Tween Class: Zoom and Bounce

Hi, - I need help with getting a series of images to pulse or
bounce througout the completion of the background audio. The idea
is similar to Adobe's Flash On. You can view at
www.developmentspace.net/aspb_revised.html
Everything is working fine but I'd like to have each image to
continue to randomly pulse after the animation is complete. The
Zoom code makes it completely zoom out and back in. I don't want it
to zoom all the way out - only pulse a little. See attached code I
used on each image (I'm a beginner so be kind). PLEASE ADVISE
REVISED CODE TO GET IMAGES TO CONTINUE TO PULSE. THANKSS!!!!

use the onMotionChanged method of your tween and check a
hitTest with the ground.

Similar Messages

  • Tween Class Bounce

    Hello,
    I am trying to use the tween class to drop something. It
    works great. But how can i detect at what
    time it is bouncing on the ground? Because when it hits the
    ground i want to launch a function.
    And in my solution i used an onEnterFrame, but it fires the
    function to much.
    Is there a better way to detect when te ball bounces and hits
    the ground?

    use the onMotionChanged method of your tween and check a
    hitTest with the ground.

  • Tween class and using variables

    I'm having trouble using a variable as the 1st paramenter in
    the Tween class.
    // f2_mc is the name of the clip to be tweened
    on (press) {
    _global.mcName = MovieClip;
    _global.mcName = f2_mc;
    _root.setXposition();
    function (setXposition) {
    var moveIn:Object = new Tween(_global.mcName, "_x",
    Strong.easeOut, 600, 50, 2, true);
    moveIn.onMotionFinished = function() {
    }

    cl...
    That was great! Works perfectly now. I never would have
    figured out the (_parent.f1) thing. I worked for hours on it and
    was about to adopt a new design approach. This makes it easy...
    thanks a lot!

  • Image zooms in and bounces. How do I fade out?

    Getting my feet wet and trying a routine event. Have an image
    zooming in and bouncing. That works. What I want to do is fade the
    image out after it has stopped bouncing. How do I fade it out? Here
    is what I have:

    I came up with the below bit of code. But now the image fades
    and then re-appears

  • External swf and the tween class

    i have an external swf which i import into my main swf using
    the loadMovie command. my external swf has some tween class
    animations in it. if i run the main movie, the external swf movie
    runs fine of course...but the tween classes are not loaded. am i
    missing somthing?
    here is the code from the external swf file which is applied
    to a clickable movie clip of course.
    this.onRollOver = function() {
    rewind = false;
    play();
    var squaretween = new mx.transitions.Tween(previewthumb,
    "_xscale", mx.transitions.easing.Elastic.easeOut, 0, 1200, .5,
    true);
    var squaretween = new mx.transitions.Tween(previewthumb,
    "_yscale", mx.transitions.easing.Elastic.easeOut, 0, 1200, .5,
    true);
    squaretween.onMotionFinished = function() {
    loadMovie("hotairlarge.swf",
    "_root.homecontainer.printworkcontainer");
    any help would be great!

    try inserting the following to line 1,frame 1 your main swf:

  • Tween class trouble

    I don't use Tween class often, so don't scold me if this is
    an obvious question.
    When I set up a simple Tween, it works if I assign a specific
    object's instance name as the object to tween. But when doing it
    inside a for loop, it doesn't work. Yet everything else within the
    for loop works. I've tested every variable, and it's the object
    name that doesn't work. Here is a simplified version of the code.
    Someone please tell me what I've done wrong.

    Walter,
    > When I set up a simple Tween, it works if I assign a
    specific
    > object's instance name as the object to tween. But when
    > doing it inside a for loop, it doesn't work.
    Interesting. Honestly, your code looks fine. I just
    copy/pasted,
    literally, and it worked as expected.
    I did notice one parameter that might cause some confusion.
    In this
    line:
    var letterUp:Tween = new Tween(this, "_x", Bounce.easeOut,
    this._x,
    this.startX, 2000);
    ... that last parameter, 2000, means the tween will progress
    *very* slowly,
    as it will transpire over the duration of 2000 frames. In a
    standard 12dps
    movie, the full tween would take over 166 seconds. I'm
    wondering if you
    meant 2000 in terms of milliseconds? For that, you could drop
    it to 2, and
    add one more parameter, true, to indicate you want the tween
    to transpire in
    terms of seconds (true), rather than frames.
    David Stiller
    Adobe Community Expert
    Dev blog,
    http://www.quip.net/blog/
    "Luck is the residue of good design."

  • Tween class animations - modifying elasticity

    I am fairly new to Flash, and couldn't find the help I needed through a search.
    I am using the Tween class to move objects when buttons are clicked. I am using elastic easing as the animation ends, and it looks ok. But am I able to modify the elasticity at all? I like the effect, but it is a little strong and I would like to reduce the bounce at the end.
    Can I do this, or by using this method of animation am I losing the fine control that I would have by using the timeline and I just have to suck it up?

    Well the easing you provide for the tween is just a reference to a function. So you can search the web and find your own functions. Robert Penner is famous for a large number of really great easing methods. Or you can just muck a bit with the built in functions. I put two small clips on the stage, clip0 and clip1. Then this code:
    import fl.transitions.*;
    import fl.transitions.easing.*;
    var myTween0:Tween=new Tween(clip0,"x",Elastic.easeOut,100,500,2,true);
    myTween0.start();
    var myTween1:Tween=new Tween(clip1,"x",myEase,100,500,2,true);
    myTween1.start();
    function myEase(t:Number, b:Number, c:Number, d:Number):Number {
    return Elastic.easeOut(t, b, c, d, .5, .9);
    The the top one is the default and the lower one is my "modified" version. If you check out the help files for the Elastic classes easeOut method it requires the first four arguments (time, start value, end value of the prop, and duration) as do all tween functions. But the last two a and p are specific to elastic easing. The first is the amplitude of the sine wave and p is the period of the sine wave. I don't know what the units are on either of those, but I'm guessing pixels (or twips) and either seconds or milliseconds. So you could just fiddle with those numbers.
    I'm not sure if there is anyway to send those numbers directly through the Tween constructor -- regardless of whether I used the built in functions or made my own.

  • Need help making ball move and bounce off of sides of JPanel

    I'm currently working on a program that creates a ball of random color. I'm trying to make the ball move around the JPanel it is contained in and if it hits a wall it should bounce off of it. I have been able to draw the ball and make it fill with a random color. However, I cannot get it to move around and bounce off the walls. Below is the code for the class that creates the ball. Should I possible be using multithreads? As part of the project requirements I will need to utilizes threads and include a runnable. However, I wanted to get it working with one first and than add to it as the final product needs to include new balls being added with each mouse click. Any help would be appreciated.
    Thanks
    import java.awt.Color;
    import java.awt.Graphics;
    import javax.swing.JPanel;
    public class Ball extends JPanel{
        Graphics g;
        int rval; // red color value
        int gval; // green color value
        int bval; // blue color value
        private int x = 1;
        private int y = 1;
        private int dx = 2;
        private int dy = 2;
        public void paintComponent(Graphics g){
            for(int counter = 0; counter < 100; counter++){
                // randomly chooses red, green and blue values changing color of ball each time
                rval = (int)Math.floor(Math.random() * 256);
                gval = (int)Math.floor(Math.random() * 256);
                bval = (int)Math.floor(Math.random() * 256);
                super.paintComponent(g);
                g.drawOval(0,0,30,30);   // draws circle
                g.setColor(new Color(rval,gval,bval)); // takes random numbers from above and creates RGB color value to be displayed
                g.fillOval(x,y,30,30); // adds color to circle
                move(g);
        } // end paintComponent
        public void move(Graphics g){
            g.fillOval(x, y, 30, 30);
            x += dx;
            y += dy;
            if(x < 0){
                x = 0;
                dx = -dx;
            if (x + 30 >= 400) {
                x = 400 - 30;
                dx = -dx;
            if (y < 0) {
                y = 0;
                dy = -dy;
            if (y + 30 >= 400) {
                y = 400 - 30;
                dy = -dy;
            g.fillOval(x, y, 30, 30);
            g.dispose();
    } // end Ball class

    Create a bounding box using the size of the panel. Each time you move the ball, check that it's still inside the box. If it isn't, then change it's direction. You know where the ball is, (x, y), so just compare those values to the boundary values.

  • Tween Class fails

    Hi,
    i was looking for some help with tween class beacuse i have a strange problem. I'm working with AS3, when i test my project, sometimes the Tween fails, sometimes it works. It's really strange, i don't know why. The animation stops before the end point. The most strange for me is why sometimes it works and sometimes no?
    My code is geting a little complex, then i tried to do the same process in a simple model, and the result was the same, i run the model many times, in 5 or 3 % the animation finished before the correct end point. Does anybody with the same problem?
    Thanks in advanced!
    Henrique.

    Thanks clbeech!
    In fact, i was using one code line (var nameTween:Tween = new Tween(...)) and calling this line many times by a Timer event. But, how can i use diferent names for the tween var? May i use a counter like var nameTween[counter]:Tween = new Tween(...)?
    My code is a little big and confuse, i'll try to solve the problem without publish the code. If i don't find a solution, i'll organize it and them put it here.
    Thanks a lot!
    H.

  • Is there a bug in the as3 tween class

    Is there a bug in the as3 tween class that causes tweens to stop before completing. I read that there is and that a 3rd party tween class should be used. I'm just starting out learning as3 and experimenting but this would be good to know when I move onto more complex projects.
    Also the solution for this was to make your function global. Does this simply mean place your function in the top level of your movie.
    I have done research on this topic but I found many conflicting answers.
    Any assistance is welcome thanks in advance.

    the tween declaration (if you need one) must be placed within the scope of the function.  so, if the below function f() is defined in a movieclip, you can use any of the 3 (but don't use the last):
    ///////// most common use ////////////////////////////////////////
    var t:Tween;
    function f(){
    t=new Tween(...)
    /////// next most common use /////////////////////////////////////////
    //no declaration needed because the tween is not referenced anywhere outside the function so need not be assigned a variable
    function f(){
    new Tween(...)
    /////////// least common, not good coding, but possible ////////////
    // var t:Tween;  // declared on the root timeline, for example
    function f(){
    MovieClip(root).t=new Tween(...)
    p.s.  please mark correct/helpful answers

  • Making a complex button with the Tween class...not sure why this isn't working.

    Hi all,
    I'm trying to make a button which scales up on rollover and
    scales down on rollout and I wanted to use the Tween class to do it
    because I'm going to be making a bunch of these buttons and I want
    the code to be as efficient as possible.
    So right now I have a circle in a movie clip, and here's what
    I have on the first frame of that circle's actions layer:
    import mx.transitions.Tween;
    import mx.transitions.easing.*;
    function grow(who) {
    var tw:Tween = new Tween(who, "_xscale", Strong.easeOut,
    100, 400, 1, true);
    var tw2:Tween = new Tween(who, "_yscale", Strong.easeOut,
    100, 400, 1, true);
    function shrink(who) {
    var tw3:Tween = new Tween(who, "_xscale", Strong.easeOut,
    400, 100, 1, true);
    var tw4:Tween = new Tween(who, "_yscale", Strong.easeOut,
    400, 100, 1, true);
    this.onEnterFrame = function() {
    trace(rewind);
    if (rewind == true) {
    shrink(this);
    this.onRollOver = function() {
    rewind = false;
    grow(this);
    this.onRollOut = function() {
    rewind = true;
    The circle scales up just fine but when I rollout it doesn't
    scale back down. I did a trace to see if my tween was being called
    and sure enough it was. So I did another trace to see if the
    _xscale or _yscale was changing and they both were going down to
    around 290 on rollOut although there's no noticeable difference in
    the size of the button, it just looks like it's sitting there.
    I was also wondering if importing the whole class library
    will add very much to my file size?
    Also, since I'm going to have a lot of these buttons on the
    stage at the same time (these buttons will be like markers all over
    a map so there'll probably be around 50+) would it be a bad idea to
    have that many onEnterFrame checks running simultaneously? Is that
    going to slow the user's CPU way down?

    Thanks for the suggestions guys.
    I tried your code and got the rollOut to work but the button
    blinks rapidly if the user rolls out and then rolls back in
    quickly. Here is a link to the swf:
    http://www.stationarynotes.com/studioI/buttonTest.swf
    It also has to reach a complete stop the first time the
    button expands or else it won't run the shrink function on rollOut.
    I put all of my code on the first frame of the movie clip's
    actions layer so here's what mine looks like:
    import mx.transitions.Tween;
    import mx.transitions.easing.*;
    function grow(who) {
    var tw:Tween = new Tween(who, "_xscale", Strong.easeOut,
    100, 400, 1, true);
    var tw2:Tween = new Tween(who, "_yscale", Strong.easeOut,
    100, 400, 1, true);
    tw.onMotionFinished=function():Void{
    who.onRollOut = function() {
    shrink(who);
    function shrink(who) {
    var tw3:Tween = new Tween(who, "_xscale", Strong.easeOut,
    400, 100, 1, true);
    var tw4:Tween = new Tween(who, "_yscale", Strong.easeOut,
    400, 100, 1, true);
    this.onRollOver = function() {
    grow(this);

  • Is it flash bug? Tween Class

    I've been working on a bit big project. I've some components on the stage. There are basically 4 frames. Each frame has some components. What I've done is, I've used tween class. Workflow is something like this:
    Frame 1:
    --used Tween class to get fade effect for List component.
    --used Tween.MOTION_FINISH event to fire an event when it is finished.
    --when it is finished, applied eventListener
    --on Change event, remove eventListeners and use Tween class again to get reverse fade effect.
    --again used Tween.MOTION_FINISH event to fire an event when finished.
    --in that evenHandler, gotoAndStop(2);
    Frame 2:
    //similar
    Frame 3:
    //similar
    and so on.. now, what happens, is, if i play with my scene, sometimes tween class failed to work. sometimes it does not display List component, sometimes it displays List component with alpha 0.2. sometimes it happens with movieClip also. Is it flash bug or problem with my code?

    probably a coding problem.  the most common error that seems like a flash bug would be to define a tween within a function body allowing flash to gc that tween, possibly before it starts and/or completes.

  • Tween Class - calling Function

    What am I doing wrong?  I have been using the Tween Class in AS2 for years.  This is how I have been using it.
    //Beginning of my Flash file
    import mx.transitions.Tween;
    import mx.transitions.easing.*;
    function fadeon(mcname:String) {
        new Tween(mcname, "_alpha", Strong.easeOut, 0, 100, 1.5, true);
    //This is placed on Frames where I want to call this particular Tween
    fadeon(mymovieclipsname);
    Similiar setup for AS3 with no errors when I run it.  The only problem is it doens't work. 
    import fl.transitions.Tween;
    import fl.transitions.easing.*;
    function fadeon(mcname:String):void {
        new Tween(mcname, "alpha", Strong.easeOut, 0, 100, 1.5, true);
    //on Frames where I want to call this particular Tween
    mymovieclipsname.fadeon();
    if I run this portion the same as AS2 I get this lovely Compiler Error message.
    1067: Implicit coercion of a value of type flash.display:MovieClip to an unrelated type String.
    Any thoughts or help wold be greatly appreciated.

    Note that a better solution for AS3 is to simply create a Class that does the tween (to itself), then apply that to each bullet and leave the parent out of it. I'd probably have done the same thing in AS2 as well, but I learned As1>As3>As2, so my experience is not representative.
    Here's the Class that I use to do this (note I didn't use a Tween for this task as they have the danger to go out of memory before the tween is done unless you store a reference to them):
    package view.effects {
    import flash.display.Sprite;
    import flash.events.Event;
    //view.effects.SimpleFadeIn
    public class SimpleFadeIn extends Sprite {
      public function SimpleFadeIn() {
       super();
       addEventListener(Event.ADDED_TO_STAGE, startFade);
      protected function startFade(e:Event):void {
       alpha = 0;
       addEventListener(Event.ENTER_FRAME, doFade);
       addEventListener(Event.REMOVED_FROM_STAGE, cleanUp);
      protected function doFade(e:Event):void {
       if (alpha < 1) {
        alpha += .04;
       } else {
        cleanUp(e);
      protected function cleanUp(e:Event):void {
       removeEventListener(Event.ENTER_FRAME, doFade);
       removeEventListener(Event.REMOVED_FROM_STAGE, cleanUp);
    Note that the reason the path to the Class is there in a comment is so team members can copy and paste it into the Base Class for a MC they want to apply this behavior to.

  • Tween class - tweening from curent position

    Hi, I've been looking at the tween classes and I was
    wondering how I could use it to tween an object that i already
    placed on the stage? So using it's current position and tweening to
    a new position. Is there a way of doing it by simply using a term
    that flash understands (eg _xPosition)?
    Cheers
    Ray
    import mx.transitions.Tween;
    import mx.transitions.easing.*;
    new Tween(ball_mc, "_x", Elastic.easeOut, 300, 50, 3, true);
    new Tween(ball_mc, "_y", Elastic.easeOut, 100, 50, 3,
    true);

    I think I asked for help a little quick there.
    this._x
    it looks like that is what I was after.
    Ray

  • Tween Class Help

    Hi everyone. I'm doing a website and I'm having trouble with
    something. I have a movieclip that I want to animate using the
    tween class. however, I want thetween to occur once the frame that
    the code is on loads. This is a problem because I can't use
    onEnterFrame because it will play thetween continuously. I need it
    to play oncethe frame loads and only once. I tried using the
    movieclip.onLoad function but it's not working for me. What am I
    doing wrong? Here is the code that I'm using...

    If the code is in an externally loaded Movie you need to
    determine when the frame is available and the general way to go is
    using the MovieClipLoader class.
    If the code is in a already loaded movie then follow
    naomind's recommendation

Maybe you are looking for

  • Ipod touch 4 not detected in itunes

    itunes does not detect my ipod touch 4 running on ios 5 so went to apple support. i did as it said. they said that go to device manager, click universal serial bus controllers, select apple mobile device service, press uninstall, then right click on

  • How to include file extensions in contacts?

    When printing contact sheets from the Print module I don't manage to have the file name inclusive of file extension under each thumbnail (e.g. Maria.jpg); so far I only managed to have the file name without the extension (e.g. Maria). Any idea how to

  • I want to replace the 'Mac OS X Server' header graphic...

    ...but I can't find where it's located. Can anyone shed any light...? I don't really want to replace the entire index.html page, or add a redirect as it's not really necessary here.

  • Cannot enable HDD vibration protection

    I disabled the vibration protection and cannot enable it again. I have accessed utilities and the screen to turn it on is greyed out. I called Toshiba support and they told me to restore to a previous date. No matter what date I choose, I receive an

  • Why am I not able to open external hard drive (FreeAgent GoFlex Desk) window??

    I am simply trying to open a Finder window of the external hard drive itself so that I may copy over my Iphoto Library to it.  However, I am unable to do so!  There is no window to open.  When I connect my Free Agent GoFlex Desk external hard drive,