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dsgsgsg

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  1. I dont think the timeline was being append muultiple times because i used a trace to check that. And the good thing I solved the issue although I dont know how I did it. What I did was this: public function createEnemies(enemyNo:int, path:Array, dir:String,offset:int, duration:int, delay:int):void { for(var i:uint=1;i<=enemyNo;i++){ if (i==1){ var tempCont:Sprite=new Sprite(); this.addChild(tempCont); _leaderEnemy = new ShooterEnemy(); _leaderEnemy.x=0; _leaderEnemy.y=0; _leaderEnemy.count=enemyNo; _leaderEnemy.name = "_shooterEnemy"+i; leaderEnemyArray.push(_leaderEnemy); tempCont.addChild(_leaderEnemy); } else { var _shooterEnemy:ShooterEnemy = new ShooterEnemy(); _shooterEnemy.x=0; _shooterEnemy.y=(offset*(i-1)); _shooterEnemy.name = "_shooterEnemy"+i; tempCont.addChild(_shooterEnemy)} } timeline.append(TweenMax.to(tempCont, duration, {bezier:path,orientToBezier:false, ease:Linear.easeNone}),delay ); } See I placed the creation of tempCont where _leaderEnemy was being created, now it is working properly. But could you tell me why that was an issue, I mean either way a new tempCont should be created every time the function is called.
  2. I did as you said: public function createEnemies(enemyNo:int, path:Array, dir:String,offset:int, duration:int, delay:int):void { g++; var tempCont:Sprite=new Sprite(); this.addChild(tempCont); tempCont.name="temp"+g; for(var i:uint=1;i<=enemyNo;i++){ if (i==1){ _leaderEnemy = new ShooterEnemy(); _leaderEnemy.x=0; _leaderEnemy.y=0; _leaderEnemy.count=enemyNo; _leaderEnemy.name = "_shooterEnemy"+i; leaderEnemyArray.push(_leaderEnemy); tempCont.addChild(_leaderEnemy); } else { var _shooterEnemy:ShooterEnemy = new ShooterEnemy(); _shooterEnemy.x=0; _shooterEnemy.y=(offset*(i-1)); _shooterEnemy.name = "_shooterEnemy"+i; tempCont.addChild(_shooterEnemy)} } timeline.append(TweenMax.to(tempCont, duration, {bezier:path,orientToBezier:false, ease:Linear.easeNone}),delay ); } it does not really change the result. I was looking into naming each tempCont with a different suffix in order to insure that I am adding each group to diff tempCont.
  3. Actually what I want is every time I make a function call, the enemyCont to animate which in turn also animates the _shooter and _leaderEnemy inside it. Why I want to do that is because of this: http://forums.greensock.com/topic/7485-offset-tween-path/ Hope that makes sense...........
  4. Hello, I have a loop in which I am placing an enemy leader, (the first enemy) and the rest that have position relative to the enemy leader.They all animate over a path. The Call: createEnemies(2,path02,100, 5,0); createEnemies(3,path02,100, 5,0); The Function: public function createEnemies(enemyNo:int, path:Array, dir:String,offset:int, duration:int, delay:int):void { for(var i:uint=1;i<=enemyNo;i++){ if (i==1){ _leaderEnemy = new ShooterEnemy(); _leaderEnemy.x=0; _leaderEnemy.y=0; _leaderEnemy.count=enemyNo; _leaderEnemy.name = "_shooterEnemy"+i; leaderEnemyArray.push(_leaderEnemy); tempCont.addChild(_leaderEnemy); } else { var _shooterEnemy:ShooterEnemy = new ShooterEnemy(); _shooterEnemy.x=0; _shooterEnemy.y=(offset*(i-1)); _shooterEnemy.name = "_shooterEnemy"+i; tempCont.addChild(_shooterEnemy)} } timeline.append(TweenMax.to(tempCont, duration, {bezier:path,orientToBezier:false, ease:Linear.easeNone}),delay ); } Every time I call the three or four times, all the enemies animate at once. But what I want is the group of enemies moving in their order. i.e. one after another I am new to timeline and tween max library so any help would be nice.
  5. Thanks for the help. This method worked seamlessly although an offsetPath function would be appreciated.
  6. Thanks for the info. The code I am using is: var path01:Array= new Array({x:200, y:350}, {x:100, y:200}); myTween=TweenMax.to(_shooterEnemy, 10, {bezier:path01}); I want 5 other mc's to follow the same path but at a distance from each other. you can see an example with the pic I attached on the first post. Any ideas?
  7. I want to tween various movieclips over the same path. My problem is I want them to be offset so that they follow the same path but still are at a distance from each other. I searched the forums but couldn't find any offset path property. Anything you can suggest?
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