since you're mentioning it, i'd like to know what benefits you sought by
using this....i've yet to find a reason to use this over the tween class but
i know several people who swear by it and i'm not convinced...
thanks
----- Original Message -----
From: <[EMAIL PROTECTED]>
To: "Flashcoders mailing list" <flashcoders@chattyfig.figleaf.com>
Sent: Tuesday, August 15, 2006 2:09 AM
Subject: Re: [Flashcoders] fuse kit and events


>
> can add to that, that i dont want to use the callback thingie ({scope,
> func,args}), since i want to check for events like onAdvance and similar..
>
>
>
> >
> > allright boys.
> > just switched over from kicking with the regular laco tween class to
using
> > the fuse kit engine.
> > though i am having some problems with the events.
> >
> > first off i import (into one of my classes):
> >
> > import com.mosesSupposes.fuse.* ;
> >
> > then i do like:
> > var menuPress_out = new Fuse ( { target : clip , _height : 400 , ease :
> > 'easeOutElastic' , seconds : 1.9 , delay : 0 } ) ;
> >
> > so far so good. tween executes and works smooth.
> > though now i want to assign an event to this baby.
> >
> > usually i use my own eventhandler class and with that i would just add
> > like:
> >
> > EventDelegate.create ( menuPress_out , "onComplete" , tweenDone ) ;
> >
> > but of course this doesn't work. event is totally ignored. same result
if
> > i use the adobe/mm eventdispatcher - nothing.
> >
> > been reading a lot on the fuse site and doing a lot a googling, but i
just
> > can't figure it out - seems like there is a million diffrent syntaxes..
> >
> > anyone been doing this?
> >
> > thanks,
> > fred
> >
> >
> >
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