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  1. Aww, that is some sweet code! Thanks, Jack. And it makes me painfully aware I've got to get better at for loops. Works perfectly.
  2. Okay, digging into the new loaderMax class. I've setup a loaderMax class that loads 8 thumbnails, with each new loaded thumbnail positioned to the right of the previous thumbnail. My question is, instead of hard coding the exact x coordinate for each new thumbnail, is there a way of determining the first x coordinate then position each following thumbnail to the right (50 pixels) of the thumbnail that loaded just before it? And to stagger the load so that they don't all load right away? Below is my current code and thanks in advance for any assistance import com.greensock.*; import com.greensock.events.LoaderEvent; import com.greensock.loading.*; //Or you could put the ImageLoader into a LoaderMax. Create one first... var queue:LoaderMax = new LoaderMax({name:"mainQueue", onProgress:progressHandler, onComplete:completeHandler, onError:errorHandler, onChildComplete:childCompleteHandler}); //append the ImageLoader and several other loaders queue.append( new ImageLoader("thumbs/ml/thumb01.jpg", {name:"photo1", container:this, x:650, y:450, scaleMode:"proportionalInside", onComplete:onImageLoad}) ); queue.append( new ImageLoader("thumbs/ml/thumb02.jpg", {name:"photo1", container:this, x:700, y:450, scaleMode:"proportionalInside", onComplete:onImageLoad}) ); queue.append( new ImageLoader("thumbs/ml/thumb03.jpg", {name:"photo1", container:this, x:100, y:100, scaleMode:"proportionalInside", onComplete:onImageLoad}) ); queue.append( new ImageLoader("thumbs/ml/thumb04.jpg", {name:"photo1", container:this, x:150, y:100, scaleMode:"proportionalInside", onComplete:onImageLoad}) ); queue.append( new ImageLoader("thumbs/ml/thumb05.jpg", {name:"photo1", container:this, x:200, y:100, scaleMode:"proportionalInside", onComplete:onImageLoad}) ); queue.append( new ImageLoader("thumbs/ml/thumb06.jpg", {name:"photo1", container:this, x:250, y:100, scaleMode:"proportionalInside", onComplete:onImageLoad}) ); queue.append( new ImageLoader("thumbs/ml/thumb07.jpg", {name:"photo1", container:this, x:300, y:100, scaleMode:"proportionalInside", onComplete:onImageLoad}) ); queue.append( new ImageLoader("thumbs/ml/thumb08.jpg", {name:"photo1", container:this, x:350, y:100, scaleMode:"proportionalInside", onComplete:onImageLoad}) ); //start loading queue.load(); queue.content.index = 100; //when the image loads, fade it in from alpha:0 using TweenLite function onImageLoad(event:LoaderEvent):void { TweenMax.from(event.target.content, 0.3, {delay:1, alpha:0, x:"25"}); } function childCompleteHandler(event:LoaderEvent):void { trace("child loaded"); } function progressHandler(event:LoaderEvent):void { trace("progress: " + queue.progress); } function completeHandler(event:LoaderEvent):void { trace(event.target + " is complete!"); } function errorHandler(event:LoaderEvent):void { trace("error occured with " + event.target + ": " + event.text); }
  3. Well, it appears the issue had to something to do with my roll out animation. Each of my movie clips were buttons and they had roll over and roll out animations using TweenMax: function fiskOver(Event:MouseEvent):void { TweenMax.to(fisk, .3, {colorTransform:{tint:0x000000, tintAmount:0.2, exposure:2, brightness:1}}); } function fiskOut(Event:MouseEvent):void { TweenMax.to(fisk, .5, {colorTransform:{tint:0x000000, tintAmount:0.0, exposure:0, brightness:0}}); } For whatever reason the colorTransform plugin was freaking out the motion blur plug in. I'm changing the roll over and roll out animations so it's no longer an issue for me now. Hopefully someone will find this useful.
  4. I'm having an issue when I use the motionBlur plugin my movie clip will disappear once the animation completes. Here's my code: //REPOSITION THUMBNAILS TweenMax.to(fisk, .3, {x:18, y:134, scaleX:0.75, scaleY:0.75, motionBlur:true}); TweenMax.to(cavitt, .3, {delay:.4, x:18, y:226, scaleX:0.75, scaleY:0.75, motionBlur:true}); TweenMax.to(johnson, .3, {delay:.2, x:18, y:319, scaleX:0.75, scaleY:0.75, motionBlur:true}); TweenMax.to(barnes, .3, {delay:.1, x:18, y:411, scaleX:0.75, scaleY:0.75, motionBlur:true}); And this only happens with the first movie clip (fisk). If I remove the first motion blur it won't disappear. I searched through the forum and saw that this was a bug from a few years ago. I've tried downloading the latest versions (which I already had), adding alpha:1 to the code, and deleting my ASO files, but still every time my movie clip disappears. And I'm not using any masks. I've also noticed that the fisk movie clip rotates slightly, even though I'm not coding for a rotate. Does anybody have some insight to what might be happening? Thanks in advance. -Randy
  5. Okay, I just figured it out (that was quick). It appears I can't use a plugin and publish in Flash version 7. Version 8 seems to work. I think I can talk my client into using version 8, especially since they love the cool Motion Blur. Thanks anyway, -Randy
  6. Hi, Jack. I'm running into an issue I'm not able to resolve. And of course, it's time sensitive and my project deadline is fast approaching. I'm building some Flash Banners and originally built them in Action Script 3 and was using the MotionBlur plugin. Everything worked great. Now the client tells me they require the banners to be programmed in ActionScript 2 (not version 3, as originally spec'd). My problem is that I can't get the MotionBlur plugin to activate. Attached is a screen grab of my compiler errors. I've commented out all of my code and have confirmed my import statements work (they do). However whenever I try to activate the MotionBlur plugin, or any plugin I get errors. I'm using this line of code to activate: TweenPlugin.activate([MotionBlurPlugin]); I've deleted my ASO file's, rebooted, everything I can think of, but still I get compiler errors. Any suggestions would be greatly appreciated. -Randy
  7. Yes, I see. That works. So pinObject is just used to pin an object relative to another object controlled with LiquidStage? Thanks
  8. I'm trying to figure out how to pin the upper left corner of my image to a specific x,y coordinate on my stage, while allowing the image to grow larger as the browser window resizes. Is it possible to do the following: LiquidStage.pinObject(mc, x:300, y:100, false, 0, Elastic.easeOut); Any help would be appreciated. Thanks.
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