[Tweener] from TweenLite to Tweener
Adrien
realeon at hotmail.com
Wed May 26 01:51:13 PDT 2010
the app is a background fullsreen image crossfade with xml and loading
bitmap
the glitch is, after the crossfade we see the image slightly change size
a bit of code :
/*here we both draw our bitmap to our offscreen MC and handle the
cross fading in and out -
First we load our bitmap into our temp mc which is set to alpha 0,
then we resize and fade our
temp mc in so that we achieve the cross fading effect. When the temp
MC is at 100% alpha we
attach our bitmap object to our smoothed background MC and then
quickly fade out and remove the temp MC.*/
bitlistener.onLoadInit = function(target:MovieClip):Void {
/*clear the timer interval each time. We do this so that each new
iteration of the timer
starts from when the bitmap is loaded, this stops us from trying to
fade images etc that have not loaded
and ensures that each bitmap is displayed for the required amount of
time on screen. Essentially it negates
download time*/
clearInterval(bitmapFadeInterval);
//create the bitmap object, each time this is reset, keeping memory
footprint fairly low..
var bitmap:BitmapData = new BitmapData(target._width, target._height,
true);
//draw the bitmap
bitmap.draw(target);
//we are starting to fade, so set our var to false and let the temp
resize functions run
fadingComplete = false;
//resize the temp bitmap to match the size of the bg bitmap
this.resizeTemp = function() {
if (Stage.height/Stage.width>target._height/target._width) {
img_propa = target._width/target._height;
target._height = Stage.height;
target._width = Stage.height*img_propa;
target._y = 0;
target._x = 0;
} else {
img_propa = target._height/target._width;
target._width = Stage.width;
target._height = Stage.width*img_propa;
target._y = 0;
target._x = 0;
}
}
this.resizeTemp();
//fade in the temp bitmap
TweenLite.to(target,crossFadeTime,{_alpha:100, onComplete:fadedIn,
onCompleteParams:[this], onUpdate:this.resizeTemp});
function fadedIn(ref):Void {
ref.resizeTemp
//attach our loaded bitmap to our background mc when the temp
totally obscures it
//this is the smoothed bitmap
bgHolder_mc.bg_mc.attachBitmap(bitmap,0,"auto",true);
//make the bg resize
fullScreenBg();//This is abit of a hack to catch user resizes
TweenLite.to(target,.1,{_alpha:0, onComplete:cleanUpTemp});
function cleanUpTemp():Void {
//remove the temp mc
removeMovieClip(bgHolder_mc.bg_loader);
//we are done fading..
fadingComplete = true;
}
//reset the timer
bgHolder_mc.bg_mc.attachBitmap(bitmap,0,"auto",true);
//////// je creer une pause en appuyant sur le bouton video
if(mp._currentframe == 2){
//clearInterval(bitmapFadeInterval);
bitmapFadeInterval = null;
trace("pause")
}
else if (mp._currentframe == 1){
bitmapFadeInterval = setInterval(_root, "loadRandomBitmap",
imageTime);
trace(p)
}
//resize the bg image
fullScreenBg();
//add the stage listener, which fixes an issue with the image being
scaled out to
//some crazy size if a user is resizing as the image loads in for
the first time.
if (firstRun) {
Stage.addListener(catchStage);//stage resize listener, added here
after first image load.
firstRun = false;
}
}
};
Le 26 mai 10 à 04:17, Zeh Fernando a écrit :
> It's correct. What glitch are you seeing?
>
> On Tue, May 25, 2010 at 7:14 PM, Adrien <realeon at hotmail.com> wrote:
> Hello,
>
> I'm I doing good if I change this:
>
> import gs.TweenLite;
> TweenLite.to(target,crossFadeTime,{_alpha:100, onComplete:fadedIn,
> onCompleteParams:[this], onUpdate:this.resizeTemp});
>
> into this:
>
> import caurina.transitions.Tweener;
> Tweener.addTween (target, {_alpha:100, time:crossFadeTime,
> onComplete:fadedIn, onCompleteParams:[this],
> onUpdate:this.resizeTemp});
>
> [as2]
>
> I don't know, but when I run it there seems to be like a little
> glitch...
>
> Regards
> Adrian
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