[Tweener] Applying 2 movements to a same MC.
Zeh Fernando
zeh at zehfernando.com
Mon Feb 15 06:03:15 PST 2010
I can't speak for any other engine, but the mere fact that "tweening"
implies interpolation between two points should be enough to decide against
a tweening engine for that kind of task. While there are, say, engines that
allow for incremential tweening (for example, in some engines, using "+25"
as a string for the target value will set a property to a value relative to
the original value, plus 25), and that using them is *technically* possible
for that kind of task, it's usually a lot of work just to try fitting them
into the kind of situations you'll need. It's just not a normal use case for
a tweening engine.
Tweening engines are great for what they're created for - simple animations
that may eventually be stopped, or changed. If you have way too many
external factors that have be taken into account during the animation, as is
the case with everything that's actively user-controlled, like a game or a
physics-driven simulation, it's not only more efficient but also easier to
create a separate movement engine that better fits your needs.
If I had to build a game right now, I'd use a tweening engine for its user
interface elements, but never use it on any core part of the actual game
functionality. It'd be more work than it's worth.
Just because something is moving on screen, it doesn't mean it has to be
done with a tweening engine. There are many cases it really shouldn't.
Zeh
On Sun, Feb 14, 2010 at 10:47 PM, Mi cuenta Personal
<bicodeswim at gmail.com>wrote:
> So you are implying that most tweening engines will go from a point A to a
> point B...mmm, do you know if it also applies to gtween v2?, damn i may just
> not use 'em when i need combined access. thanks.
>
>
> 2010/2/13 Zeh Fernando <zeh at zehfernando.com>
>
>> For that kind of control, using any tweening engine is really not the best
>> idea. Instead, you'll need speed/direction controllers that are controlled
>> by keyboard or other events and updated on every frame (or any amount of
>> time you prefer your game tick to be).
>>
>> Zeh
>>
>>
>> On Sat, Feb 13, 2010 at 10:30 PM, Mi cuenta Personal <
>> bicodeswim at gmail.com> wrote:
>>
>>> *Ok, it seems this time tweener wont work for me**.
>>> What happens is that it's a game like double dragon, where keys "up" and
>>> "jump" should be combinable. Anyway, thanks.
>>> *
>>> 2010/2/13 Zeh Fernando <zeh at zehfernando.com>
>>>
>>> Tweener always moves from point a to point b. If you wanna move to a
>>>> relative point, measure the destination position by the current one. As in,
>>>>
>>>> Tweener.addTween(mymc, {x:mymc.x+100, time:1});
>>>>
>>>>
>>>> Zeh
>>>>
>>>> On Sat, Feb 13, 2010 at 7:23 PM, Mi cuenta Personal <
>>>> bicodeswim at gmail.com> wrote:
>>>>
>>>>> Yep, this is what a want to do, one movement will be performed by
>>>>>> Tweener.addTween in Y-axis, the another is just an ENTER_FRAME y++. Both on
>>>>>> the same MovieClip of course.
>>>>>> The problem is that Tweener is forzing the animation to go from a
>>>>>> point A to a point B, instead of adding a value in Y to the position to the
>>>>>> current MC.y
>>>>>>
>>>>>> Is this the only way Tweener can work?
>>>>>>
>>>>>>
>>>>>>
>>>>>
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