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Rotty956

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  1. Cool thanks for all the information ya I got the reverse bit to work and after reading here makes complete sense I was recreating the tween and then try to reverse it. The function was kind of a togglable tween. I just separated the logic one to create and one to play the tween. As for adding new points to the tween I was hoping to loop through an array of points and add them. I don't know how many points there are so cant just hard code it. This can happen at construction actually I prefer at the construction of tween. Thanks for all the information guys I didn't expect this quick of responses!
  2. Ya for some reason I was having issues reversing the tween. I had something like this. public function TestTween(evt:Event = null) { var sPoint:Array = TweenLineMC.Point1(); TweenPoint.x = sPoint[0]; TweenPoint.y = sPoint[1]; var ePoint:Array = TweenLineMC.Point2(); var cPoint:Array = TweenLineMC.CurvePoint(); myTween = new TweenMax(TweenPoint, 3, {bezier:[{x:cPoint[0], y:cPoint[1]}, {x:ePoint[0], y:ePoint[1]}], orientToBezier:true, onUpdateListener:CheckIfStop}); if(Dir) { myTween.play(); } else { myTween.reverse(TweenPoint); } Dir = !Dir; } I had to break the construction code into its own method and just call the second part to play or reverse. I wanted it to reverse from where it was paused at so not always start to end and then back. Also is there a way to add additional points to the tween object? Or do I have to add all the points during construction?
  3. Is there a way to do it without using YoYo? I see the reversed property but haven't seen how it works nor have I been able to get it to work.
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