction. TIA, beno
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Hi; I'm really green and AS3/GS ain't easy. I'm trying to do a reverse setting totalProgress to 1 so that I can simply play the mc in reverse from the outset. Here's the abbreviated code: package { import flash.display.MovieClip; import com.greensock.*; import com.greensock.plugins.*; import com.greensock.easing.*; public class Main extends MovieClip { public function Main():void { } public function init():void { leftHand(); } public function set totalProgress(value:Number):void { leftHand.value = 1; } public function leftHand():void { var mcHandInstance2:mcHand = new mcHand(); addChild(mcHandInstance2); mcHandInstance2.x = 800; mcHandInstance2.y = 200; TweenMax.reversed = true; } } which throws the following errors: 1119: Access of possibly undefined property value through a reference with static type Function. leftHand.value = 1; 1119: Access of possibly undefined property reversed through a reference with static type Class. TweenMax.reversed = true; Appreciate any help you can offer. TIA, beno
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But mcHatAndFace isn't an empty movie clip! I defined it in the Flash GUI with graphics. Can't I somehow link that movie clip to the script? beno
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I'm a newbie. I thought I did that by addChild(mcHatAndFace). Please be so kind as to advise. TIA, beno
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Hi; Please tell me why this alpha tween isn't showing up: package { import flash.display.MovieClip; import com.greensock.*; import com.greensock.plugins.*; import com.greensock.easing.*; public class Main extends MovieClip { private var mcHatAndFace:MovieClip; public function Main():void { TweenPlugin.activate([AutoAlphaPlugin]); mcHatAndFace = new MovieClip(); mcHatAndFace.x = 100; mcHatAndFace.y = 100; mcHatAndFace.alpha = 0; addChild(mcHatAndFace); TweenLite.to(mcHatAndFace, 1, {autoAlpha:1}); // 2nd param in seconds; 3rd in % alpha } } } TIA, beno
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Boy, I don't understand this < Here's my latest failed attempt. Clearly I'm missing how to integrate "Main". Please advise. import flash.display.MovieClip; import com.greensock.*; import com.greensock.plugins.*; import com.greensock.easing.*; TweenPlugin.activate([AutoAlphaPlugin]); public class Main extends MovieClip { private var mcHatAndFace:MovieClip; public function Main():void { mcHatAndFace = new LibraryItem(); mcHatAndFace.x = 100; mcHatAndFace.y = 100; mcHatAndFace.alpha = 0; addChild(mcHatAndFace); } } TweenLite.to(mcHatAndFace, 1, {autoAlpha:1}); // 2nd param in seconds; 3rd in % alpha TIA, beno
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Right. Great. So can somebody please tell me how to make this mc that is in my library appear on the stage with alpha fade-in? import com.greensock.*; import com.greensock.plugins.*; import com.greensock.easing.*; TweenPlugin.activate([AutoAlphaPlugin]); var mcHatAndFace:MovieClip = new MovieClip(); mcHatAndFace.x = 100; mcHatAndFace.y = 100; mcHatAndFace.alpha = 0; stage.addChild(mcHatAndFace); TweenLite.to(mcHatAndFace, 1, {autoAlpha:1}); Please? TIA, beno
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I'm sorry. I don't understand. (I'm new.) If I drag the mc to the stage, it shows the graphics captured in the mc. Therefore, it appears to me there is something in the mc. Please advise. beno
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Hi; I'm new to Flash/GreenSock but not to programming. Please tell me what's wrong with the following: import com.greensock.*; import com.greensock.plugins.*; import com.greensock.easing.*; TweenPlugin.activate([AutoAlphaPlugin]); var mcHatAndFace:MovieClip = new MovieClip(); mcHatAndFace.x = 100; mcHatAndFace.y = 100; mcHatAndFace.alpha = 0; stage.addChild(mcHatAndFace); TweenLite.to(mcHatAndFace, 1, {autoAlpha:1}); // 2nd param in seconds; 3rd in % alpha It never shows up on stage. TIA, beno