Flash CS4 motion tweening with AS3 tutorial: Difference between revisions

The educational technology and digital learning wiki
Jump to navigation Jump to search
m (Created page with 'doh Category: Flash tutorials')
 
mNo edit summary
Line 1: Line 1:
doh
{{Stub}}
== Introduction ==
While you'd rather would use [[AS3 TweenLite tweening engine]], there are ways of doing simple motion tweens with official Adobe classes.
 
== Hand crafted example ==
 
Here is a simple example that shows
* how to automatically move a circle
* how to create a button that will move another circle with the same kind of motion path
 
To make it work, you need to create:
* A sun symbol. Put two instances on the stage, one called sun1 and the other sun2
* A component button, called go_button
 
[[image:flash-cs4-as3-motion-tween.jpg|frame|none|CS4 motion tween made with ActionScript 3]]
 
=== ActionScript code ===
 
Copy the following AS3 code:
 
<source lang="actionscript">
// modules required to support the motion tween
import fl.motion.Motion;
import fl.motion.MotionBase;
import fl.motion.AnimatorFactory;
import flash.geom.Point;
 
go_button.addEventListener(MouseEvent.CLICK,go_sun_go);
 
function go_sun_go(ev:Event):void {
animFactory_sun.addTarget(sun2, 1,true,1,false);
}
 
var sun_motion:MotionBase;
 
if (sun_motion==null) {
sun_motion = new Motion();
sun_motion.duration=50;
 
// Motion array
sun_motion.addPropertyArray("x", [0, 30, 50, 80, 120, 150, 200, 250, 300, 350, 400]);
sun_motion.addPropertyArray("y", [0, 30, 50, 80, 100, 120, 140, 160, 180, 180, 160]);
 
/*
// Not needed here
sun_motion.addPropertyArray("scaleX", [1.0]);
sun_motion.addPropertyArray("scaleY", [1.0]);
sun_motion.addPropertyArray("skewX", [0]);
sun_motion.addPropertyArray("skewY", [0]);
*/
 
// Create an AnimatorFactory instance, which will manage
// targets for its corresponding Motion.
var animFactory_sun:AnimatorFactory =
                new AnimatorFactory(sun_motion);
 
// Call the addTarget function on the AnimatorFactory
// instance to target a DisplayObject with this Motion.
// The second parameter is the number of times the animation
// will play - the default value of 0 means it will loop.
animFactory_sun.addTarget(sun1, 1,true,1,false);
}
 
</source>
 
== Using Copy Motion as AS3 ==
 
* Create a symbol on the stage
* Give it a useful instance name, e.g. ''sun''
* Create a motion tween (normal, not "classic")
* Right-click in the motion tween and "Copy Motion as ActionScript 3"
* Paste into an editor (or directly the CS4 AS Actions window).
 
[[image:flash-cs4-copy-motion-as-as3.jpg|frame|none|Copy Motion as ActionScript 3]]
 
Tip:
There are two ways of doing this:
 
(1) If you already got a Flash file with drawings
* create a '''new layer''', called '''junk'''
* create an instance of the Movie clip symbol you would like to animate.
* Then make sure that you will have another instance of the same symbol somewhere on the stage
* Create a ''Script'' layer and copy/paste the code.
* After completion, kill the layer, called ''junk''
 
Alternatively do it with a new *.fla file (same as above), but simply don't save this file ...
 
== Links ==
 
* [http://www.adobe.com/devnet/flash/articles/creating_animation_as3_07.html Creating animation in ActionScript 3.0] Adobe Flash Developer Center
 
*


[[Category: Flash tutorials]]
[[Category: Flash tutorials]]

Revision as of 12:08, 18 April 2010

Draft

Introduction

While you'd rather would use AS3 TweenLite tweening engine, there are ways of doing simple motion tweens with official Adobe classes.

Hand crafted example

Here is a simple example that shows

  • how to automatically move a circle
  • how to create a button that will move another circle with the same kind of motion path

To make it work, you need to create:

  • A sun symbol. Put two instances on the stage, one called sun1 and the other sun2
  • A component button, called go_button
CS4 motion tween made with ActionScript 3

ActionScript code

Copy the following AS3 code:

// modules required to support the motion tween
import fl.motion.Motion;
import fl.motion.MotionBase;
import fl.motion.AnimatorFactory;
import flash.geom.Point;

go_button.addEventListener(MouseEvent.CLICK,go_sun_go);

function go_sun_go(ev:Event):void {
	animFactory_sun.addTarget(sun2, 1,true,1,false);
}

var sun_motion:MotionBase;

if (sun_motion==null) {
	sun_motion = new Motion();
	sun_motion.duration=50;

	// Motion array 
	sun_motion.addPropertyArray("x", [0, 30, 50, 80, 120, 150, 200, 250, 300, 350, 400]);
	sun_motion.addPropertyArray("y", [0, 30, 50, 80, 100, 120, 140, 160, 180, 180, 160]);

	/*
	// Not needed here
	sun_motion.addPropertyArray("scaleX", [1.0]);
	sun_motion.addPropertyArray("scaleY", [1.0]);
	sun_motion.addPropertyArray("skewX", [0]);
	sun_motion.addPropertyArray("skewY", [0]);
	*/

	// Create an AnimatorFactory instance, which will manage
	// targets for its corresponding Motion.
	var animFactory_sun:AnimatorFactory =
	                 new AnimatorFactory(sun_motion);

	// Call the addTarget function on the AnimatorFactory
	// instance to target a DisplayObject with this Motion.
	// The second parameter is the number of times the animation
	// will play - the default value of 0 means it will loop.
	animFactory_sun.addTarget(sun1, 1,true,1,false);
}

Using Copy Motion as AS3

  • Create a symbol on the stage
  • Give it a useful instance name, e.g. sun
  • Create a motion tween (normal, not "classic")
  • Right-click in the motion tween and "Copy Motion as ActionScript 3"
  • Paste into an editor (or directly the CS4 AS Actions window).
Copy Motion as ActionScript 3

Tip: There are two ways of doing this:

(1) If you already got a Flash file with drawings

  • create a new layer, called junk
  • create an instance of the Movie clip symbol you would like to animate.
  • Then make sure that you will have another instance of the same symbol somewhere on the stage
  • Create a Script layer and copy/paste the code.
  • After completion, kill the layer, called junk

Alternatively do it with a new *.fla file (same as above), but simply don't save this file ...

Links