Projects tagged ‘as3’ and ‘tween’


[21 total ]

3 Users

Tweener (caurina.transitions.Tweener) is a Class used to create tweenings and other transitions via ActionScript code for projects built on the Flash platform. It's released and maintained for these ... [More] versions: ActionScript 2.0, for Flash 7+ and Flash Lite 2.0+ ActionScript 2.0, for Flash 8+ ActionSctipt 3.0, for Flash 9+ Ported/inspired versions for other languages are also available: haXe version (ported by Baluta Cristian) JavaScript version (ported by Yuichi Tateno) JavaScript version (ported by Michael MacMillan) vvvv version using nodes vvvv version using a native C# dll (faster) (ported by by Rene Westhof) Python version (ported by Benjamin Harling) C++ version (ported by Wesley Marques) In layman's terms, Tweener helps you move things around on the screen using only code, instead of the timeline. The general idea of a tweening Class is that dynamic animation and transitions (created by code) are easier to maintain and control, and more stable than animation based on the regular Flash timeline, since you can control it by time rather than by frames. Aimed both for designers and advanced developers, the Tweener syntax is created with simplicity of use in mind, while still allowing access to more advanced features. Because of this, it follows a 'one-line' design mentality when creating new tweenings, with no instancing required (as it's a static Class) and a set of optional parameters. Also, there are no initialization methods required by Tweener, other than the mandatory 'import' command. Its fluid syntax allows it to be used to tween any numeric property of any object of any class, so it is not tied to specific properties of built-in Classes such as MovieClips or TextFields. This flexibility grants a wider control on how transitions are performed, and makes creating complex sequential transitions on any kind of object easier. Small file overhead is also one of the main goals of Tweener - once included on SWF movies, Tweener currently takes 8.8kb (AS2 FL2), 9.2kb (AS2) or 10.4kb (AS3) of the total compiled file size. It can be compiled with the Flash IDE, MTASC, or Flex SDK (even with strict rules on), with no errors or warnings thrown during compilation. Tweener is also the spiritual successor to MC Tween. However, it follows ActionScript's more strict OOP rules, and gets rid of the fixed parameter order syntax imposed by MC Tween. As a result, code written with Tweener is a lot more readable even for developers not versed on the Class. Development wise, modularity is one of the main aspects of Tweener. The code is built in a way that new features such as transitions and special tweenings can be added (or removed) easily: for example, properties that are only acessible through methods and functions can be tweened by creating and registering new special properties. Expanding the feature set of the original Class can be done on a per-project basis, with no change to the original files. From this page, you can download the latest stable (heavily tested) version of Tweener, check out a few examples with source, or read the documentation. There's also a mailing list for Tweener discussion. If you prefer, you can also get the very latest versions from Subversion, before they're considered stable and featured on the download list (the changelog is available here). The repository can also be viewed with a web browser. [Less]
Created about 1 year ago.

2 Users
 

AS3 rich graphic and geometric opensource library based on the Maashaack and VEGAS frameworks.
Created about 1 year ago.

1 Users

The Go ActionScript Animation Platform is a lightweight, portable set of generic base classes for buliding your own AS3 animation tools. Go provides structure and core functionality, but leaves the ... [More] specifics to you. This Googlecode page is used for the SVN repository and to host files. For docs & more about Go, please visit goasap.org. The go package now includes the open source TweenBencher utility plus tests & tutorials packages. For Video Tutorial source please visit the Go Playground. Following the build? Be sure to click on source > changes to see what's new. Talk to you on the Go List! [Less]
Created about 1 year ago.

0 Users

This class serves as a wrapper around the caurina.transitions Actionscript 3 Tween library. It adds the ability to store Tweens in a queue with an associated priority level for later execution. The ... [More] priority for tweens to fire can be specified at the time of execution (it doesn't always have to fire in a specified order, 1, 2, 3...) This is a work in progress. It is being developed for use in a game I am writing. Please let me know what kind of interest is out there for this functionality. I would be happy to write up some sample usage code in the near future. Note: You will need both "TweenHolder.as" and "TweenManager.as" to get this to run. Change the namespace as you need. [Less]
Created 11 months ago.

0 Users

GTweener has been succeeded by ActuateActuate is a way faster, packs more features and has an even cooler API!Check it out!IntroductionCreating tweens is foundational to nearly any project in Flash. ... [More] While there are always many choices in tweening engines, Tweener has long been an industry standard. A recent but exciting newcomer is GTween. It is fast, has many features and is making headway in the Flash community. The Case for CombiningTweener provides excellent "set it and forget it" simplicity. Since it is global, Tweener can automatically stop old tweens that conflict with new ones. Tweener.addTween (MyClip, { time: 1, alpha: 0 } ); Tweener.addTween (MyClip, { time: 2, alpha: 1 } );However, instance-based engines like GTween require that you maintain context with your old tweens in order to prevent collisions. var myTween:GTween = new GTween (MyClip, 1, { alpha: 0 } ); myTween.pause (); var myTween2:GTween = new GTween (MyClip, 2, { alpha: 1 } );GTween includes more features and operates faster than Tweener. That is why I combined the best qualities of both into one library. Personal tests showed that GTweener adds only a nominal amount of overhead to GTween. Performance using GTweener compared to GTween and other popular libraries, and was nearly three times faster than using Tweener. Using GTweenerCreating a new tween using GTweener is easy. GTweener.addTween (MyClip, 1, { alpha: 1 } );The addTween method accepts the same parameters as a new GTween object, and is similar to creating a tween using Tweener. Pausing, resuming and removing tweens is also simple: GTweener.pauseTweens (MyClip); GTweener.resumeTweens (MyClip); GTweener.removeTweens (MyClip); GTweener.removeAllTweens ();The addTween, addTweenFilter and addTweenTimeline methods return the actual GTween object which is created, but you can also retrieve these objects later using the getTween or getTweens method: var alphaTween:GTween = GTweener.getTween (MyClip, "alpha"); var allTweens:Array = GTweener.getTweens (MyClip);Finally, you can also register your own tweens with GTweener. This is useful when you want to create your own tweens by hand, or are using a different kind of tween like GTweenFilter or GTweenTimeline. var myClipTween:GTween = new GTween (MyClip, 1, { alpha: 1 } ); GTweener.registerTween (myClipTween);Updates(07/03/09) Version 1.2Added new aliases to make GTweener easier to use for developers familiar with Tweener. rounded will set the snapping property transition will set the ease property transition also supports Tweener string values. "easeOutExpo" will set the ease property to Equations.easeOutExpo (07/01/09) Version 1.1While overwriting previous tweens is usually a great feature, sometimes you still want to add a delay and set up multiple tweens that affect the same property. It is now possible to disable GTweener's overwriting feature to register multiple tweens for the same property. When you do choose to overwrite this property, every one of these previous tweens will be overwritten. GTweener.addTween (MyClip, 1, { alpha: 1 } ); GTweener.addTween (MyClip, 1, { alpha: 0 }, { delay: 2 }, false);GTweener 1.1 extends the GTween class to provide additional properties to better mirror Tweener. In addition to GTween's initListener, changeListener and completeListener properties, GTweener includes onStart, onStartParams, onUpdate, onUpdateParams, onComplete and onCompleteParams. This is especially useful for reducing code or preventing your listener from being deleted by garbage collection. GTweener.addTween (MyClip, 1, { alpha: 0 }, { onComplete: removeChild, onCompleteParams: [ MyClip ] );GTweener also includes a new method to make it easy to use tween-based timers. GTweener.setTimer (10, { onComplete: trace, onCompleteParams: [ "Timer complete" ] } );Finally, setProperties will clear previous tweens and apply properties to your target object instantly. This is similar in functionality to creating a tween with a duration of zero, but zero duration motion tweens have not been supported since GTween Beta 5 was released. Although this is primarily designed for objects you have previously tweened, you can also use the method as a quick way to copy properties from one object to another. if (animate) { GTweener.addTween (MyClip, 1, { alpha: 1 } ); } else { GTweener.setProperties (MyClip, { alpha: 1 } ); }DownloadGTweener includes GTween beta 5 as well as Robert Penner's easing equations, as they are included with Tweener. There is an example FlashDevelop project available which includes ASDoc documentation for GTweener, or you may download the library by itself. GTweener Example.zip GTweener.zip FeedbackFeel free to send me an email or write a comment on this forum post if you have any feedback or suggestions. [Less]
Created 9 months ago.

0 Users

IntroThis project has the objective to host all as3 classes related to tweening. There will be 2 main focus: 1) ByteTweenLight weight engine (focusing in low Kb increase and not being a do-it-all ... [More] engine). v1.3Fixes some bugs from v1.2 that causes malfunction on large number of tweens. Adds new modules to the module list, they are the Gradients module. Added too the ShortTween wich is a shortcut for the most common tweens (x,y,alpha,...). Correction of bugs added some bytes to the basic version. FeaturesSame as v1.2 and bug fixes. New modules! Added GradientRGB and GradientARGB (call for "gradientRGB" and "gradientARGB" respectively). ShortTween = static class with shortcut to most common tweens (alpha,x,y,...). Modules AvailableSimpleVersion(1.0Kb) Actually not a Module. Just the ByteTween without overlap check,pause,unpause,cancel. Just the basic Numeric Tween. The smallest size the code will generate. ColorModule(+0.4Kb) Adds the 'color' tween feature. ControlModule(+0.2Kb) Adds the 'pause','unpause','cancel' functions to the engine. FrameModule(+0.1Kb) Adds the 'frame' tween feature. OverlapModule(+0.1Kb) Adds the overlap check in the tween execution (remove older tweens of same property when a new one of same property arrives). ScaleModule(+0.1Kb) Adds the 'scale' tween feature (tween both scaleX and scaleY). New ModulesGradientRGB(+0.4Kb) Given an Array of RGB uint values, tween all colors through time. GradientARGB(+0.4Kb) Given an Array of ARGB uint values, tween all colors (including alpha channel) through time. ShortTween Listx,y,position (both x/y),scaleX,scaleY,scale (both scaleX/Y),shrink (scale=0),expand (scale=1),alpha,fadeIn (alpha=1),fadeOut (alpha=-1),color,rotation,width,height. Usage: //has_overlap: Flag that says if the engine will check overlap. //has_control: Flag that says if the engine can do pause,unpause,cancel actions. //... args: Adds 0 or more modules by just adding the module classes separated by commas. //Ex.: ByteTween.init(stage,true,true,OverlapModule,ControlModule,ColorModule); ByteTween.init(stage,has_overlap:Boolean,has_control:Boolean,... args); ByteTween.add(target:*, property:String,value:*,duration:Number,delay:Number, ease:Function,p_callback:Function,... arguments); //New ShortTween **some examples ShortTween.x(target:*,pos_x:Number,duration:Number,delay:Number, ease:Function,p_callback:Function,... arguments); ShortTween.alpha(target:*,alpha:Number,duration:Number,delay:Number, ease:Function,p_callback:Function,... arguments); //Same as alpha but tween directly to alpha=1.0 ShortTween.fadeIn(target:*,duration:Number,delay:Number, ease:Function,p_callback:Function,... arguments); //Same as alpha but tween directly to alpha=-0.1 ShortTween.fadeOut(target:*,duration:Number,delay:Number, ease:Function,p_callback:Function,... arguments); v1.2Upgrade of version 1.1 with pratically same features. The difference is now the system can be configured by setting wich functionality module you want active on compile time. With this system you can setup from just a numeric tweener to the full functional tween engine with color,scale,... tweens. Well this is the most stable version. I think that new versions will come in form of modules but now I'm busy in finishing the MotionPack and new useful classes for ya! FeaturesSame as v1.1 but now you can add/remove functionalities on compile time. Module System that permits to add the funcionality you want and control the size of your swf. Most simple version of ByteTween starts now with just 0.8Kb!! Ok actually 885 bytes.. sorry.. Functinonality Modules. Choose what you wan just insert it :) Even with all funcionalities inserted the max size that the code will achieve is ~2Kb!! Alpha tween with visibility test is included in the basic package. Well it's just a boolean check :) v1.1First official version. v1.0 is a gold version :). FeaturesRidiculous amount of Kb increase: Just 1.2Kb! numeric properties tweening. 'color'. Using ColorTransform. 'alpha' with visibility control (negative alpha sets visible=false). 'frame' tweening. 'scale' tween. Both scaleX and Y at the same time. 21 easing functions + All Robert Penner's classic functions. Tween pause,unpause,cancel control. Operation pointed by the target and its properties. Tween overlap control. A starting tween checks for older tweens of same property and cancel them). 2) MotionPackPackage of classes,events and interfaces that allows the developer not only to do the common tweening tasks (with the BaseTween class), but also develop its own tweening classes. It uses a Interface system that allow easy implementation and do not use the only "slot" of the "extends" keyword :). Easing Functions ExpansionWithin the "org.thelab.motion.transition" package are the most common transitions used in tweens, and also the well known Robert Penner's transition functions. But one can also implement its own tween functions. Both tween engines uses default functions for it. The template for them is: function ease_name(r:Number):Number;Where the "r" parameter is a Number inside 0.0 -> 1.0 range. Where 0.0 is the tween start and 1.0 is the tween end. The result of this function is used in the following equation: target[property] = initial_value + (delta_value)*ease_name(r); [Less]
Created 9 months ago.

0 Users

This is the svn clone of the git repository http://github.com/andrewfitz/desuade/ for all Desuade classes. Desuade Partigen 2 - AS3 Flash particle effects class Desuade Motion Package - Tweening ... [More] and physics engine for ActionScript 3 The example flas that come with the downloads have all the syntax, demos, description, and usage. Documentation is available at http://api.desuade.com/ Note: This may not have the bleeding edge revisions as it is only a mirror of the GIT repo. It is advised to switch to git for the best experience. The featured downloads will always be the latest release available. [Less]
Created 4 months ago.

0 Users

About TweenManTweenMan is yet another set of tweening / animation classes for Actionscript. It was written primarily using AS3, but was ported back to AS2 for Flash Player 8 compatibility. The idea ... [More] behind TweenMan was to create an alternate tweening engine which makes use of some of the more common ideas found in other engines (Tweener, ZigoEngine), while remaining light on file size and easy on the frame rate. TweenMan can also change between time-based and frame-based animation on a per tween basis. TweenMan compiles down to approximately 10kb for AS3 and 9k for AS2. Special thanks to Jack Doyle for writing TweenLite- the old trusty grandfather that TweenMan never had. Recent ChangesChangeLogAs2, ChangeLogAs3 DocumentationTweenManDocAs2, TweenManDocAs3, EasingFunctions, EasingShortcuts SourceTweenMan is open source. Feel free to browse the subversion repository: http://tweenman.googlecode.com/svn/trunk/ UtilitiesConstantEase is a utility included in TweenMan AS3, for those special times when you must tween things like mouse positioning or preload bar updates. See ConstantEaseDoc [Less]
Created 12 months ago.

0 Users

GhostCat是一个功能非常丰富的开源工具库,(同时也包含有一套完整的UI组件,但它只是类库的一个衍生品。) 它基本可以涵盖你可能遇到大部分问题。 ... [More] 使用UI将会增加50K左右的体积,使用非UI显示对象会增加20K以上的体积,而非显示类可以非常小。 GhostCat采用BSD协议可以自由地应用于商业及非商业应用中。如果您使用了GhostCat,甚至用于实际项目中,希望能通过邮件给予回馈。 GhostCat is a feature-rich open source tools for libraries, (which also contains a complete set of UI components, but it is only a class library derivatives.) It basically can cover most of the problems you may encounter. Using the UI will increase the size of 50K or so, use of non-UI display object will increase more than 20K in size, rather than display type can be very small. GhostCat using BSD agreement may be freely used in commercial and non-commercial applications. If you use a GhostCat, even for the actual project, we hope to give feedback through e-mail. @author flashyiyi blog:http://uh.actionscript3.cn/space.php?uid=12147 参考 http://ghostcat.googlecode.com/svn/trunk/GhostCat/asdoc-output.chm SWC下载 http://ghostcat.googlecode.com/svn/trunk/GhostCat/bin/GhostCat.swc 教程可查看wiki 示例(打不开就用IE): http://ghostcat.googlecode.com/svn/trunk/example/bin-release/AStarExample.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/BindingExample.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/CollisionExample.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/ControlRectExample.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/GIFExample.html http://ghostcat.googlecode.com/svn/trunk/example/bin-release/GXMLExample2.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/GXMLExample.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/IFrameExample.html http://ghostcat.googlecode.com/svn/trunk/example/bin-release/IMEExample.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/LangageExample.html http://ghostcat.googlecode.com/svn/trunk/example/bin-release/LightExample.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/Paper3DExample.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/RightClickExample.html http://ghostcat.googlecode.com/svn/trunk/example/bin-release/SkewExample.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/SmoothCurveExample.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/SWFDecoderExample.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/TestExample.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/Tile45Example.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/TileExample.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/TweenExample.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/SortExample.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/EllipseLayoutExample.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/PixelExample.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/TableExample.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/StringTweenExample.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/BitmapScreenExample.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/SoundExample.html http://ghostcat.googlecode.com/svn/trunk/example/bin-release/TransitionExample.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/FrameRateExample.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/WalkExample.swf 几个简单的UI示例 http://ghostcat.googlecode.com/svn/trunk/example/bin-release/UIBoxExample.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/UIBuilderExampler.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/UIComboBoxExample.swf http://ghostcat.googlecode.com/svn/trunk/example/bin-release/UIScrollExample.swf GhostCat原名ASGameUI,初期设计只是想做一个轻量化的UI组件库。FLEX暂且不提,就算AsWing实际上都未能实现和Sprite的完美结合,而且体积依然很抱歉。因此,很多开发者最终被迫选择了自行开发。然而,他们开发的东西要不功能不够,不要是针对性工具,缺乏通用性,因此并无法补齐这个空缺。 ASGameUI来源于一个“逻辑注入”的设想,牺牲了布局的便利性,并充分利用FLASH IDE为自身服务,使得它在符合面向对象的编程方式的同时,亦实现了和原始时间线开发类似的自由度和便利性,从而可以在纯代码环境下直接套用原本动画网站丰富的表现方式,达到两种互斥方式的结合。从而,使得在开发丰富表现的UI时,开发成本大幅度降低。 值得一提的是,虽然GhostCat在底层引入了与UI无关的大量内容,在使用UI时体积依然只有50K出头(不使用UI会很低)。这主要来源于松散的类库设计。你可以将大量内容引用,并在项目中充分使用其功能,也可以仅仅引用一个功能点,你并不会因为引入了一个功能而使得SWF体积大幅度上升。 GhostCat的UI充分考虑了其表现。除了亲和MovieClip之外,它同时在组件内部自带了缓动和动画效果。这是目前其他类库所没有的。而且,和一些自写类库相比,GhostCat在控制体积的同时,亦提供了布局,List,ItemRender等高级特性,使得它在基本功能上同样不亚于ASWing,FLEX等组件,仅仅是效率和便利程度上不及。 GhostCat之所以改名,是因为这个类库目前已经远远超出了UI的概念。它利用自己的基层类库进行发散,诞生了许多有用而独特的功能,诸如: 提供了MovieClip的扩展: 你可以用同一种方式操作矢量动画,位图动画,以及代码动画并可将动画进行拼接处理。动画自带倒放,帧速控制,播放队列功能,并可将矢量动画转换为位图动画播放。 一个奇特的动态内容显示模块: 可以很简单的使用(你可以假想它只是一个超大的重复内容图形),由它自动进行重复对象的创建,移动,删除,完美处理缩放和移动。而且,它甚至是List实现的基础!仅仅是重写了几个方法,它便可以立即实现45度角的游戏地图效果。你也可以把它仅仅作为一个逻辑类,并利用事件,实现你想要的任何功能。 一个非常完善的XML反序列化器: 你可以用它表述任何种类的类(可以包含构造函数参数列表),并且模仿FLEX实现了事件自动监听,属性外链等功能。可以是多层显示对象的序列化,也可以是一组包含复杂类的数据。扩展它也很简单。你只需要理解并重写它的3个方法,而如果仅仅是想进行属性名称的转义,只需要设置一个属性即可,而这也是自定义解析器最常见的需求。 一个通用型队列系统: 它不仅仅用来进行资源的排队加载,而且可以排队任何东西!函数,声音,弹窗,以及判断,转向,循环。某种程度上,它甚至像是一个脚本引擎。而使用和扩展亦非常简单。使用它,new,然后commit()即可,要扩展它,你只需要实现一个普通的命令模式,有效代码可以只有几行。作为例子,我已经提供了一个简单的任务系统,在这种需求里,命令模式的优势被表现得淋漓尽致。这也是一个处理AS3没有多线程时的代替方案。 一个简便的位图引擎: 是的,虽然同样是addChild,但通过这种方式加上去的东西,就是用自带的优化渲染方式实现的。在大量物品移动时,它可以比默认渲染方式获得更好的性能。并且,它还可以即时地在多种渲染模式内切换,使用风险较低。位图引擎亦实现了基本的鼠标事件模拟功能。从这个地方开始扩展,提供了一个使用很简单的位图特效类,只需要一个行代码和简单的设置便可让对象拥有平滑残影和扩散特效。再配合物理类,便可以形成一个完整的粒子引擎。 GhostCat的功能远不止上面所说,事实上,大部分的通用功能它都已经在内部获得了实现(诸如Tween),这些就不就再提了。仅仅列出一些特殊功能。 -判断矢量边缘实现不规则物品碰撞检测(非位图) -高效位图碰撞及重叠矢量检测 -A星,深/广度,2D/3D/路点,寻路方式统一处理。 -二次贝尔法曲线,按长度切割和计算法线,光滑曲线拟合(过点或者不过点) -SWF解析器,从ByteArray中播放声音,直接控制AVM1的动画类容。 -丰富的文本缓动,部分文字Filter,渐变色文字,字符差异对比,ANSI转码,URL解码,中文数字,拼音码,这是一个单独的底层包 -完全由FLASH实现的拼音输入法,需要加载200K的词库,光标跟随并可词语输入(感觉和智能ABC差不多) -缩略图,倒影,梯形变换,马赛克,各种特效,火焰什么的 -完整功能的自定制过渡,不仅能用,也能创造。如果不会用,可以使用Creater中的模板 -粒子,物理,景深 -像QQ那样截屏! -流方式读取文本和图片。HTML可以,FLASH也可以 -和FXG类似的道理,用对象保存绘制操作,简化绘制过程 -多种拖拽工具,变形工具,编辑形状工具。单个拖动点也可单独使用。 -单文件自加载 -右键,双击,三击,键盘管理,鼠标手势 -影子生成器。FLASH也是可以模拟出效果不错的光影的。影子可以折墙壁 -防客户端修改解决方案(内存修改,加速) -切割图形,同时支持矢量,位图,而且,你可以按45度角来切! -颜色模式转换 -去背景,魔法棒 -图文混排的简单实现。也可以显示Table表格 -滤镜代理:修改了滤镜的属性便能立即生效,你可以直接对它Tween!当然,水波放大镜,对比度饱和度顺便也提供了。 -常用的JS扩展:IFrame,便捷的提供接口给外部JS,调用浏览器音乐播放器播放MID,以及一些常用的防刷新,防鼠标滚轮干扰。当然,deeplink是不可少的。 GhostCat同时亦带有一个MVC框架,它的面向对象是小项目以及小型团队,包含了必要的所有通讯功能,成功完成了M V C三者的解耦,而使用上极其傻瓜。不会有人会觉得它是个负担的。 也许在使用上,GhostCat还是需要一些成本(至少你需要知道各个功能都在哪个位置),但是这是值得的,一些问题可能你现在不会遇到,将来也可能会遇到。这是一件一劳永逸的事情。同时,我也希望GhostCat也能给你一些启发,让你去做一些以前认为无法做到或者过于麻烦而不去做的事,如此,提高FLASH产品的质量,从而促进行业发展,使所有人受益。 GhostCat formerly ASGameUI, just wanted to do the preliminary design of a lightweight UI component library. FLEX put aside, even AsWing actually failed to achieve and the perfect combination of Sprite, but the volume is still I am sorry. Therefore, many developers finally forced to choose a self-development. However, they function not something to be developed Otherwise, not a specific tool, the lack of universal and, therefore, can not be padded to this vacancy. ASGameUI from a "logic into" the idea of sacrificing the convenience of the layout, and take full advantage of FLASH IDE for their own services, making it consistent with object-oriented programming approach, they also realized and the original timeline to develop similar degree of freedom and convenience, which can be directly applied to pure code environment rich in the performance of the original animated web site means to achieve a combination of the two mutually exclusive ways. Thus, making the performance in the development of a rich UI, the development costs significantly reduced. It is worth mentioning that, although the GhostCat with the UI at the bottom of the introduction of a large number of unrelated content, when the volume using the UI still only 50K Chutou (without using the UI to be low). This is mainly a loose class library from the design. You can reference large amounts of content, and the project to fully use its capabilities, you can simply refer to a function point, you will not be because of the introduction of a feature makes the SWF volume increased significantly. GhostCat the UI fully considered its performance. In addition to affinity than MovieClip, which also comes in the slow movement of internal components and animation effects. This is currently not available in other libraries. Moreover, when compared with some self-written class libraries, GhostCat in the control volume, they also provide the layout, List, ItemRender and other advanced features, making it inferior to the same basic functions ASWing, FLEX and other components, only the efficiency of and facilitate the level of that. GhostCat reason to change its name because this library is now far beyond the UI concept. It uses its own grass-roots libraries to divergent, the birth of a number of useful and unique features, such as: Provides a MovieClip extension: You can operate the same way vector animation, bitmap animation, as well as the code is animated and can be spliced animation processing. Animation own upside down, frame rate control, playback queue function, and may convert a bitmap vector animation animation playback. A peculiar dynamic content display module: Can be very simple to use (you can supposedly it's just a repetition of the contents of large graphics), which it automatically create a duplicate object, move, delete, perfect handle scaling and moving. Moreover, it is even the basis for achieving List! Simply override a few methods, which can be an immediate 45-degree angle of the game map results. You can also put it simply as a logical class, and use the event to achieve any of the features you want. A very well-established XML deserializer: You can use it to express any kind of class (may contain constructor argument list), and the imitation of FLEX to achieve automatic monitoring of events, properties outside the chain of functions. Can be a multi-layer display object serialization, it can be a complex type that contains data. It is also very simple extension. You just need to understand and rewrite it three ways, and if the property name just want to escape, only need to set a property can be, which is also the custom parser the most common needs. A universal queue system: It is not only used for resources in queuing load, and can queue up anything! Function, sound, pop, and the judge, steering, loop. To some extent, it even like a script engine. The use and expansion is also very simple. To use it, new, and then commit () can, to extend it, you only need to achieve a normal command mode, efficient code can be only a few lines. As an example, I have provided a simple task system, in this demand, the command mode the performance advantages will be realized. A simple bitmap Engine: Yes, although it is equally addChild, but by things that go together in this way is to use native methods to achieve optimal rendering. Move a large number of items, it can be better than the default rendering performance. Also, it can instantly render the model in a variety of switching, the use of lower risk. Bitmap engine has achieved the basic mouse event simulation capabilities. From this place began to expand, providing a very simple to use bitmap effects categories, only one line of code and simple set-up so that objects can have a smooth blur and diffusion effects. Coupled with the physical type, they can form a complete particle engine. GhostCat features far more than the above mentioned, in fact, most of the common functions which have been obtained in-house to achieve (such as Tween), not to mention they had. Just a list of less frequently used functions. - To determine the edge vector objects to achieve an irregular collision detection (non-bitmap) -A , depth / breadth, 2D/3D / way point, look for a unified treatment approach road. - Secondary Belfast curve, according to the length of cutting and calculating normal and smooth curve fitting (over-point or a point, however) -SWF parser, from the ByteArray to play sound, direct control of the animation class AVM1 capacity. - Rich text slow moving, some of the text Filter, gradient text, character differences in contrast, ANSI transcoding, URL decoding, Chinese numbers, alphabet code, which is a separate low-level packet - FLASH implemented entirely by phonetic input method needs to load the 200K of the thesaurus, the cursor follows the words and can input (sensory and intellectual ABC almost) - Thumbnails, reflection, trapezoidal transformation, mosaic, all kinds of special effects, the flame of what - Full-featured customized transition, not only can be used, but also to create. If not available, you can use the Creater of the template - Particle physics, depth of field - Like the QQ as screenshot! - Stream mode to read the text and pictures. HTML can be, FLASH can also be - And FXG similar reasoning, using objects to save drawing operation, to simplify the process of drawing - Drag and drop a variety of tools, deformation tools, editing tool shapes. Drag a single point can also be used alone. - Single-file self-loading - Right, double-click, three hit, keyboard management, mouse gestures - Shadow Generator. FLASH is also can simulate the effects of a good light and shadow. The shadow of the wall can be folded - Anti-modified on the client solutions (memory modify, acceleration) - Cutting graphics, while supporting vectors, bitmaps, and that you can press a 45-degree angle to cut! - Color mode switching - To the background, the magic wand - Photo-text simple to achieve. Table table can also display - Filter Agent: Modify the properties of the filters can take effect immediately, you can direct it Tween! Of course, water magnifier, contrast, saturation, by the way also provided. - JS commonly used extensions: IFrame, to provide convenient interface to an external JS, call the music player, browser, MID, as well as some commonly used anti-refreshing, anti-mouse wheel interference. Of course, deeplink is indispensable. GhostCat also with a MVC framework, it is a small object-oriented projects and a small team, including all the necessary communications functions, the successful completion of the three MVC decoupling, while the use of extremely stupid. No one would think it is a burden. [Less]
Created 4 months ago.

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UPDATEThis project will be soon be deleted! For news and updated source go to:http://code.google.com/p/thelaboratory-tween/Thanks!Litr ClassDescriptionWell described here: ... [More] http://thelaborat.org/?page_id=63 Changelog Flash AS Versionversion 0.9aDeprecated because of compiler errors in Flash IDE version 0.9.1aDeprecated because bugs in Glow tween, some errors inside Flash IDE, and anoying forgotten trace functions :) version 0.9.2aFixesAll preview bugs. FeaturesStatic Class to create animations and effects in Flash. Allow users to tween most of the properties of MovieClips, TextFields or any Object with numeric parameters. Allow tween of filters like Blur,Glow and FilterMatrix. Besides "normal" tweening allow Path tweens controled by Cartesian Points or MovieClips references. It has a WaveTween function that make properties oscilate according some harmonic function (like sin() and cos()). Works with String Tween commands or Object tween parametrization like other examples of tweening classes. Allow tween duration by Time in seconds or Frames. version 0.9.3aFixesLittle bug on WaveTween Parsing and Gradient/GradFilter tween continuity. AddedCatmull Path tween now with orientation towards the direction of the curve. Gradient/GradFilter Tween (given an array of colors the target tween along each one smoothly). Stroboscopic function added to WaveTween. version 0.9.4aFixesBug in the WaveTween for Special Properties as Filters and others. Changelog C# Versionversion 0.5aFeaturesClass to create numerical and color interpolation along time, aimed to graphical application (e.g. XNA) Allow users to tween Numbers and Colors. There are plans to extends the data that is possible to tween. Supports OnStart, OnUpdate and OnComplete callbacks with an Object passed as parameter if necessary. [Less]
Created 12 months ago.