Is it possible to listen to a motion tween and use an event handler to do something?

I looked at a few tutorials Manager tween event but could not understand how to operate with the below. I copied the code in 'tween and paste it into a framework that presents an animated character. I want the character to run across the screen, and after the Tween is finished, I want to be able to jump to a different image.

Thank you.

[AS3]

Import fl.motion.AnimatorFactory;
Import fl.motion.MotionBase;
Import fl.motion.Motion;
flash.filters import. *;
to import flash.geom.Point;
var __motion_run:MotionBase;
if(__motion_run == null) {}
__motion_run = new Motion();
__motion_run. Duration = 24;

Call overrideTargetTransform to prevent scale, tilt,
or values of rotation is made relative to the target
transformation of the original object.
__motion_run.overrideTargetTransform ();

Subsequent calls to addPropertyArray assign data values
for each property interpolated. There is only one value in the table
for every frame of the tween, or less if the last value
remains the same for the rest of the frames.
__motion_run.addPropertyArray ('x', [0,14.7826,29.5652,44.3478,59.1304,73.913,88.6957,103.478,118.261,133.043,147.826,162.609, 177.391,192.174,206.957,221.739,236.522,251.304,266.087,280.87,295.652,310.435,325.217,34 0]);
__motion_run.addPropertyArray ("y", [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]);
__motion_run.addPropertyArray ("scaleX", [1.000000]);
__motion_run.addPropertyArray ("scaleY", [1.000000]);
__motion_run.addPropertyArray ("Scewx", [0]);
__motion_run.addPropertyArray ("transformations", [0]);
__motion_run.addPropertyArray ("rotationConcat", [0]);
__motion_run.addPropertyArray ("blendMode", "normal");
__motion_run.addPropertyArray ("cacheAsBitmap", [false]);

Create an AnimatorFactory instance, that will manage
targets for the corresponding request.
var __animFactory_run:AnimatorFactory = new AnimatorFactory (__motion_run);
__animFactory_run.transformationPoint = new Point (0.500000, 0.500000);

Call the function on the AnimatorFactory addTarget
instance to target a DisplayObject with this Motion.
The second parameter is the number of times where the animation
going to play - the default value 0 means there will be a loop.
__animFactory_run.addTarget (lancer, 1);
}

[/ AS3]

You create an interpolation of manual editing and then copying the motion as AS3 code (which looks always a little weird, compared to your animation with AS3 from scratch with Adobe fl.transition package, or greensock TweenLite, or any other 3rd party tyween engine of coding). And I presume that eager to customize it with a completion event detection.

First, familiarize yourself with the AS3 package that defines such things when you use Flash to convert your tweens as code:

Package: fl.motion

http://livedocs.Adobe.com/Flash/9.0/ActionScriptLangRefV3/FL/motion/package-detail.html

Here you will see classes in this package. And there is an interested, MotionEvent.

MotionEvent

http://livedocs.Adobe.com/Flash/9.0/ActionScriptLangRefV3/FL/motion/MotionEvent.html

Right at the top of this page is an example of adding an event listener, which I'll paste here...

import fl.motion.MotionEvent;
abox_animator.addEventListener(MotionEvent.MOTION_END, afterMotion);
function afterMotion(e:MotionEvent) {
   trace("animation complete!");
}

CS4/CS5 names your class objects of movement as "__motion_SymbolName". In your case, it is __motion_run. As above, to add the event to your object, follow these steps:

import fl.motion.MotionEvent;
__motion_run.addEventListener(MotionEvent.MOTION_END, afterMotion);
function afterMotion(e:MotionEvent) {
   trace("animation complete!");
}

If you're curious about making all your animation from scratch using the code, I highly suggest to check greensock Tween engine:

http://www.greensock.com/

Tags: Adobe Animate

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