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fl.transitions 

Tween  - AS3 Flash

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Packagefl.transitions
Classpublic class Tween
InheritanceTween Inheritance EventDispatcher Inheritance Object

Language Version: ActionScript 3.0
Product Version: Flash CS3
Runtime Versions: Flash Player 9, AIR 1.0

The Tween class lets you use ActionScript to move, resize, and fade movie clips by specifying a property of the target movie clip to animate over a number of frames or seconds.

The Tween class also lets you specify a variety of easing methods. "Easing" refers to gradual acceleration or deceleration during an animation, which helps your animations appear more realistic. The fl.transitions.easing package provides many easing methods that contain equations for this acceleration and deceleration, which change the easing animation accordingly.

To use the methods and properties of the Tween class, you use the new operator with the constructor function to create an instance of the class, and you specify an easing method as a parameter. For example:

 import fl.transitions.Tween;
 import fl.transitions.easing.*;
 var myTween:Tween = new Tween(myObject, "x", Elastic.easeOut, 0, 300, 3, true);
 

View the examples

Related API Elements



Public Properties
 PropertyDefined By
  begin : Number = NaN
The initial value of the target object's designated property before the tween starts.
Tween
 Inheritedconstructor : Object
A reference to the class object or constructor function for a given object instance.
Object
  duration : Number
The duration of the tweened animation in frames or seconds.
Tween
  finish : Number
A number indicating the ending value of the target object property that is to be tweened.
Tween
  FPS : Number
The number of frames per second calculated into the tweened animation.
Tween
  func : Function
The easing function which is used with the tween.
Tween
  isPlaying : Boolean = false
Indicates whether the tween is currently playing.
Tween
  looping : Boolean = false
Indicates whether the tween will loop.
Tween
  obj : Object = null
The target object that is being tweened.
Tween
  position : Number
The current value of the target object property being tweened.
Tween
  prop : String
The name of the property affected by the tween of the target object.
Tween
  time : Number
The current time within the duration of the animation.
Tween
  useSeconds : Boolean = false
Indicates whether the tween plays over a period of frames or seconds.
Tween
Public Methods
 MethodDefined By
  
Tween(obj:Object, prop:String, func:Function, begin:Number, finish:Number, duration:Number, useSeconds:Boolean = false)
Creates an instance of the Tween class.
Tween
 Inherited
addEventListener(type:String, listener:Function, useCapture:Boolean = false, priority:int = 0, useWeakReference:Boolean = false):void
Registers an event listener object with an EventDispatcher object so that the listener receives notification of an event.
EventDispatcher
  
continueTo(finish:Number, duration:Number):void
Instructs the tweened animation to continue tweening from its current animation point to a new finish and duration point.
Tween
 Inherited
Dispatches an event into the event flow.
EventDispatcher
  
Forwards the tweened animation directly to the final value of the tweened animation.
Tween
 Inherited
Checks whether the EventDispatcher object has any listeners registered for a specific type of event.
EventDispatcher
 Inherited
Indicates whether an object has a specified property defined.
Object
 Inherited
Indicates whether an instance of the Object class is in the prototype chain of the object specified as the parameter.
Object
  
Forwards the tweened animation to the next frame of an animation that was stopped.
Tween
  
Plays the previous frame of the tweened animation from the current stopping point of an animation that was stopped.
Tween
 Inherited
Indicates whether the specified property exists and is enumerable.
Object
 Inherited
removeEventListener(type:String, listener:Function, useCapture:Boolean = false):void
Removes a listener from the EventDispatcher object.
EventDispatcher
  
Resumes the play of a tweened animation that has been stopped.
Tween
  
Moves the play of a tweened animation back to its starting value.
Tween
 Inherited
Sets the availability of a dynamic property for loop operations.
Object
  
Starts the play of a tweened animation from its starting point.
Tween
  
Stops the play of a tweened animation at its current value.
Tween
 Inherited
Returns the string representation of this object, formatted according to locale-specific conventions.
Object
 Inherited
Returns the string representation of the specified object.
Object
 Inherited
Returns the primitive value of the specified object.
Object
 Inherited
Checks whether an event listener is registered with this EventDispatcher object or any of its ancestors for the specified event type.
EventDispatcher
  
Instructs the tweened animation to play in reverse from its last direction of tweened property increments.
Tween
Events
 Event Summary Defined By
 Inherited[broadcast event] Dispatched when the Flash Player or AIR application gains operating system focus and becomes active.EventDispatcher
 Inherited[broadcast event] Dispatched when the Flash Player or AIR application operating loses system focus and is becoming inactive.EventDispatcher
   Indicates that the Tween has changed and the screen has been updated.Tween
   Indicates that the Tween has reached the end and finished.Tween
   Indicates that the Tween has restarted playing from the beginning in looping mode.Tween
   Indicates that the Tween has resumed playing after being paused.Tween
   Indicates that the motion has started playing.Tween
   Indicates that the Tween has been stopped with an explicit call to Tween.stop().Tween
Property Detail
Constructor Detail
Method Detail
Event Detail
Tween_class.as

This example animates a rectangle using the value provided by entering a number in a text field. The text field sets the width property of the tweened square to match the provided value. The value is stored in the variable userNumber, which is then passed to the Tween constructor as a parameter for the width of the shape.

Note: For the classes in the fl.transitions package, you need to use an import statement, even in the Actions panel of Flash Professional (for most classes you do not need the import statement within the Actions panel). Use * at the package level to include all the classes in the package, or import each one individually.

import fl.transitions.Tween;
import fl.transitions.easing.*;
   
//create a Sprite instance
var mySprite:Sprite = new Sprite()
   
// create an input text field
var myTextField:TextField = new TextField();
   
myTextField.type = TextFieldType.INPUT;
myTextField.width = 180;
myTextField.height = 20;
myTextField.x = 20;
myTextField.y = 140;
myTextField.border = true;
myTextField.text = "Type a number here and press Enter";
myTextField.restrict = "0-9";   
 
addChild(myTextField);

// add a listener when the user clicks in the text field
myTextField.addEventListener(MouseEvent.CLICK, fieldClickHandler);

// add a listener for a key press
myTextField.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
 
// clear the text field when the user clicks in it to enter a value
function fieldClickHandler(event:MouseEvent):void {
    myTextField.text = "";
}

// if the key pressed is the Enter key
// change the values of the box's width based on the value provided
function keyDownHandler(event:KeyboardEvent):void {
     if (event.keyCode == Keyboard.ENTER) {  

     mySprite.graphics.clear();
     var userNumber:Number = new Number(myTextField.text);
     mySprite.graphics.beginFill(0x666999);
     mySprite.graphics.drawRect(0, 0, 40, 120);
     addChild(mySprite);
     //provide tween values, including passing the variable userNumber for the width at
     //the end of the tween
     var myTween:Tween = new Tween(mySprite, "width", Elastic.easeOut, 0, userNumber, 4, true);
     }
} 

Tween_class2.as

This example is basically the same as the previous one, but uses the advanced drawing API to create the drawn shape.
import fl.transitions.Tween;
import fl.transitions.easing.*;

//create a Sprite instance
var mySprite:Sprite = new Sprite()

// create an input text field
var myTextField:TextField = new TextField();
 
myTextField.type = TextFieldType.INPUT;
myTextField.width = 180;
myTextField.height = 20;
myTextField.x = 20;
myTextField.y = 140;
myTextField.border = true;
myTextField.text = "Type a number here and press Enter";
myTextField.restrict = "0-9";   
 
addChild(myTextField);

// add a listener when the user clicks in the text field
myTextField.addEventListener(MouseEvent.CLICK, fieldClickHandler);


// add a listener for a key press
myTextField.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
 
// clear the text field when the user clicks in it to enter a value
function fieldClickHandler(event:MouseEvent):void {
    myTextField.text = "";
}

// if the key pressed is the Enter key
// change the values of the box's width based on the value provided
function keyDownHandler(event:KeyboardEvent):void {
     if (event.keyCode == Keyboard.ENTER) { 

     mySprite.graphics.clear();
    var userNumber:Number = new Number(myTextField.text);

    // Set up drawing data
    // stroke object
    var myStroke:GraphicsStroke = new GraphicsStroke(2);
    myStroke.joints = JointStyle.MITER;
    myStroke.fill = new GraphicsSolidFill(0x102020); // solid stroke
           
    // fill object
    var myFill:GraphicsGradientFill = new GraphicsGradientFill();
    myFill.colors = [0xEEFFEE, 0x0000FF];
    myFill.matrix = new Matrix();
    myFill.matrix.createGradientBox(300, 300, 0);
           
    // path object
    var myPath:GraphicsPath = new GraphicsPath(new Vector.<int>(), new Vector.<Number>());
    myPath.commands.push(1,2,2,2,2);
    myPath.data.push(0,0, 240,0, 240,60, 0,60, 0,0);

    // combine the objects for a complete drawing
    var myDrawing:Vector.<IGraphicsData> = new Vector.<IGraphicsData>();
    myDrawing.push(myStroke, myFill, myPath);
           
    // render the drawing 
    mySprite.graphics.drawGraphicsData(myDrawing);
    addChild(mySprite);

    //provide tween values, including passing the variable userNumber for the width at
    //the end of the tween
     var myTween:Tween = new Tween(mySprite, "width", Elastic.easeOut, 0, userNumber, 4, true);
      }

}