Fuse 2.0 animation

to use the Fuse classes in a custom Actionscript class, here’s how it works:

import com.mosesSupposes.fuse.*;

class customClass{
	// constructor
	function customClass(){

 		// this has to be called in the
		// constructor function or the
		// onLoad function to register the classes

		ZigoEngine.register( Fuse, PennerEasing );

		var AnimVarFuse = new Fuse();

		AnimVar.push(
				{
					target:this.child_mc,
					alpha:100 ,
					seconds:0.5,
					delay:0.5
				},

				{
					scope:this,
					func:functionName
				}
			);

		AnimVar.start();

	}

	function functionName(){

		// this is a function that will be called
		// once the animation is over
		// the scope refers to where
		// the function is declared.. the scope
		// can be _root if the function is on
		// the highest level

	}

}


if two or more objects need to be animated in sequence (object 2 starts animating after object 1 is done animating) this is how the fuse code should look:

AnimVar.push(
 	{
 		target:this.child_mc1,
 		alpha:100 ,
		seconds:0.5,
		delay:0.5
	},
	{
 		target:this.child_mc2,
		alpha:100 ,
		seconds:0.5,
		delay:0.5
	},

	{
		scope:this,
		func:functionName
	}

);

AnimVar.start();

The since there’s a delay value pushed to the execution queue in the fuse object, this means that after the first object will finish animating then there will be a pause of 0.5 seconds and then the second animation will start

The function part is optional. it is not always required to call a function after the animation is done

  1. Mike Reid says:

    Omar,

    Thanks for the post on the 2.0 Class declaration w/ Fuse 2. (Ironically, it is exactly what I was looking for!) I also appreciate the descriptive examples :)

    Cheers,

    Mike

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