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agamemnus

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  1. http://greensock.com/docs/#/HTML5/GSAP/TweenMax/killChildTweensOf/ It seems to be killing descendants (in the example), not just the children. Children are commonly known as only the immediate descendants.
  2. http://greensock.com/forums/topic/11270-how-do-i-kill-a-timeline-correctly/
  3. Oh.. thanks, guys! I appreciate the help, and the library. One more bug quashed.
  4. So I have...: var timeline = new TimelineLite () Then timeline.from a few times, and timeline.fromTo once, and timeline.to once. Each one has {onUpdate: onUpdate ..}. In the onUpdate, I run TweenMax.killTweensOf(timeline) if certain conditions are met. I logged it and it's run hundreds of times, but the timeline keeps going. What's up with that? Anything obvious I missed? (I'd rather not post my code...)
  5. Yes to all. So yes, texture memory on phones is small compared to PCs. Combine CSS stuff with canvas webgl stuff and it gets smaller... I can't really give you any specific examples except for my game (which I'd rather not mention here right now) which can crash on lower-end phones due to low texture memory. The other issue is that texture-composited sections look blurry compared to non-composited sections... @Jonathan: I will see if adding perspective helps negate some blurriness...
  6. I do not think it should be a default -- texture memory can be a precious thing. Besides, things can look bad if they were all textures. Being able to set a default for new animations, though, is a good idea. I would, however, support trying to make these trigger that, because they do with plain CSS: 1) "transform: 'translate3d(0, 0, 0)'" -- without killing Greensock specific sub-transforms (or vice-versa) in the process. 2) "{x: 0, y: 0, z: 0}" -- one of these needs a small value to make the 3D texturing work...
  7. Ok. I am using: "{x: 0, y: 0, z: .001}" to replace "translate3d(0, 0, 0)"... is there a way I can trigger this without using a low z value?
  8. It hit me. Like a freight train hitting a brick. I have a .rotation property which interferes with GSAP rotation. Don't you think it might be a better idea to contain all the properties in a specific gsap object in order to prevent these collisions???
  9. I have the same problem with 180 and 360. Terrible and strange rotation effects in both Firefox and Chrome. I couldn't use "rotation". I don't know why -- code below. "rotation" simply doesn't work... I'm using the "robust" version, 1.14.2. I resorted to converting final_rotation to 179.9 or 359.9. TweenMax.to (current_wheel, 1.5, { ease : Linear.easeOut, rotation : final_rotation, onComplete : animation_complete })
  10. P.S.: is there a global setting for this we can do?
  11. Thanks! Actually I only need to set this once per game... but resetting the game doesn't reset this effect.
  12. No man, I don't want to use GSAP for that. I would like to set the style myself. I want GSAP to not set webkit-transform when I tell it to only set transform. Is that possible?
  13. Ok, I see what is happening. I set transform to scale, not webkit-transform. However, TweenMax is setting both, and my reset statement is not resetting webkit-transform. Is there a flag I can set to prevent this hidden backwards-compatibility? I understand you want to have backwards compatibility, but to hide it is not the right way.
  14. Jonathan: the second time it runs, nothing happens... even in your version. Edit: but it looks like you put the "set" in the wrong place. Your version does run it twice if set is inside the setTimeout function, but why isn't mine running twice?
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