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jash

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  1. Is there something on your roadmap to implement a scope-argument (optional) to the killDelayedCallsTo? Finally it was easy to fix some "strange" behaviors in my game, after realizing the problem with the scope. But until that, it took me some time BTW: The above example works great, but you need to use callbackScope instead of onCompleteScope.
  2. Thank you for all your answers. @Jonathan: currently i work with pixi.js (WebGL-Renderer). The drop of the frame rate belongs to the execution of JavaScript (CPU). Its not a render-issue (GPU). The frame rate drops, even with no particle displayed on stage. @Jack: i know GSAP is super fast. On desktop- and current mobile-devices my app runs perfect with 60 frames per second. I just try to figure out to optimize the game on older mobile devices Finally i think, even a "pure" calculation of bezier-values, would seriously decrease the frames per second on older devices. I'll try to precompute all values ... best regards
  3. Formatted console logs. Very nice thank you for that hint to use TweenLite/Max to get the values i need. In my case i want to keep the used codebase as small as possible, that is why i don't want to use TweenLite/Max. Maybe even the BezierPlugin is already to much. Actually i used TweenMax for animating tons of particles. On the iPhone 5 the frame rate drops down to 35FPS, but if i update all particles directly within a render-loop, frame rate increases up to 60FPS. But this was just a quick performance-test with a much simpler, linear transition. So, there is not a direct access to calculate that values from a bezier-object?.
  4. Hey – is there a possibility to get a specific value from the BezierPlugin like this: var bezier = BezierPlugin.bezierThrough([{x,y}], curviness, ...); var value = bezier.getValue(progress) // progress is between 0 and 1 console.log(value.x); console.log(value.y); Best regards
  5. Thank you for your really good answer. Both solutions working perfectly. Setting "liveSnap: true", will snap the pixels also during dragging. So i think with "snap" and "liveSnap", there is no need for a special property "roundProps" for Draggable. Maybe just a little hint in the documentation would be helpful (keywords: whole pixels, pixel-snapping, roundProp,..)
  6. Hi, simple question: How can i tell a Draggable that all values during dragging and during throwing are rounded values. During dragging it seams that it uses rounded values already, but when it came to the second part, where a tween for throwing takes control, the values are not rounded anymore. This leads to blurry text or little gaps i.e. between images (translate3D(23.3234233, ...). I know i can request the tween (via draggable.tween), which is created after onDragEnd, but i have no chance to set roundProps to a tween instance which is already created? In my view, the easiest solution would be to have a roundProps-properties to set via the vars-object when creating a Draggable. Draggable.create("#yourID", {type:"x", throwProps:true, roundProps:["x"]}); Thanks.
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