Jump to content


  • Posts

  • Joined

  • Last visited

Posts posted by Ringo

  1. Thanks for the reply Diaco, but it's not exactly what I'm after.



    I was hoping to have something like this:

    var tw = TweenMax.to(target, 10, {x:100});
    tw.valuesAt(2);// {target:target, x:10}
    tw.valuesAt(5);// {target:target, x:50}
    tw.valuesAt(8);// {target:target, x:90}

    I need to be able to read the values without reconstructing the tween.


    Right now I fear I have to use .time() to set the target's value, then read them, then return .time() to what it was. All before I update my canvas. Which feels bulky. But I'll do that for now.

  2. For example:

    I want to place some objects on the path of the tween for a graphical effects.

    So I'll tween a target with x=0 to x=100, over 1 second. And then I want to read the X value at multiple different times, say at 0.2, 0.4, 0.6 and 0.8 seconds.


    Is there a way to simply go: tween.read(.2) and have it return {x:20} or something like that?


    I know I can use time() on the tween, then read the value, and the return the playhead to the original time, but that seems cumbersome.