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Everything posted by gareth

  1. Very strange, I am also on a mac and Chrome, but it does not work like your video, even after a cache clear.
  2. sorry, the first example is working great for me, the second does not spring back, even in your demo.
  3. I am trying to create a mobile menu that can be swiped/dragged to close. I am pretty happy with it, but would like the menu to move back (stay open) if you do not drag past 50%. I thought this could be accomplished with snap points:
  4. The massive element actually tweens really well, taking it out has no effect on the juddering of the enemy tweens. I removed everything apart from the sled and the enemies and the tween remained the same. It does seem very strange to me 60fps, the background is smooth, but the tiny element tweens are very laggy.
  5. I am working on a game that is getting 60fps, but the enemy tweens look very juddery on our new 27in iMacs, on the much older machines they are very smooth. I am guess this has something to do with GPU needed to power the high resolution screen? All I am doing is tweening a div's x,y position, there only 3 or 4 tweens at a time. I have tried the following so far: - Turn on/off force3D - Changed to gifs from png's with transparent backgrounds - Changed to a object pool generation system here it is (work in progress) : http://game.eighthday.modxcloud.com/
  6. thank you very much Maelfyn, very interesting. Your version seems to respond a little better to the key press.
  7. ok wrapping the "y" in css tags solved the above problem e.g jump.updateTo({css:{y:-jumpAmount}},true) not sure if this is the best way to do it, but it seems to be working ok now: http://codepen.io/eighthday/pen/LEYYmO
  8. thanks Maelfyn - I gave a go: http://codepen.io/eighthday/pen/LEYYmO I guess it does not work, because the y value use the css plugin?
  9. I am trying to increase the height of a jump performed by my character depending on how long the space bar is held down. I have a working demo here: http://codepen.io/eighthday/pen/LEPqbE What I don't understand how to do is to update the end point (and speed) of the tween once it is running. At the moment I have a double jump effect, but ideally I would like the height of the jump to increase with the length of the press.
  10. thank you both! looks great. My background must have been resized when I uploaded it. jamiejefferson would there be a performance problem tweening such a large image? The reason I was trying to tween two elements was to avoid this.
  11. I am trying to loop a background image that is twice the size of my viewport (960px wide). The image starts and ends with the same horizon, so it should be seamless. I have tried creating two backgrounds and staggering the start time, but am unsure how to allow for the first background (set to left:0). The second background is positioned off stage at 960px.
  12. I have a background svg, which I am using a steppedEase to move the background position. This works fine, but if I run the tween twice (e.g double click) or try and change the tween while it is running, the stepped effect is lost and it just scrolls the object along. Is there a strategy to avoid this? var steppedEase = new SteppedEase(16); TweenLite.to($('#mobToggle'), .55, {backgroundPosition: '-'+(24*16)+'px -240px', ease:steppedEase})
  13. perfect, thank you
  14. I have a basic split text tween, that fades in each letter one by one, is it possible to fade in each letter in a random order, rather than left to right? var tl = new TimelineLite, mySplitText = new SplitText("#songTitle", {type:"words,chars"}), chars = mySplitText.chars; tl.staggerFrom(chars, 3, {opacity:0, ease:Strong.easeOut}, 0.06, "+=0");
  15. I have this on a hover over event, which moves through a key framed spritesheet tl.to(selector, totalTime, {backgroundPosition: '-'+(frameW*frameNum)+'px 0px', ease:steppedEase, repeat:0}) is it possible to rewind the tween on mouse out if it has not finished ?
  16. gareth

    drag and rotation

    Hi, Is it possible to change a draggable object from type x,y to type rotation ? I will to be able to move shapes and then rotate them.
  17. Understood, I appreciate you are very busy. I actually meant is there a better way than using Rapheal?
  18. Ok, thanks - btw the tweenmax docs gave me the properties. I want to be able to tween the length of an arc, is there a better way to do it with tween max?
  19. Hi, I am trying to use the raphael plugin, but without much luck: http://codepen.io/eighthday/pen/DJzah Circle - only gets it fill tweened Arc - unable to tween anything are these things not possible?
  20. Sorry, just wondering how to gradually slow down my tween rather than kill it right away? I would normally use easing, but I am rotating a circle. Is it possible to gradually decrease the time param?
  21. delayedCall is perfect, thank you!
  22. not sure if this is the best way, but this works for me var windTween windTween = TweenMax.to(windControl, controlSpeed,{rotation:180,repeat:-1,ease:Linear.easeNone}); TweenMax.to(canvas,5, {onComplete:windEnd}); function windEnd () { windTween.kill() } Just wondering if you have to assign a object to a tween - i.e can you use a tween just as a timer function?
  23. Hi, I have a looping animation I am happy with: TweenMax.to(windControl, controlSpeed, {rotation:180, repeat:-1,ease:Linear.easeNone}); I like the speed my div rotates, but I want to run at the set speed (controlSpeed) for say 5 seconds - what is the best way of doing this. thanks, Gareth