Tween

The Tween behavior animates the values of properties over time. For example you can "tween" an object's position to (100, 100), which will move it from its current position to the target position over time. Different ease functions can be used to alter the rate at which the value changes over time, for example using a Linear function for a constant-rate motion, In Out Sinusoidal for a sine-curve based movement which speeds up then slows down, and many more. Custom ease curves can also be designed with the Ease editor.

Click here to open an example of the Tween behavior.

The term "tween" comes from the term "Inbetweening", referring to generating intermediate frames in between two states.

Scripting

When using JavaScript or TypeScript coding, the features of this behavior can be accessed via the ITweenBehaviorInstance script interface.

Tween types

Construct's Tween behavior has three types of tween:

  1. One-property tween, affecting only a single value, e.g. the X co-ordinate or the angle
  2. Two-property tween, affecting a pair of values, e.g. the position (X and Y co-ordinates), size (width and height) or the scale (a percentage of real size)
  3. Value tween, which just tweens a number rather than affecting a property. This can be used to apply the tween to anything else in events, such as behavior properties or effect parameters. Value tweens must also specify the start value, since it cannot be taken from a property.

These types are used by the three tween actions: Tween (one property), Tween (two properties) and Tween (value).

Tagging

The Tween behavior can manage multiple tweens simultaneously. To help identify them separately, each tween can be given a tag, which is just a string of any name you like to identify the tween. The tag is optional and can be left empty if you don't need to modify or identify the tween at any point later on.

Tweens can also be given multiple tags, separated by spaces. This can be useful to group tweens together under a common tag while also providing a unique tag to target them individually.

Actions, conditions and expressions which expect tags as an argument will match any tweens which include all of the provided tags.

Tagging examples

Given these tweens with these tags:

Name Tags
Tween1 "common size width"
Tween2 "common size height"
Tween3 "common color"

This will be the expected matches:

Tag Matches
"common" All Tweens
"common size" Tween1 and Tween2
"common size width" Tween1
"color" Tween3
"width" Tween1
"size" Tween1 and Tween2
"common size width height" No Tweens

Also note:

  • Actions using tags affect all matching tweens.
  • In the case of conditions, all the matching tweens are evaluated and if any is true, then the condition will be fulfilled.
  • In the case of expressions, the first matching tween will be the one used to get the value from.
  • Tags are case insensitive. For example "mytag", "MyTag" and "MYTAG" are all the same as far as tweens are concerned.

Tween properties

Enabled
Whether the behavior is initially enabled or disabled. If disabled, it can be enabled at runtime using the Set enabled action.

Tween conditions

Is any playing
True if any tween is currently playing.
Is playing
Test if a tween matching all the given tags is currently playing.
Is any paused
True if any tween is currently paused.
Is paused
Test if a tween matching all the given tags is currently paused.
On any finished
Triggered when any tween finishes. Use the Tags expression to get the tag string for the tween that finished.
On finished
Triggered when a tween matching all the given tags finishes.

Tween actions - one property

Set end value
Change the end value for an existing one-property tween matching all the given tags.
Tween (one property)
Start a tween for a single property. Tags are optional space-separated tags to identify the tween, and can be left blank if not used. Property chooses which property of the object to modify. The start value of the tween uses the current value of the property. End value specifies the value to tween to. Time is the duration of the tween in seconds. Ease specifies an ease function affecting the rate of change over time. Destroy on complete can be set to Yes to automatically destroy the instance when the tween finishes, useful for fade-out effects. Like timelines, a one property tween can be set to Loop and/or Ping Pong and given a Repeat count.

Tween actions - two properties

Set end values
Change the end value for an existing two-property tween matching all the given tags.
Tween (two properties)
Start a tween for two properties. Tags are optional space-separated tags to identify the tween, and can be left blank if not used. Property chooses which property pair of the object to modify. The start value of the tween uses the current value of the properties. End X and End Y specify the end value for each of the two properties. Time is the duration of the tween in seconds. Ease specifies an ease function affecting the rate of change over time. Destroy on complete can be set to Yes to automatically destroy the instance when the tween finishes, useful for fade-out effects. Like timelines, a two property tween can be set to Loop and/or Ping Pong and given a Repeat count.

Tween actions - value

Set end value
Change the end value for an existing value tween matching all the given tags.
Set start value
Change the start value for an existing value tween matching all the given tags.
Tween (value)
Start a tween for a number, independent of any properties. Tags are optional space-separated tags to identify the tween, and can be left blank if not used. Start value and End value specify the start and end value to tween through. Time is the duration of the tween in seconds. Ease specifies an ease function affecting the rate of change over time. Destroy on complete can be set to Yes to automatically destroy the instance when the tween finishes, useful for fade-out effects. Use the Value expression to retrieve the current value of the tween over time, such as to apply it to a different object, behavior or effect. Like timelines, a value tween can be set to Loop and/or Ping Pong and given a Repeat count.

Tween actions - playback

Pause
Resume
Pause and resume an existing tween matching all the given tags. Pausing a tween will stop it at its current progress, and resuming will continue from where it was paused.
Pause all
Resume all
Pause and resume all current tweens.
Stop
Stop a tween matching all the given tags. Stopping a tween permanently ends a tween - it cannot be resumed afterwards.
Stop all
Stop all tweens. This permanently ends all tweens so no more tweens can be referenced until a new tween is started.

Tween actions - setters

Set destroy on complete
Set all destroy on complete
Set ease
Set all eases
Set the Destroy on complete and Ease parameters specified in the Tween action for existing tweens matching all the given tags. The all variants modify all tweens regardless of tags.
Set playback rate
Set all playback rates
Set the playback rate of existing tweens matching all the given tags, or all tweens regardless of tags. A playback rate of 1 is normal speed, 0.5 half as fast, 2 twice as fast, and so on.
Set time
Set all times
Set the playback time in seconds of existing tweens matching all the given tags, or all tweens regardless of tags. For example setting a time of 1 will skip the tween to playing as if it was 1 second after the tween was started.
Set enabled
Enable or disable the entire behavior. If disabled, the behavior will not affect any properties or advance any tweens.

Tween expressions

Note expressions can only return a single value. When specifying tags, expressions return the value for the first tween with all the given tags.

Progress(tag)
Return the progress of a tween by its tags in the range 0-1.
Tags
In the trigger On any finished, returns the tag string that was specified for the tween that finished.
Time(tag)
Return the playback time of a tween by its tags, in seconds since the tween was started.
Value(tag)
Return the current value of a value tween by its tags.
Construct 3 Manual 2024-02-16