
Bams
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Posts posted by Bams
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Hi!
I have weird bugs while playing with SWFLoader..
I have a Main.fla that loads a bunch of .swf (that are just an image sequences).
Everything works fine when I test it in StageDisplayState.NORMAL but when I switch to StageDisplayState.FULL_SCREEN_INTERACTIVE or StageDisplayState.FULL_SCREEN, the swfs start acting weirdly!!
Some still display but are flashing randomly..
Some does not display anymore while tracing this infinitely :
[sWF] swf/groupe-map.swf - 0 octets après la décompression
[sWF] swf/groupe-map.swf - 0 octets après la décompression
[sWF] swf/groupe-map.swf - 0 octets après la décompression
[sWF] swf/groupe-map.swf - 0 octets après la décompression
etc..
Does anyone have an idea?
Really strange, isn't it??
Sebastien
Edit
It seems it has nothing to do with SWFLoader because I have the same behaviour when loading the swf with Loader/URLRequest..
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and... VOILA !
thank you very much Carl.
it works perfectly.
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Hi!
I'm testing Blitmask and ThrowProps with this demo : https://greensock.com/throwprops-as
I'd like to use infinite scrolling for a touch app, so I passed Blitmask's wrap property to 'true' and I removed ThrowProps min and max.
It works except I have a bug when scrolling before or after the original height (not sure I'm clear).
Sorry, even in french it's hard to explain, so in english..
Let me explain :
- When I scroll on the original text (not looped by wrap mode) it works perfectly
- But let's say I scroll lower than the original part of the text, mouse up, than scroll again from there, at mousemove, it jumps randomly anywhere else..
Here's my FLA : https://www.dropbox.com/s/x16i5olppd5qeva/BlitmaskTest.fla?dl=0
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Thank you so much Jonathan!
I thought I had to pass "+=0" as a Position parameter before onCompleteAll (read that somewhere, but probably deprecated or something?)
It works like a charm now and I've learned AutoAlpha which will help me a lot too.
You guys rock, REALLY!
Cheers from France
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hi!
As the title says : my TweenMax.staggerFrom onCompleteAll doesnt fire!
var leftButtons = $(".btnLeft"); var rightButtons = $(".btnRight"); TweenMax.staggerFrom ( leftButtons, 1, { x:"-50", opacity:0 }, 0.5, "+=0", myCompleteAll ); function myCompleteAll() { alert ( "completeAll!" ); // TweenMax.staggerFrom ( rightButtons, 1, { x:"+50", opacity:0 }, 0.5 ); }
i've checked and read a few topics about it before posting but i can't find what i'm doing wrong..
you can have a look at my CodePen here
thanks a lot
See the Pen ojdGam by sebastienbams (@sebastienbams) on CodePen
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Oh no, Jack!! I promise I've tried the update() method !!
But the wrong way apparently!
OK I try again.
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Hi everyone!
First, congrats for the awesome new website.. very refreshing!!
Second sorry for my english but that's not my native language..
Following your example using ThrowProps with BlitMask, I need to edit the content of the target DisplayObject on the fly but I can't manage it.
My target is a MovieClip with datas from a contact form.
At startup, I fill my target with datas saved previously (with a SharedObject- this is an AIR app).
Then I create the BlitMask and everything works fine.
But when I try adding more contacts, they don't add anymore in the target object.
I guess I know why : because BlitMask is a bitmap version of my target, right?
Can you help?
(I hope my description is clear enough)
Thank you.
Sebastien
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Pfff..
Sorry for bothering!
Simple as this :
parseInt (this.y);
Please ignore this post!!!
BTW, thank you for your amazing products
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Hi guys!
I'm not yet very experienced in HTML/JS, I come from AS3, don't blame me !
I'd like to get the X position of an element when user is moving it in order to know when this element is touching another and fire some events (like a collision or something).
I've tried this but it doesn't work :
Draggable.create( $mainProduct , {type:"x,y",edgeResistance:0.4,bounds:"#dragAndDrop",throwProps:true,onDrag:function() {$("h2").text( parseInt ($mainProduct.css('left')));}It always return the initial position (50 in my case) wherever is the element.Thanks a lot -
Hi everyone!
(as usual, sorry for my bad english)
I've modeled and rendered a few products in 3D and rendered each one in a 360° animation.
I have 300 png image sequence for each product.
As you can expect, I'd like to display the first frame and then, with a click and drag (or something) let the user rotate the product.
I first tried embedding the image sequence in a movieclip inside of the Flash IDE, but it's way too heavy.
I'd really like to load the images at runtime with AS3.
I found those examples :
http://www.nike.com/jumpman23/evolution85/
Does anyone have already develop an AS3 app like that, and tell me about the pros and cons of different techniques.
Jack told me to try a LoaderMax that could load every .png and then toggling the "visible" property of each frame true or false.
Thanks for your help!
Sebastien
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Hi everyone!
First, sorry for my bad english, but I'm french!
I've made an application with no resizing functions
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
It now works in 1920x1080. Everything is in place.
I'd like to know if it's possible to load this swf with SWFLoader and use something like :
private function resizeHandler ( e : Event ) : void
{
swfLoader.content.fitWidth = stage.stageWidth;
swfLoader.content.fitHeight = stage.stageHeight;
}
to resize it, depending on the size of the user's display. (as you would do with ImageLoader)
I've tried it but it doesn't seem to work.
Did I do somehing wrong?
Let me know !
Thank you
ImageLoader | Declare var later?
in Loading (Flash)
Posted
Hi,
Sorry if my topic is stupid but is there a way to do something like this :
var asset:ImageLoader = new ImageLoader ( assetUrl, { name:assetName } );
if ( myVar == true )
{
asset.scaleMode= "proportionalInside";
}
else
{
asset.scaleMode= "proportionalOutside";
}
asset.load();