I'm going through some AS3 training, but I'm getting a weird error...
I'm trying to add an event listener to the end of a motion tween in AS.
I've created a tween, highlighted the frames, right clicked and copied the tween as AS and pasted it into the movie clip (I think there's a better way to do this, but I'm not sure what it is...)
When I try to add the listener to the end of that code, I get the error. Here's my code.
import fl.motion.AnimatorFactory;
import fl.motion.MotionBase;
import fl.motion.Motion;
import flash.filters.*;
import flash.geom.Point;
import fl.motion.MotionEvent;
import fl.events.*;
var __motion_Enemy_3:MotionBase;
if(__motion_Enemy_3 == null) {
__motio开发者_Python百科n_Enemy_3 = new Motion();
__motion_Enemy_3.duration = 30;
// Call overrideTargetTransform to prevent the scale, skew,
// or rotation values from being made relative to the target
// object's original transform.
// __motion_Enemy_3.overrideTargetTransform();
// The following calls to addPropertyArray assign data values
// for each tweened property. There is one value in the Array
// for every frame in the tween, or fewer if the last value
// remains the same for the rest of the frames.
__motion_Enemy_3.addPropertyArray("x", [0]);
__motion_Enemy_3.addPropertyArray("y", [0]);
__motion_Enemy_3.addPropertyArray("scaleX", [1.000000,1.048712,1.097424,1.146136,1.194847,1.243559,1.292271,1.340983,1.389695,1.438407,1.487118,1.535830,1.584542,1.633254,1.681966,1.730678,1.779389,1.828101,1.876813,1.925525,1.974237,2.022949,2.071661,2.120372,2.169084,2.217796,2.266508,2.315220,2.363932,2.412643]);
__motion_Enemy_3.addPropertyArray("scaleY", [1.000000,1.048712,1.097424,1.146136,1.194847,1.243559,1.292271,1.340983,1.389695,1.438407,1.487118,1.535830,1.584542,1.633254,1.681966,1.730678,1.779389,1.828101,1.876813,1.925525,1.974237,2.022949,2.071661,2.120372,2.169084,2.217796,2.266508,2.315220,2.363932,2.412643]);
__motion_Enemy_3.addPropertyArray("skewX", [0]);
__motion_Enemy_3.addPropertyArray("skewY", [0]);
__motion_Enemy_3.addPropertyArray("rotationConcat", [0]);
__motion_Enemy_3.addPropertyArray("blendMode", ["normal"]);
__motion_Enemy_3.addPropertyArray("cacheAsBitmap", [false]);
__motion_Enemy_3.addEventListener(MotionEvent.MOTION_END, hurtPlayer);
// Create an AnimatorFactory instance, which will manage
// targets for its corresponding Motion.
var __animFactory_Enemy_3:AnimatorFactory = new AnimatorFactory(__motion_Enemy_3);
__animFactory_Enemy_3.transformationPoint = new Point(0.499558, 0.500000);
// 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_Enemy_3.addTarget(<instance name goes here>, 0);
}
function hurtPlayer(event:MotionEvent):void {
this.parent.removeChild(this);
}
I've tried a few places for it, both with the animFactory_Enemy_3 variable and the motion_Enemy_3 variable - getting the same error both times.
I have never used this library, but as I see the Motion Object only stores the animation description. You need an Animator instance which will animate a DisplayObject on the Stage for you. The Animator class broadcasts the MotionEvents.
I would do it somewhat like this:
import fl.motion.AnimatorFactory;
import fl.motion.MotionBase;
import fl.motion.Motion;
import flash.display.DisplayObjectContainer;
import flash.display.Sprite;
import flash.motion.Animator;
import flash.filters.*;
import flash.geom.Point;
import fl.motion.MotionEvent;
import fl.events.*;
var __motion_Enemy_3:MotionBase;
var animator:Animator;
var spriteToMove:DisplayObjectContainer;
if(!spriteToMove)
{
spriteToMove = new Sprite();
spriteToMove.graphics.beginFill(0xff0000, 1);
spriteToMove.graphics.drawRect(0, 0, 50, 50);
spriteToMove.graphics.endFill();
addChild(spriteToMove)
}
if(__motion_Enemy_3 == null) {
__motion_Enemy_3 = new Motion();
__motion_Enemy_3.duration = 30;
// Call overrideTargetTransform to prevent the scale, skew,
// or rotation values from being made relative to the target
// object's original transform.
// __motion_Enemy_3.overrideTargetTransform();
// The following calls to addPropertyArray assign data values
// for each tweened property. There is one value in the Array
// for every frame in the tween, or fewer if the last value
// remains the same for the rest of the frames.
__motion_Enemy_3.addPropertyArray("x", [0]);
__motion_Enemy_3.addPropertyArray("y", [0]);
__motion_Enemy_3.addPropertyArray("scaleX", [1.000000,1.048712,1.097424,1.146136,1.194847,1.243559,1.292271,1.340983,1.389695,1.438407,1.487118,1.535830,1.584542,1.633254,1.681966,1.730678,1.779389,1.828101,1.876813,1.925525,1.974237,2.022949,2.071661,2.120372,2.169084,2.217796,2.266508,2.315220,2.363932,2.412643]);
__motion_Enemy_3.addPropertyArray("scaleY", [1.000000,1.048712,1.097424,1.146136,1.194847,1.243559,1.292271,1.340983,1.389695,1.438407,1.487118,1.535830,1.584542,1.633254,1.681966,1.730678,1.779389,1.828101,1.876813,1.925525,1.974237,2.022949,2.071661,2.120372,2.169084,2.217796,2.266508,2.315220,2.363932,2.412643]);
__motion_Enemy_3.addPropertyArray("skewX", [0]);
__motion_Enemy_3.addPropertyArray("skewY", [0]);
__motion_Enemy_3.addPropertyArray("rotationConcat", [0]);
__motion_Enemy_3.addPropertyArray("blendMode", ["normal"]);
__motion_Enemy_3.addPropertyArray("cacheAsBitmap", [false]);
// Create an AnimatorFactory instance, which will manage
// targets for its corresponding Motion.
var __animFactory_Enemy_3:AnimatorFactory = new AnimatorFactory(__motion_Enemy_3);
__animFactory_Enemy_3.transformationPoint = new Point(0.499558, 0.500000);
// 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_Enemy_3.addTarget(<instance name goes here>, 0);
}
/*The Animator instance*/
animator = new Animator(__motion_Enemy_3, spriteToMove);
animator.addEventListener(MotionEvent.MOTION_END, onMotionEnd);
function onMotionEnd(event:MotionEvent):void {
if (spriteToMove)
{
removeChild(spriteToMove);
}
}
Some helpful stuff: http://www.kirupa.com/forum/showthread.php?t=258967 http://www.adobe.com/livedocs/flash/9.0/ActionScriptLangRefV3/fl/motion/Animator.html
I think you should take a look at the greensock Tweening engine, I am pretty sure it is much easier to use and more effective than this one.
I hope I could help, Rob
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