Packagecom.greensock.plugins
Classpublic class ThrowPropsPlugin
InheritanceThrowPropsPlugin Inheritance TweenPlugin

ThrowPropsPlugin allows you to simply define an initial velocity for a property (or multiple properties) as well as optional maximum and/or minimum end values and then it will calculate the appropriate landing position and plot a smooth course based on the easing equation you define (Quad.easeOut by default, as set in TweenLite). This is perfect for flick-scrolling or animating things as though they are being thrown.

For example, let's say a user clicks and drags a ball and you track its velocity using an ENTER_FRAME handler and then when the user releases the mouse button, you'd determine the velocity but you can't do a normal tween because you don't know exactly where it should land or how long the tween should last (faster initial velocity would mean a longer duration). You need the tween to pick up exactly where the user left off so that it appears to smoothly continue moving in the same direction and at the same velocity they were dragging and then decelerate based on whatever ease you define in your tween.

Oh, and one more challenge: maybe you want the final resting value to always lie within a particular range so that things don't land way off the edge of the screen. But you don't want it to suddenly jerk to a stop when it hits the edge of the screen; instead, you want it to ease gently into place even if that means going past the landing spot briefly and easing back (if the initial velocity is fast enough to require that). The whole point is to make it look smooth.

No problem.

In its simplest form, you can pass just the initial velocity for each property like this:

TweenLite.to(mc, 2, {throwProps:{x:500, y:-300}});

In the above example, mc.x will animate at 500 pixels per second initially and mc.y will animate at -300 pixels per second. Both will decelerate smoothly until they come to rest 2 seconds later (because the tween's duration is 2 seconds).

To use the Strong.easeOut easing equation and impose maximum and minimum boundaries on the end values, use the object syntax with the max and min special properties like this:

TweenLite.to(mc, 2, {throwProps:{x:{velocity:500, max:1024, min:0}, y:{velocity:-300, max:720, min:0}}, ease:Strong.easeOut});

Notice the nesting of the objects ({}). The max and min values refer to the range for the final resting position (coordinates in this case), NOT the velocity. So mc.x would always land between 0 and 1024 in this case, and mc.y would always land between 0 and 720. If you want the target object to land on a specific value rather than within a range, simply set max and min to identical values. Also notice that you must define a velocity value for each property.

ThrowPropsPlugin isn't just for tweening x and y coordinates. It works with any numeric property, so you could use it for spinning the rotation of an object as well. Or the scaleX/scaleY properties. Maybe the user drags to spin a wheel and lets go and you want it to continue increasing the rotation at that velocity, decelerating smoothly until it stops.

One of the trickiest parts of creating a throwProps tween that looks fluid and natural, particularly if you're applying maximum and/or minimum values, is determining its duration. Typically it's best to have a relatively consistent level of resistance so that if the initial velocity is very fast, it takes longer for the object to come to rest compared to when the initial velocity is slower. You also may want to impose some restrictions on how long a tween can last (if the user drags incredibly fast, you might not want the tween to last 200 seconds). The duration will also affect how far past a max/min boundary the property can potentially go, so you might want to only allow a certain amount of overshoot tolerance. That's why ThrowPropsPlugin has a few static helper methods that make managing all these variables much easier. The one you'll probably use most often is the to() method which is very similar to TweenLite.to() except that it doesn't have a duration parameter and it adds several other optional parameters. Read the docs below for details.

Feel free to experiment with using different easing equations to control how the values ease into place at the end. You don't need to put the "ease" special property inside the throwProps object. Just keep it in the same place it has always been, like:

TweenLite.to(mc, 1, {throwProps:{x:500, y:-300}, ease:Strong.easeOut});

A unique convenience of ThrowPropsPlugin compared to most other solutions out there which use ENTER_FRAME loops is that everything is reverseable and you can jump to any spot in the tween immediately. So if you create several throwProps tweens, for example, and dump them into a TimelineLite, you could simply call reverse() on the timeline to watch the objects retrace their steps right back to the beginning.

(note: it is best to use an easeOut with throwProps tweens, but you can vary the strength by using different flavors like Strong.easeOut, Cubic.easeOut, Quad.easeOut, Back.easeOut, etc.)

The following example creates a Sprite (mc), populates it with a long TextField and makes it vertically draggable. Then it tracks its velocity in an ENTER_FRAME handler and then allows it to be thrown within the bounds defined by the bounds rectangle, smoothly easing into place regardless of where and how fast it is thrown:


Example
Example AS3 code:
import com.greensock.*;
import flash.events.MouseEvent;
import com.greensock.plugins.*;
import com.greensock.easing.*;
import flash.geom.Rectangle;
import flash.utils.getTimer;
import flash.text.*;
import flash.display.*;

TweenPlugin.activate([ThrowPropsPlugin]);

var bounds:Rectangle = new Rectangle(30, 30, 250, 230);
var mc:Sprite = new Sprite();
addChild(mc);
setupTextField(mc, bounds, 20);

//some variables for tracking the velocity of mc
var t1:uint, t2:uint, y1:Number, y2:Number;

mc.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);

function mouseDownHandler(event:MouseEvent):void {
 TweenLite.killTweensOf(mc);
 y1 = y2 = mc.y;
 t1 = t2 = getTimer();
 mc.startDrag(false, new Rectangle(bounds.x, -99999, 0, 99999999));
 mc.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
 mc.stage.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
}

function enterFrameHandler(event:Event):void {
 //track velocity using the last 2 frames for more accuracy
 y2 = y1;
 t2 = t1;
 y1 = mc.y;
 t1 = getTimer();
}

function mouseUpHandler(event:MouseEvent):void {
 mc.stopDrag();
 mc.stage.removeEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
 mc.removeEventListener(Event.ENTER_FRAME, enterFrameHandler);
 var time:Number = (getTimer() - t2) / 1000;
 var yVelocity:Number = (mc.y - y2) / time;
 var yOverlap:Number = Math.max(0, mc.height - bounds.height);
 ThrowPropsPlugin.to(mc, {ease:Strong.easeOut, throwProps:{y:{velocity:yVelocity, max:bounds.top, min:bounds.top - yOverlap, resistance:200}}}, 10, 0.25, 1);
}

function setupTextField(container:Sprite, bounds:Rectangle, padding:Number=20):void {
 var tf:TextField = new TextField();
 tf.width = bounds.width - padding;
 tf.x = tf.y = padding / 2;
 tf.defaultTextFormat = new TextFormat("_sans", 12);
 tf.text = "Click and drag this content and then let go as you're dragging to throw it. Notice how it smoothly glides into place, respecting the initial velocity and the maximum/minimum coordinates.\n\nThrowPropsPlugin allows you to simply define an initial velocity for a property (or multiple properties) as well as optional maximum and/or minimum end values and then it will calculate the appropriate landing position and plot a smooth course based on the easing equation you define (Quad.easeOut by default, as set in TweenLite). This is perfect for flick-scrolling or animating things as though they are being thrown.\n\nFor example, let's say a user clicks and drags a ball and you track its velocity using an ENTER_FRAME handler and then when the user releases the mouse button, you'd determine the velocity but you can't do a normal tween because you don't know exactly where it should land or how long the tween should last (faster initial velocity would mean a longer duration). You need the tween to pick up exactly where the user left off so that it appears to smoothly continue moving at the same velocity they were dragging and then decelerate based on whatever ease you define in your tween.\n\nAs demonstrated here, maybe the final resting value needs to lie within a particular range so that the content doesn't land outside a particular area. But you don't want it to suddenly jerk to a stop when it hits the edge; instead, you want it to ease gently into place even if that means going past the landing spot briefly and curving back (if the initial velocity is fast enough to require that). The whole point is to make it look smooth.";
 tf.multiline = tf.wordWrap = true;
 tf.selectable = false;
 tf.autoSize = TextFieldAutoSize.LEFT;
 container.addChild(tf);
 
 container.graphics.beginFill(0xFFFFFF, 1);
 container.graphics.drawRect(0, 0, tf.width + padding, tf.textHeight + padding);
 container.graphics.endFill();
 container.x = bounds.x;
 container.y = bounds.y;
 
 var crop:Shape = new Shape();
 crop.graphics.beginFill(0xFF0000, 1);
 crop.graphics.drawRect(bounds.x, bounds.y, bounds.width, bounds.height);
 crop.graphics.endFill();
 container.parent.addChild(crop);
 container.mask = crop;
}

 
ThrowPropsPlugin is a Club GreenSock membership benefit. You must have a valid membership to use this class without violating the terms of use. Visit http://www.greensock.com/club/ to sign up or get more details.

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.



Public Properties
 PropertyDefined by
 InheritedchangeFactor : Number
TweenPlugin
  defaultResistance : Number = 100
[static] The default resistance that is used to calculate how long it will take for the tweening property (or properties) to come to rest by the static ThrowPropsPlugin.to() and ThrowPropsPlugin.calculateTweenDuration() methods.
ThrowPropsPlugin
Public Methods
 MethodDefined by
  
calculateChange(velocity:Number, ease:Function, duration:Number, checkpoint:Number = 0.05):Number
[static] Determines the amount of change given a particular velocity, an specific easing equation, and the duration that the tween will last.
ThrowPropsPlugin
  
calculateDuration(start:Number, end:Number, velocity:Number, ease:Function, checkpoint:Number = 0.05):Number
[static] Calculates the duration (in seconds) that it would take to move from a particular start value to an end value at the given initial velocity, decelerating according to a certain easing equation (like Strong.easeOut).
ThrowPropsPlugin
  
calculateTweenDuration(target:Object, vars:Object, maxDuration:Number = 100, minDuration:Number = 0.25, overshootTolerance:Number = 1):Number
[static] Analyzes various throwProps variables (like initial velocities, max/min values, and resistance) and determines the appropriate duration.
ThrowPropsPlugin
  
to(target:Object, vars:Object, maxDuration:Number = 100, minDuration:Number = 0.25, overshootTolerance:Number = 1):TweenLite
[static] Automatically analyzes various throwProps variables (like velocity, max, min, and resistance) and creates a TweenLite instance with the appropriate duration.
ThrowPropsPlugin
Public Constants
 ConstantDefined by
 InheritedVERSION : Number = 1.4
[static]
TweenPlugin
Property detail
defaultResistanceproperty
public static var defaultResistance:Number = 100

The default resistance that is used to calculate how long it will take for the tweening property (or properties) to come to rest by the static ThrowPropsPlugin.to() and ThrowPropsPlugin.calculateTweenDuration() methods. Keep in mind that you can define a resistance value either for each individual property in the throwProps tween like this:

ThrowPropsPlugin.to(mc, {throwProps:{x:{velocity:500, resistance:150}, y:{velocity:-300, resistance:50}}});

OR you can define a single resistance value that will be used for all of the properties in that particular throwProps tween like this:

ThrowPropsPlugin.to(mc, {throwProps:{x:500, y:-300, resistance:150}});

//-OR-

ThrowPropsPlugin.to(mc, {throwProps:{x:{velocity:500, max:800, min:0}, y:{velocity:-300, max:800, min:100}, resistance:150}});


Method detail
calculateChange()method
public static function calculateChange(velocity:Number, ease:Function, duration:Number, checkpoint:Number = 0.05):Number

Determines the amount of change given a particular velocity, an specific easing equation, and the duration that the tween will last. This is useful for plotting the resting position of an object that starts out at a certain velocity and decelerates based on an ease (like Strong.easeOut).

Parameters
velocity:Number — The initial velocity
 
ease:Function — The easing equation (like Strong.easeOut or Quad.easeOut).
 
duration:Number — The duration (in seconds) of the tween
 
checkpoint:Number (default = 0.05) — A value between 0 and 1 (typically 0.05) that is used to measure an easing equation's initial strength. The goal is for the value to have moved at the initial velocity through that point in the ease. So 0.05 represents 5%. If the initial velocity is 500, for example, and the ease is Strong.easeOut and checkpoint is 0.05, it will measure 5% into that ease and plot the position that would represent where the value would be if it was moving 500 units per second for the first 5% of the tween. If you notice that your tween appears to start off too fast or too slow, try adjusting the checkpoint higher or lower slightly. Typically 0.05 works great.

Returns
Number — The amount of change (can be positive or negative based on the velocity)
calculateDuration()method 
public static function calculateDuration(start:Number, end:Number, velocity:Number, ease:Function, checkpoint:Number = 0.05):Number

Calculates the duration (in seconds) that it would take to move from a particular start value to an end value at the given initial velocity, decelerating according to a certain easing equation (like Strong.easeOut).

Parameters
start:Number — Starting value
 
end:Number — Ending value
 
velocity:Number — the initial velocity at which the starting value is changing
 
ease:Function — The easing equation used for deceleration (like Strong.easeOut or Quad.easeOut).
 
checkpoint:Number (default = 0.05) — A value between 0 and 1 (typically 0.05) that is used to measure an easing equation's initial strength. The goal is for the value to have moved at the initial velocity through that point in the ease. So 0.05 represents 5%. If the initial velocity is 500, for example, and the ease is Strong.easeOut and checkpoint is 0.05, it will measure 5% into that ease and plot the position that would represent where the value would be if it was moving 500 units per second for the first 5% of the tween. If you notice that your tween appears to start off too fast or too slow, try adjusting the checkpoint higher or lower slightly. Typically 0.05 works great.

Returns
Number — The duration (in seconds) that it would take to move from the start value to the end value at the initial velocity provided, decelerating according to the ease.
calculateTweenDuration()method 
public static function calculateTweenDuration(target:Object, vars:Object, maxDuration:Number = 100, minDuration:Number = 0.25, overshootTolerance:Number = 1):Number

Analyzes various throwProps variables (like initial velocities, max/min values, and resistance) and determines the appropriate duration. Typically it is best to use the ThrowPropsPlugin.to() method for this, but calculateTweenDuration() could be convenient if you want to create a TweenMax instance instead of a TweenLite instance (which is what throwPropsPlugin.to() returns).

Parameters
target:Object — Target object whose properties the tween affects. This can be ANY object, not just a DisplayObject.
 
vars:Object — An object containing the end values of the properties you're tweening, and it must also contain a throwProps object. For example, to create a tween that tweens mc.x at an initial velocity of 500 and mc.y at an initial velocity of -300 and applies a resistance of 80 and uses the Strong.easeOut easing equation and calls the method tweenCompleteHandler when it is done, the vars object would look like: {throwProps:{x:500, y:-300, resistance:80}, ease:Strong.easeOut, onComplete:tweenCompleteHandler}.
 
maxDuration:Number (default = 100) — Maximum duration (in seconds)
 
minDuration:Number (default = 0.25) — Minimum duration (in seconds)
 
overshootTolerance:Number (default = 1) — sets a maximum number of seconds that can be added to the tween's duration (if necessary) to accommodate temporarily overshooting the end value before smoothly returning to it at the end of the tween. This can happen in situations where the initial velocity would normally cause it to exceed the max or min values. An example of this would be in the iOS (iPhone or iPad) when you flick-scroll so quickly that the content would shoot past the end of the scroll area. Instead of jerking to a sudden stop when it reaches the edge, the content briefly glides past the max/min position and gently eases back into place. The larger the overshootTolerance the more leeway the tween has to temporarily shoot past the max/min if necessary.

Returns
Number — The duration (in seconds) that the tween should use.
to()method 
public static function to(target:Object, vars:Object, maxDuration:Number = 100, minDuration:Number = 0.25, overshootTolerance:Number = 1):TweenLite

Automatically analyzes various throwProps variables (like velocity, max, min, and resistance) and creates a TweenLite instance with the appropriate duration. You can use ThrowPropsPlugin.to() instead of TweenLite.to() to create a tween - they're identical except that ThrowPropsPlugin.to() doesn't have a duration parameter (it figures it out for you) and it adds a few extra parameters to the end that can optionally be used to affect the duration.

Another key difference is that ThrowPropsPlugin.to() will recognize the resistance special property which basically controls how quickly each property's velocity decelerates (and consequently influences the duration of the tween). For example, if the initial velocity is 500 and the resistance is 300, it will decelerate much faster than if the resistance was 20. You can define a resistance value either for each individual property in the throwProps tween like this:

ThrowPropsPlugin.to(mc, {throwProps:{x:{velocity:500, resistance:150}, y:{velocity:-300, resistance:50}}});

OR you can define a single resistance value that will be used for all of the properties in that particular throwProps tween like this:

ThrowPropsPlugin.to(mc, {throwProps:{x:500, y:-300, resistance:150}});

//-OR-

ThrowPropsPlugin.to(mc, {throwProps:{x:{velocity:500, max:800, min:0}, y:{velocity:-300, max:700, min:100}, resistance:150}});


resistance should always be a positive value, although velocity can be negative. resistance always works against velocity. If no resistance value is found, the ThrowPropsPlugin.defaultResistance value will be used. The resistance values merely affect the duration of the tween and can be overriden by the maxDuration and minDuration parameters. Think of the resistance as more of a suggestion that ThrowPropsPlugin uses in its calculations rather than an absolute set-in-stone value. When there are multiple properties in one throwProps tween (like x and y) and the calculated duration for each one is different, the longer duration is always preferred in order to make things animate more smoothly.

You also may want to impose some restrictions on the tween's duration (if the user drags incredibly fast, for example, you might not want the tween to last 200 seconds). Use maxDuration and minDuration parameters for that. You can use the overshootTolerance parameter to set a maximum number of seconds that can be added to the tween's duration (if necessary) to accommodate temporarily overshooting the end value before smoothly returning to it at the end of the tween. This can happen in situations where the initial velocity would normally cause it to exceed the max or min values. An example of this would be in the iOS (iPhone or iPad) when you flick-scroll so quickly that the content would shoot past the end of the scroll area. Instead of jerking to a sudden stop when it reaches the edge, the content briefly glides past the max/min position and gently eases back into place. The larger the overshootTolerance the more leeway the tween has to temporarily shoot past the max/min if necessary.

Parameters
target:Object — Target object whose properties the tween affects. This can be ANY object, not just a DisplayObject.
 
vars:Object — An object containing the end values of the properties you're tweening, and it must also contain a throwProps object. For example, to create a tween that tweens mc.x at an initial velocity of 500 and mc.y at an initial velocity of -300 and applies a resistance of 80 and uses the Strong.easeOut easing equation and calls the method tweenCompleteHandler when it is done, the vars object would look like: {throwProps:{x:500, y:-300, resistance:80}, ease:Strong.easeOut, onComplete:tweenCompleteHandler}.
 
maxDuration:Number (default = 100) — Maximum duration of the tween
 
minDuration:Number (default = 0.25) — Minimum duration of the tween
 
overshootTolerance:Number (default = 1) — sets a maximum number of seconds that can be added to the tween's duration (if necessary) to accommodate temporarily overshooting the end value before smoothly returning to it at the end of the tween. This can happen in situations where the initial velocity would normally cause it to exceed the max or min values. An example of this would be in the iOS (iPhone or iPad) when you flick-scroll so quickly that the content would shoot past the end of the scroll area. Instead of jerking to a sudden stop when it reaches the edge, the content briefly glides past the max/min position and gently eases back into place. The larger the overshootTolerance the more leeway the tween has to temporarily shoot past the max/min if necessary.

Returns
TweenLite — TweenLite instance

See also