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Found 12 results

  1. simonjkendrew

    Starling framework & splittextfield

    Is it possible to use splitTextField with the Starling framework? Kind regards Simon
  2. Hi there. I'm trying to use TweenMax.to() in a starling app with the ease option of Circ.easeInOut while rotating a view. I used the same thing in a flash app and there was no problem. But in Starling, when the animation is about to finish, the view speeds up suddenly and then slows down. I guess it's because Starling only works with radians, and somewhere in the code TweenMax uses degree values. Same problem occurs between two rotating animations: I mean when the first animation is finished, a second one is called in the onComplete method and the same sudden speeding-up problem is seen during this transition. Any solution?
  3. flashgoblin

    BezierPlugin not orienting to path

    I'm trying to use BezierPlugin to make my Starling sprite follow a bezier path and have it orient to the path. I'm using the following code... TweenMax.to(mc, 3, {bezier:[{x:209, y:126}, {x:149, y:348}, {x:300, y:345}], orientToBezier:true}); ...but my sprite rotates violently around it's pivot point and not along the path. Any thoughts? Thanks! -Shane
  4. Has anyone used Loadermax to preload a starling project? I have used Loadermax in the past, but seem to be stumped on how to get it working for a starling project. Does anyone have any suggestions or some sample code they could should me. I am using Flash Pro 6, if that makes a difference. Thanks!
  5. biscito

    RoughEase & starling

    TweenLite.to(_mcfire, 1, {y:0, x:0, ease:RoughEase.create(2.4, 25, false, Quart.easeInOut, "out", false)}); i get this : Line 407 1067: Implicit coercion of a value of type com.greensock.easing:Ease to an unrelated type Function. i don't get the problem
  6. I have an instructions screen that I would like to be able to just flick off the screen. I was thinking about trying to implement the ThrowPropsPlugin into starling, but figured I would ask here first to see if anyone has successfully done this, as I know you can't use MouseEvents with starling, so it would have to be changed to the starling touchEvent. Thanks!
  7. I'm trying to use the TransformAroundPoint on a Starling Sprite but it fails. I'm not sure what exactly TransformAroundPoint does internally, but I guess it uses some properties that are not there on a Starling Sprite ? The error is: TransformAroundPointPlugin/onInitTween()[D:\_Flash\_AS3\src\com\greensock\plugins\TransformAroundPointPlugin.as:71]
  8. Hi, I couldnt find an answer to this on the forums. Appologies if a similar thread exists. I am as my name suggests; new to greensock and flash-programming. Current code is working and moves the "hero" up and down to fixed locations in my game: private function keyPressed(event:KeyboardEvent):void { if (oppnedcount <2 && event.keyCode==38) { if (oppnedcount == 0) { oppnedcount++; TweenLite.to(hero, 0.3, {y:(421)}); } else { oppnedcount++; TweenLite.to(hero, 0.3, {y:(365)}); } } if (oppnedcount > 0 && event.keyCode==40) { if (oppnedcount == 2) { oppnedcount--; TweenLite.to(hero, 0.3, {y:(421)}); } else { oppnedcount--; TweenLite.to(hero, 0.3, {y:(477)}); } } } "Attatched" to the heros X- and Y-pos i have a running particle-object. Is there a way to rotate the angle of this particle-object DURING the tween of my "hero"? Preferrably using the tweenlite-code and not adding a timer to calculate the 0.3 seconds of my tweens. Thanks in advance, best regards
  9. famicomboy

    Tweening Starling color property

    So I need to just tween a color property of a Starling Display Object, but can't figure a way to do it with multiple objects. Right now, I have it working, but it only works on one TweenMax at a time as I need to assign it to a variable in order to get the current progress. Is there a way I could modify the TweenMax.to() function to get it to tween hex numbers correctly? onUpdate: tweenColorUpdate, onUpdateParams: [b, b.color, 0xB2B2B2] private function tweenColorUpdate(b:BlueCube, fromColor:Number, toColor:Number):void { b.color = DataModel.interpolateColor(fromColor, toColor, cubeColorTweenMax.currentProgress); } public static function interpolateColor(fromColor:uint, toColor:uint, progress:Number):uint { var q:Number = 1-progress; var fromA:uint = (fromColor >> 24) & 0xFF; var fromR:uint = (fromColor >> 16) & 0xFF; var fromG:uint = (fromColor >> 8) & 0xFF; var fromB:uint = fromColor & 0xFF; var toA:uint = (toColor >> 24) & 0xFF; var toR:uint = (toColor >> 16) & 0xFF; var toG:uint = (toColor >> 8) & 0xFF; var toB:uint = toColor & 0xFF; var resultA:uint = fromA*q + toA*progress; var resultR:uint = fromR*q + toR*progress; var resultG:uint = fromG*q + toG*progress; var resultB:uint = fromB*q + toB*progress; var resultColor:uint = resultA << 24 | resultR << 16 | resultG << 8 | resultB; return resultColor; }
  10. Hi there, for a mobile car game i use Starling and TweenMax for all animations. Since i would like to show a realistic driving behaviour the cars should also be able to brake and accelerate when obstacles occur or vanish. I thought about changing the timeScale property of the car's tween that needs to brake (from 1 to 0) or accelerate again (from 0 to 1) with another Tween. First tests show me that the animated cars with a changed timeScale property do not drive that fluent anymore as with a value of 1.0. What do you think, is this a good and performant approach to implement that behaviour or would there be better options ? Thanks for your opinions. Best regards valley
  11. Hi there, i'm about to switch to Starling Framework for my new projects. For a game i animated an object with autorotate=true like this so far (simplified): points = [new Point(50, 35), new Point(500, 35), new Point(500, 300)]; path = new LinePath2D(points); var f:PathFollower = path.addFollower(object, 0, true, 90); tween = TweenMax.to(f, time, {progress: 1, onUpdate:onUpdateTween, ease:Linear.easeNone}); The object started with an initial rotation of 90° to the right and after reaching the 2nd point it was rotated again by 90° for reaching the final point. Now with Starling the same approach doesn't work anymore, since there rotations are calculated using radians. Therefore the rotation at point 2 will not look correctly anymore: points = [new Point(50, 35), new Point(500, 35), new Point(500, 300)]; path = new LinePath2D(points); var f:PathFollower = path.addFollower(object, 0, true, deg2rad(90)); // this allows the initial rotation tween = TweenMax.to(f, time, {progress: 1, onUpdate:onUpdateTween, ease:Linear.easeNone}); Is there a way how rotation can be handled correctly for a Starling Image/Sprite object with Greensock ? Btw. how can a LinePath2D object be added to a Starling Sprite ? At the moment i get the error "Implicit coercion of a value of type com.greensock.motionPaths:LinePath2D to an unrelated type starling.display:DisplayObject." Thank you for your help. Bests valley
  12. Hey every one, i'm newbie with Starling and greensock I try to use Greensock with Starling but i find down there's some problem When i try to make a glow filter with MovieClip of starling. i got this error <B>ReferenceError: Error #1069: Property filters not found on starling.display.MovieClip and there is no default value.</B> Here is the code TweenPlugin.activate([FilterPlugin]); TweenMax.to(heroArt, 1, {glowFilter:{color:0x99cc33, alpha:1, blurX:30, blurY:30, strength:3}}); with heroArt is the MovieClip from starling.display.MovieClip But if i use heroArt is flash.display.MovieClip, everything's okay. So, how can we deal with that problem ? I got stuck with Image too
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