/** * VERSION: 0.5 * DATE: 2011-01-12 * AS3 * UPDATES AND DOCS AT: http://www.greensock.com **/ package com.greensock.motionPaths { /** * A PathFollower is used to associate a particular target object (like a MovieClip, Point, Sprite, etc.) * with a MotionPath and it offers a tweenable progress property that manages positioning * the target on the path accordingly. The progress property is a value between * 0 and 1 where 0 is at the beginning of the path, 0.5 is in the middle, and 1 is at the end. * When the follower's autoRotate property is true, the target will be * rotated in relation to the path that it is following.

* * @example Example AS3 code:import com.greensock.~~; import com.greensock.motionPaths.~~; //create a circle motion path at coordinates x:150, y:150 with a radius of 100 var circle:Circle2D = new Circle2D(150, 150, 100); //make the MovieClip "mc" follow the circle and start at a position of 90 degrees (this returns a PathFollower instance) var follower:PathFollower = circle.addFollower(mc, circle.angleToProgress(90), true); //tween the follower clockwise along the path to 315 degrees TweenLite.to(follower, 2, {progress:circle.followerTween(follower, 315, Direction.CLOCKWISE)}); //tween the follower counter-clockwise to 200 degrees and add an extra revolution TweenLite.to(follower, 2, {progress:circle.followerTween(follower, 200, Direction.COUNTER_CLOCKWISE, 1)}); * * NOTES
* * * Copyright 2011, GreenSock. All rights reserved. This work is subject to the terms in http://www.greensock.com/terms_of_use.html or for corporate Club GreenSock members, the software agreement that was issued with the corporate membership. * * @author Jack Doyle, jack@greensock.com */ public class PathFollower { /** The target object associated with the PathFollower (like a Sprite, MovieClip, Point, etc.). The object must have x and y properties. **/ public var target:Object; /** @private **/ public var cachedProgress:Number; /** @private not re-interpolated between 0 and 1. We store this value and cachedProgress instead of calculating one of them on the fly in order to maximize rendering performance. **/ public var cachedRawProgress:Number; /** @private **/ public var cachedNext:PathFollower; /** @private **/ public var cachedPrev:PathFollower; /** The MotionPath instance that this PathFollower should follow **/ public var path:MotionPath; /** When autoRotate is true, the follower will automatically be rotated so that it is oriented to the angle of the path that it is following. To offset this value (like to always add 90 degrees for example), use the rotationOffset property. **/ public var autoRotate:Boolean; /** When autoRotate is true, this value will always be added to the resulting rotation of the target. **/ public var rotationOffset:Number; /** * Constructor * * @param target The target object associated with the PathFollower (like a Sprite, MovieClip, Point, etc.). The object must have x and y properties. * @param autoRotate When autoRotate is true, the follower will automatically be rotated so that it is oriented to the angle of the path that it is following. To offset this value (like to always add 90 degrees for example), use the rotationOffset property. * @param rotationOffset When autoRotate is true, this value will always be added to the resulting rotation of the target. */ public function PathFollower(target:Object, autoRotate:Boolean=false, rotationOffset:Number=0) { this.target = target; this.autoRotate = autoRotate; this.rotationOffset = rotationOffset; this.cachedProgress = this.cachedRawProgress = 0; } /** * Identical to progress except that the value doesn't get re-interpolated between 0 and 1. * rawProgress (and progress) indicates the follower's position along the motion path. * For example, to place the object on the path at the halfway point, you could set its rawProgress * to 0.5. You can tween to values that are greater than 1 or less than 0. For example, setting rawProgress * to 1.2 also sets progress to 0.2 and setting rawProgress to -0.2 is the * same as setting progress to 0.8. If your goal is to tween the PathFollower around a Circle2D twice * completely, you could just add 2 to the rawProgress value or use a relative value in the tween, like:

* * TweenLite.to(myFollower, 5, {rawProgress:"2"}); //or myFollower.rawProgress + 2 * *

* * Since rawProgress doesn't re-interpolate values to always fitting between 0 and 1, it * can be useful if you need to find out how many times the PathFollower has wrapped. * * @see #progress **/ public function get rawProgress():Number { return this.cachedRawProgress; } public function set rawProgress(value:Number):void { this.progress = value; } /** * A value between 0 and 1 that indicates the follower's position along the motion path. For example, * to place the object on the path at the halfway point, you would set its progress to 0.5. * You can tween to values that are greater than 1 or less than 0 but the values are simply wrapped. * So, for example, setting progress to 1.2 is the same as setting it to 0.2 and -0.2 is the * same as 0.8. If your goal is to tween the PathFollower around a Circle2D twice completely, you could just * add 2 to the progress value or use a relative value in the tween, like:

* * TweenLite.to(myFollower, 5, {progress:"2"}); //or myFollower.progress + 2

* * progress is identical to rawProgress except that rawProgress * does not get re-interpolated between 0 and 1. For example, if rawProgress * is set to -3.4, progress would be 0.6. rawProgress can be useful if * you need to find out how many times the PathFollower has wrapped. * * Also note that if you set progress to any value outside of the 0-1 range, * rawProgress will be set to that exact value. If progress is * set to a value within the typical 0-1 range, it will only affect the decimal value of * rawProgress. For example, if rawProgress is 3.4 and then you * set progress to 0.1, rawProgress will end up at 3.1 (notice * the "3" integer was kept). But if progress was instead set to 5.1, since * it exceeds the 0-1 range, rawProgress would become 5.1. This behavior was * adopted in order to deal most effectively with wrapping situations. For example, if * rawProgress was tweened to 3.4 and then later you wanted to fine-tune * where things were positioned by tweening progress to 0.8, it still may be * important to be able to determine how many loops/wraps occurred, so rawProgress * should be 3.8, not reset to 0.8. Feel free to use rawProgress exclusively if you * prefer to avoid any of the re-interpolation that occurs with progress. * * @see #rawProgress **/ public function get progress():Number { return this.cachedProgress; } public function set progress(value:Number):void { if (value > 1) { this.cachedRawProgress = value; this.cachedProgress = value - int(value); if (this.cachedProgress == 0) { this.cachedProgress = 1; } } else if (value < 0) { this.cachedRawProgress = value; this.cachedProgress = value - (int(value) - 1); } else { this.cachedRawProgress = int(this.cachedRawProgress) + value; this.cachedProgress = value; } if (this.path) { this.path.renderObjectAt(this.target, this.cachedProgress, this.autoRotate, this.rotationOffset); } } } }