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Fredy Rivas

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  1. hi @Annelies, might be a long time since you asked but, here's where you will find your way: https://tympanus.net/codrops/2019/10/23/making-gooey-image-hover-effects-with-three-js/ even when it's possible to achieve something very similar with gsap, webgl will give you exact control. hope it helps cheers
  2. Hello people! I have a <nav> with absolute position and inside of it some links <a>. After some scrolling I change its position to fixed to stick it at the top. (using stickOnScroll plugin) At the beginning I bind a mouseover to tween color of the text in <a> and works fine, but when I change it to fixed position the tween disappear. Thank you so much! <nav class="full-width" id="home_menu"> <ul class="container"> <li><a href="javascrip:void(0)">slim center</a></li> <li><a href="javascrip:void(0)" id="menu2">tratamientos</a></li> <li><a href="javascrip:void(0)">estilo de vida</a></li> <li><a href="javascrip:void(0)">por un méxico más sano</a></li> </ul> </nav> nav#home_menu{ position: absolute; height: 60px; top: 700px; width: 100%; border-top: solid 1px white; border-bottom: solid 1px white; } nav#home_menu ul{ min-height: 60px; height: 60px; top:0; width:1200px; left:50%; ; } nav#home_menu ul li{ display: inline; float: left; } nav#home_menu ul li a{ display: inline-block; margin-top: 23px; width: 295px; text-align: center; } $("#home_menu").stickOnScroll({ topOffset: 0, setParentOnStick: true, setWidthOnStick: true, onStick: onSticknav }); function onSticknav() { $('#menu2').bind('mouseover', overMenu); } function overMenu(e) { TweenMax.to($(e.currentTarget), .4, {color:"#009aff"}); }
  3. Its easy, imagine your sound has four parts A,B,C,D. So you'll need the sound to perform twice measures like A,B,C,D-A,B,C,D. Let's imagine that each measure takes 10 seconds so the total time is 20 seconds. Then in your code: //add a playback method to follow playhead yourSound.addEventListener(MP3Loader.PLAY_PROGRESS, onProgress); function onProgress (e:LoaderEvent) { if (e.currentTarget.soundTime >= 11) //just after one second of the first measure, take playhead to one second after the beginning of your sound (in my case I have to use .95 to match perfectly) { DKK.gotoSoundTime(.95, true); } } there you have a gapless sound using .mp3
  4. Hi, I found kind of a solution. It only works if you draw in a simple direction to the right and down but not if you go back to the left or up (doesn't work if you draw a circle) var myBitmapData:BitmapData = new BitmapData(500, 500) myBitmapData.draw(new Path()); var myBitmap:Bitmap = new Bitmap(myBitmapData); var throughPoints:Array = new Array(); var pathINDX:Number = 0; var ballSpeed:Number = 30; var firstPoint:Boolean = false; var my_shape:Shape = new Shape(); addChild(my_shape); my_shape.graphics.lineStyle(1, 0x66CCFF, 1); function generatePath () { for (var xpath:Number = 0; xpath < myBitmapData.width; xpath++) { for (var ypath:Number = 0; ypath < myBitmapData.height; ypath++) { if (myBitmapData.getPixel32(xpath,ypath).toString(16) != "ffffffff" ) { throughPoints.push([xpath, ypath]); if (!firstPoint) { firstPoint = true; my_shape.graphics.moveTo(xpath, ypath); } my_shape.graphics.lineTo(xpath, ypath); } } } my_shape.graphics.endFill(); } function onFrame (e:Event):void { if (pathINDX<throughPoints.length-ballSpeed) { pathINDX+=ballSpeed; ball_mc.x = throughPoints[pathINDX][0]; ball_mc.y = throughPoints[pathINDX][1]; } } addEventListener(Event.ENTER_FRAME, onFrame); generatePath ();
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