I am working on a news ticker in Flash AS3. The code is reading some RSS from CNN and generates a MovieClip with headline text one after another. Now this movieclip starts scrolling from right to left. For scrolling I am using TweenLite. I don't want any easing, just want a regular and smooth scrolling.
I have used both options:
TweenLite.to(news_mc, 60, {x:minX} );
and
TweenLite.to(news_mc, 60, {x:minX, ease:Linear.easeNone} );
But, in both case, the animation is not smooth. It starts scrolling speedily and at last it becomes very slow.
I've seen something similar to this. Are you implementing your TweenLite call in a loop? You should only be calling for a tween on the target object once. Only once that tween is finished or you want a brand new tween on that object should you call TweenLite.to with that target object again.
Seeing as how you're only after a linear tween, would it not be simpler to simply increment/decrement the target's X every frame? Something like this:
this.addEventListener(Event.ENTER_FRAME, onEnterFrame)
private function onEnterFrame(e:Event):void
{
if(news_mc.x > minX)
{
news_mc.x -= 3 //This is a shot in the dark, tweak this for your values
}
else
{
news_mc.x = maxX
}
}
Related
I have made a simple drag and match game for kids.
I used setchildindex for movie clips to be dragged but when I click next button and go to another frame but movie clips are remaining in the same stage. What should i do?
Here is my code I used: (drag_1, this.numChildren0);.
When I reload it's not working.
drag_1.buttonMode = true;
drag_1.addEventListener(MouseEvent.MOUSE_UP, dropMe_1);
drag_1.addEventListener(MouseEvent.MOUSE_DOWN, dragMe_1);
var back_1X:Number = back_1.x;
var back_1Y:Number = back_1.y;
var hit_2X:Number = hit_2.x;
var hit_2Y:Number = hit_2.y;
function dragMe_1(event:MouseEvent)
{
drag_1.startDrag()
setChildIndex(drag_1, this.numChildren-1);
}
function dropMe_1(event:MouseEvent)
{
drag_1.stopDrag();
if(drag_1.hitTestObject(drop_2))
{
TweenMax.to(drag_1, 0.5, {
x:hit_2X,
y:hit_2Y,
ease:Cubic.easeOut
});
drag_1.mouseEnabled = false;
SoundMixer.stopAll();
}
else
{
TweenMax.to(drag_1, 0.5,
{
x:back_1X,
y:back_1Y,
ease:Bounce.easeOut
});
}
}
You need to remove the MovieClips using removeChild().
Now, why do you need to do that here? Well, this is one of those odd problems you get when you mix the timeline with code. When you place a symbol on the timeline keyframe, the Flash Player will instantiate that symbol when it reaches that frame. After that, any frame on the timeline that updates the symbol (tweens, effects, etc) will do just that, and any frame that lacks the symbol will remove it. However, the Flash Player is very picky about identifying that symbol on each frame of the timeline. When you move it using setChildIndex you are basically breaking the timeline link, and the Flash Player no longer identifies it and removes it based on the keyframes. You'll also find that if you revisit a keyframe that had that symbol, the Flash Player will instantiate a second one regardless if the one you moved is still there. As you can see, it can get pretty messy.
I have animations in my second frame ( a falling bird and moving pipes ), once i jump to the third frame i give the user the choice to restart the game by doing gotoAndPlay(1) on a button click, the problem is once i go back the the second frame, the animations continue on playing and not starting from the beginning, i want to restart all the frame animations from their initial positions, what i did is the give every object on the stage the starting (X,Y) coordinates in the script, but it gets difficult when i have so many objects, is there a better way of using this!
First things first: if you're making a game, you probably shouldn't be performing any mission-critical logic on the timeline itself. Look into OOP tutorials.
That being said, what you're looking for is a recursive gotoAndPlay, meaning that you want all the children of the stage and all of their children (etc) to play from the first frame:
function recursiveGotoAndPlay(clip:DisplayObjectContainer, frame:int):void
{
for(var i:int = 0; i < clip.numChildren; i++)
{
var child:DisplayObject = clip.getChildAt(i);
if(child is DisplayObjectContainer)
{
recursiveGotoAndPlay(child as DisplayObjectContainer, frame);
}
}
if(clip is MovieClip)
{
MovieClip(clip).gotoAndPlay(frame);
}
}
Instead of calling the native gotoAndPlay(1), you will call recursiveGotoAndPlay(stage, 1).
How do I make that the object that I click, start moving in circles ( 2,3 ) around the stage
before arriving at its end position.Like in this picture
the way I figured out it could be is something like this:
private function onClick( ev:MouseEvent ):void
{
var currentObj:Sprite = ev.currentTarget as Sprite;
TweenLite.to(currentObj, 1, {x:first_X, y:first_Y, onComplete:goToPosition2 });
function goToPosition2():void
{
TweenLite.to(currentObj, 1, {x:secontd_X, y:second_Y, onComplete:goToPosition3 });
}
function goToPosition3():void
{
TweenLite.to(currentObj, 1, {x:third_X, y:third_Y, onComplete:goToPosition4 });
}
..
..
.
.
.
//and so on and so on
}
yet I somehow feel that this is very wrong way of doing it.
A bit interesting, another way of solving it can be to create a movieclip that contains a 'handle' clip inside that follows a motion path. Call this the 'driver clip'.
Then to get a shape/another moiveclip to follow along it, start the driver clip playing at frame 1 and add an event handler. In the event handler, on every frame sync the x and y of the object you want to the driver clip's handle clip inside. Also can set the visibility of that handle clip to false to hide it. When the driver clip reaches the end frame, you can remove the event listener and the shape will be in its finish position.
This method would work for a very irregular shape that would take too long to manually plot in code (assuming you're using the flash ide).
Simple way: contain your object within a parent MovieClip, near its periphery. On click, rotate the parent and also increase its scale, so that your object traces a spiral path.
My aim is to change the frame rates of my individual (looping) movie clips through clickable controls (slow/med/fast). I've heard it isnt possible to achieve this through as3/flash alone, so I've tried greensock's TweenMax... However I can't seem to figure out how to do this. Is there anyone that could help?
box1.addEventListener(MouseEvent.MOUSE_DOWN, box1down);
function box1down(event:MouseEvent):void {
//FRAMERATE CODE HERE
}
Many thanks!
Here is the API doc for TweenMax: http://www.greensock.com/as/docs/tween/com/greensock/TweenMax.html
If you have multiple movieclips that you are trying to control, you can just create an abstract class with the functionality you want and extend that class. So something like:
public class ControlledMovieClip extends MovieClip {
public function ControlledMovieClip() {
stop();
}
public function animate(frameRateInSeconds:Number):void {
TweenMax.to(this, frameRateInSeconds, { frame: this.totalFrames - 1, repeat: -1, ease: Linear.easeNone });
}
}
Have all your movieclips that are looping extend that class, and then you could call the animate function on the objects in your box1down event handler.
I haven't tested that code so you might need a gotoAndStop(1) at the end of each iteration.
It's possible through Actionscript alone it just requires you to handle the frame progression yourself (instead of using mc.play() you stop the movieclip and call nextFrame() yourself).
Lets say a Movieclip (myMC) has 20 frames of animation. To manually run the animation at normal speed you simply call myMC.nextFrame(); on every frame of your project (using an ENTER_FRAME listener for example).
To have the animation run at half speed you can use a frame count and a frame trigger:
var frameTick = 0;
var frameAnimTrigger = 2;
function Update(e:Event):void
{
frameTick++;
if(frameTick == frameAnimTrigger)
{
myMC.nextFrame();
frameTick = 0;
}
}
Because nextFrame is only called every other frame the animation appears to run at half speed.
It's been a while since I've had to write Actionscript that really needs to integrate with the timeline (in this case, controlling a series of frames that must happen in a certain sequence) and I am trying to figure out what to do.
In the first few frames, I have a button "next_1".
At frame 10, I need to have another button "next_2". I really really need this button to not be on frame one (I could possibly just make it invisible, but that's going to create a clickable area that I don't want).
The problem is, anything I don't put on "frame_1" renders as null in my Document class.
Is there any solution to this? I would rather not have to write my script on the timeline if possible (it seems easier in the long run to keep it in a document class)...
Items on the timeline are created on the fly, so if the playhead has not reached frame 10, next_2 is not created.
Easiest Document-class solution:
Create an array of frame labels like ["label1", "label2"]
Create sectionIndex var and set it to 0
Create a next button on its own layer so it is always showing.
When the next button is clicked, increment sectionIndex, then gotoAndPlay(myLabels[sectionIndex])
Okay, directly lifted from "Real World Flash Game Development":
/**************************************************
* FRAME LABELS *
**************************************************/
private function enumerateFrameLabels():void {
for each (var label:FrameLabel in currentLabels) {
addFrameScript(label.frame-1, dispatchFrameEvent);
}
}
private function dispatchFrameEvent():void {
dispatchEvent(new Event(currentLabel, true));
}
This dispatches an event at each frame label on the timeline.
Then you can just add event listeners for each frame:
addEventListener("name_of_my_framelabel", frameHandler);
addEventListener("another_framelabel", frameHandler);
And write a switch statement to add event listeners for the buttons when they actually show up on the timeline.
private function frameHandler(e:Event):void {
switch(e.type) {
case 'screen_2':
stop();
next_2.addEventListener(MouseEvent.CLICK, click2, false, 0, true)
break;
}
}