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Rotty956

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Posts posted by Rotty956

  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?

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