Jump to content
Search Community

RolandSoos last won the day on January 18 2019

RolandSoos had the most liked content!

RolandSoos

Members
  • Posts

    200
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by RolandSoos

  1. Yeah, I think I still have confusion with immediateRender. The following two examples shows where my confusion comes: #1 opacity gets the 0 value at create, but on replay it waits until the set position reached. nestedTl.set("#div2", { opacity: 0, immediateRender: true }); https://codepen.io/mm00/pen/MZMKdK?editors=0010 #2 opacity gets the 0 value on the main timeline start for every replay too TweenLite.set("#div2", { opacity: 0 }); nestedTl.set("#div2", { opacity: 0, immediateRender: false }); https://codepen.io/mm00/pen/KJavXQ?editors=0010 I had the wrong conception for imediateRender. As when the immediateRender is true it renders the properties instantly. Like a simple .set() would do. So I used to spare a call with immediateRender:true. But when the timeline plays again, it does not behave like when I set the values in a different call (#2). Probably my confusion with immediateRender comes from the fact, that the immediateRender:true on from* based tweens work like I need and .set with immediateRender:true differs. #3 opacity gets the 0 value on the main timeline start for every replay too nestedTl.fromTo("#div2", 0.0001, {opacity:0}, { opacity: 0, immediateRender: true }); https://codepen.io/mm00/pen/BMpdGw?editors=0010 So if I want proper result for my scenario, I have to stick with the #2 solution and that will give good result combined with invalidate() like in this topic: var t = timeline.time(); //store the current time in a variable timeline.time(0); // seek back to position 0 which allow invalidate to read the proper values timeline.invalidate().time(t); //set it back to that time immediately. --------------------------------------------------------------- Sorry, I don't really understand the question. Can you clarify a bit? I want to help - I'm just fuzzy about what you're asking ? This question was related to: Here is an example from* based example: https://codepen.io/mm00/pen/BMpdGw?editors=0010 You told that immediateRender in this example does not mean that the start value will be properly rendered when the parent timeline rewinds to position 0. But I do not see how your thought affect this example's rewind. Everytime I rewind the parent, Hello World gets opacity 0 no matter what.
  2. @GreenSock Thanks, seems fine Are you sure that there is no chance that it results in error if the timeline is not in paused state (playing currently) and .paused(false); gets called?
  3. Well done @GreenSock! It seems like the fix eliminated the issue. BTW, What do you think what was the reason that it happened for you and for @Dipscom less frequently? In Win 10 Latest Chrome and MacBook Air latest Safari, I was able to reproduce with 30% chance in 20 seconds.
  4. Thanks @GreenSock! Well, fixing this issue is not important for me, I will fix double fires on my own without touching the source of GSAP. I just needed to know the reason of this bug to be able to produce proper solution for my usecase.
  5. Well, I got my first issue related this bug, so I debug deeper. Values are from the Chrome debugger. 4.624-0.001 = 4.622999999999999 // Note: Lost the precision. In a perfect world, it should be 4.623 4.622999999999999-4.6129999999999995 = 0.009999999999999787 0.009999999999999787-0.01 = -2.1337098754514727e-16 and then GSAP end up thinking its a reverseComplete I tried the following code and solved this issue: Line 1766 var renderTime = time - tween._startTime; if(renderTime < _tinyNum && renderTime > -_tinyNum){ renderTime = 0 } if (!tween._reversed) { tween.render(renderTime * tween._timeScale, suppressEvents, force); } else { tween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - (renderTime * tween._timeScale), suppressEvents, force); } In my real world scenario this bug caused trouble. I had an addPause callback at some position. To prevent another issue I mentioned in the forum earlier, my addPause callback seeks back the timeline to the real position: var pausePosition; timeline.addPause(function(){ timeline.seek(pausePosition); }); pausePosition = timeline.recent().startTime(); It pauses the timeline properly. Then in the future, when I play this timeline, because of this rounding issue the addPause callback gets fired again as rounding messed up the time and GSAP indentifies that we are in the past and calls the pause again. (It is rare, but happened several times.) Update #1: This float problem is not only related to my small position (0.01s) what I use in my examples. The same can happen with real world values: https://codepen.io/mm00/pen/jdWVGL?editors=0011
  6. There might be one other change needed, but I'm not sure. Checking if the value not equal with the current _paused property. Timeline p.paused = function (value) { if (arguments.length && !value && value != this._paused) { //if there's a pause directly at the spot from where we're unpausing, skip it. var tween = this._first, time = this._time; while (tween) { if (tween._startTime === time && tween.data === "isPause") { tween._rawPrevTime = 0; //remember, _rawPrevTime is how zero-duration tweens/callbacks sense directionality and determine whether or not to fire. If _rawPrevTime is the same as _startTime on the next render, it won't fire. } tween = tween._next; } } return Animation.prototype.paused.apply(this, arguments); };
  7. While debugging my code I used the timeline.paused() method without parameters to get if the timeline paused or not. I have strange results when the playhead was paused at the exact position of an addPause callback, so I checked GSAP source code and I think I found the cause. Timeline p.paused = function (value) { if (!value) { //if there's a pause directly at the spot from where we're unpausing, skip it. var tween = this._first, time = this._time; while (tween) { if (tween._startTime === time && tween.data === "isPause") { tween._rawPrevTime = 0; //remember, _rawPrevTime is how zero-duration tweens/callbacks sense directionality and determine whether or not to fire. If _rawPrevTime is the same as _startTime on the next render, it won't fire. } tween = tween._next; } } return Animation.prototype.paused.apply(this, arguments); }; Animation p.paused = function (value) { if (!arguments.length) { return this._paused; } var tl = this._timeline, raw, elapsed; if (value != this._paused) if (tl) { if (!_tickerActive && !value) { _ticker.wake(); } raw = tl.rawTime(); var raw2 = raw; elapsed = raw - this._pauseTime; if (!value && tl.smoothChildTiming) { if (this._totalDuration === 3.203) { //console.log('elapsed', raw, this._pauseTime); console.error('new start time', this._startTime, 'Ez OK:',this._pauseTime); } this._startTime += elapsed; this._uncache(false); } this._pauseTime = value ? raw : null; this._paused = value; this._active = this.isActive(); if (!value && elapsed !== 0 && this._initted && this.duration()) { raw = tl.smoothChildTiming ? this._totalTime : (raw - this._startTime) / this._timeScale; if (this._totalDuration === 3.203) { console.log('start1', this._startTime, 'ticker time', raw2, 'Raw = _totalTime', raw,); window.abcd = true; } this.render(raw, (raw === this._totalTime), true); //in case the target's properties changed via some other tween or manual update by the user, we should force a render. } } if (this._gc && !value) { this._enabled(true, false); } return this; }; When I call timeline.paused() without arguments, the value will be undefined, which evaluates as false, so it goes into the if statement. Your comment says: //if there's a pause directly at the spot from where we're unpausing, skip it. So based on the comment, it should run when it is called with value:false. So probably it should be: Timeline p.paused = function (value) { if (arguments.length && !value) { //if there's a pause directly at the spot from where we're unpausing, skip it. var tween = this._first, time = this._time; while (tween) { if (tween._startTime === time && tween.data === "isPause") { tween._rawPrevTime = 0; //remember, _rawPrevTime is how zero-duration tweens/callbacks sense directionality and determine whether or not to fire. If _rawPrevTime is the same as _startTime on the next render, it won't fire. } tween = tween._next; } } return Animation.prototype.paused.apply(this, arguments); }; Ps.: Sorry, I currently do not have time to create a CodePen which illustrates the bug I had.
  8. @GreenSock, I have a problem related to this solution. I know we talked about tweens in the original conversation, but since then I started to invalidate the whole timeline. When I have a .set() on the invalidated timeline, the original value will be lost if the timeline gets invalidated after the .set() happened. Example: https://codepen.io/mm00/pen/gqaEze?editors=0010 The red box will stay visibility:hidden after the invalidate happens at second turn. I know the logic behind this. Invalidate will force GSAP to read the values again, like it would for a .to() tween. So when the invalidate happens GSAP reads visibility: hidden and it will set that when the timeline restarts. So, as I know the cause, probably I can solve that. I just need to seek back the timeline to the starting position and then invalidate the timeline. var t = timeline.time(); //store the current time in a variable timeline.time(0); // seek back to position 0 which allow invalidate to read the proper values timeline.invalidate().time(t); //set it back to that time immediately. Updated codepen: https://codepen.io/mm00/pen/yZYrRg?editors=0010 So the question: what do you think, is it fail safe?
  9. Yes, it seems like the fix solved the issue. Thank you! Old: New: I'm not sure if you are interested in another hard to noticeable bug to fix in addPause There might happen that a condition already met when I reach addPause. First though, simply tl.play() in the addPause callback and I will be fine. But, as the addPause happens earlier than tweens and the pause cancels the rendering of that frame. It results if you instantly resume the tween, you will notice a skipped frame if you watch closely. On my example watch the middle of the animation. Hard to notice but you will see the result of the one missing frame: https://codepen.io/mm00/pen/xMKgMm?editors=0011 I know, I could use removePause, but that would take too much effort as I would need to place that back on the onComplete event of the timeline also I need that callback. As a temporary solution I get the tween created with addPause and I play with the data property: // If I allow pause tween['data'] = 'isPause'; // If I want to skip the pause tween['data'] = '';
  10. https://codepen.io/mm00/pen/MZMKdK?editors=0010 This is the example what I needed to solve with a very short duration fromTo tween instead of the .set(). I'm not sure how it would be possible to solve if the parent timeline is not accessible for the code which creates the nested timeline. Also I'm curious about the exception what you described. How would an example look like when a from* based tween with immediateRender: true does not render its values after the first render?
  11. Thanks @GreenShock! I will be able to check this on Monday.
  12. Try to use the timeline's onReverseComplete event. onReverseComplete on the stagger* callbacks will be fired on every subsequent tweens (for every box).
  13. @namisuki, You should add -webkit-backface-visibility: hidden; when you use backface-visibility: hidden; in this example. This will fix rendering issues in Safari browsers.
  14. You had a logic issue. Your original code animated the changeColors object to the very same values, so nothing happened: var colors = {top:"#feaf70", bottom:"#feaf70"}, changeColors = { color0: '#a2e0f8', color1: '#0faeec' }; tl.to(changeColors, 0.3, { colorProps: { color0: changeColors.color0, // #a2e0f8 color1: changeColors.color1 // #0faeec }, ease: Power1.easeOut, onUpdate: applyProps }) tl.to(changeColors, 0.3, { colorProps: { color0: colors.top, // #feaf70 color1: colors.bottom // #feaf70 }, ease: Linear.easeNone, onUpdate: applyProps, delay: -.3 }) Solution changeProps should hold the initial values Then you tween the changeColors to the values of originalColors Then you can then you can tween back to the initial values var colors = {top:"#feaf70", bottom:"#fc669e"}, changeColors = { color0: colors.top, color1: colors.bottom }; //.... tl.to(changeColors, 0.3, { colorProps: { color0: '#a2e0f8', color1: '#0faeec' }, ease: Power1.easeOut, onUpdate: applyProps, delay: -.3 }) //... tl.to(changeColors, 0.3, { colorProps: { color0: colors.top, color1: colors.bottom }, ease: Linear.easeNone, onUpdate: applyProps, delay: -.3 });
  15. Well, your explanation sound right. My misunderstanding comes from that I assumed setting immediateRender:true on a set based tween gives the same result as the fromTo based tween. But in real, the result is not the same. Real use case: I have several nested timelines and I can not place my .set() to the top of parent's timelines 0 position, so the set has a non zero position on the timeline. I wanted the use the advantage of fromTo's immediateRender:true, by knowing even if I place an immediateRender:true tween later on the timeline, I can be sure when the parent timeline starts to play again, my immediateRender:true tweens will sets their properties instantly. Here you check it: https://codepen.io/mm00/pen/MZMKdK?editors=0010 Check this pen. It has nested timelines one for set tweens and one for fromTo tweens. At second run the set based timeline will differ from the fromTo based timeline.
  16. Little bit different implementation, but it works fine even when you resize the window and the logic is much simpler than the original.
  17. @GreenSock I just learned an interesting fact related to this topic. If I set immediateRender:true on a .set() tween it works like a fromTo tween would work. The tween position on the timeline does not matter and GSAP renders the property instantly. I think this is right. The problem happens when I play again this timeline, the box will stay at x:0 instead of the x:100 from the immediateRender:true In the following example, you can see that the set() X starts with 100, then jumps to 1000, then jumps to 0, then 100. It should jump from 1000 to 100. the fromTo() works as expected, it starts with x:100, then jumps to x:200 and then jumps back to x:100. var originalTl = new TimelineLite({ onComplete: function() { originalTl.pause(0); } }); originalTl.set("div", { x: 100, immediateRender: true }, 3); originalTl.fromTo("div", 0.0001, { y: 100 }, { y: 100 }); originalTl.set("div", { x: 1000 }, 3); originalTl.fromTo("div", 0.0001, { y: 200 }, { y: 200, immediateRender:false }); originalTl.set({}, {}, '+=2'); Ps.: Yeah, I know this example makes no sense, it is just to illustrate the problem. I have nested timelines in my app and one of the nested timelines which has shifted position has a .set() with immediateRender:true
  18. As I know the cause of the problem, I was able to find solution for this issue, but I think it still worth some of your time to see if GSAP should be improved with the previous idea. First of all I was able to find a more easier method to simulate the problem. Just limit the fps while the playhead reaches the addPause tween. TweenMax.ticker.useRAF(false); TweenMax.ticker.fps(2); Then in the addPause callback remove the fps limitation tl.addPause(..., function(){ TweenMax.ticker.useRAF(true); TweenMax.ticker.fps(undefined); }); The solution get the tween's exact position on the timeline and in the addPause callback, seek to that position. It will result that the playhead will be in the right position. Downside: I have to store every addPause's position after adding them, to be able to know where to seek on the timeline. var pauseTime2; tl2.addPause("+=0.001", function() { this.seek(pauseTime2); button1.promise.then(function() { tl2.play(null, false); }); }); pauseTime2 = tl2.recent().startTime(); When the solution fails If in the addPause callback we instantly play the timeline, then seeking back -> GSAP will not honor the timings, which is bad and I see why the current implementation of GSAP is good. var pauseTime2; tl2.addPause("+=0.001", function() { this.seek(pauseTime2); //button1.promise.then(function() { tl2.play(null, false); //}); }); pauseTime2 = tl2.recent().startTime(); So to properly manage this situation, the seek should be conditional. If the promise already resolved when the addPause callback happens, we should continue to play and GSAP will honor timing. If it is not resolved then we do not need to honor timing, so we can simply seek back and play when the promise resolved. var pauseTime2; tl2.addPause("+=10.001", function() { if (!button1.promise.resolved) { this.seek(pauseTime2); button1.promise.then(function() { tl2.play(null, false); }); } else { tl2.play(null, false); } }); pauseTime2 = tl2.recent().startTime(); So, I can manage this situation on my own. Final pen where red box is the bad result and green is the right result How could GSAP manage this situation? Two possible solution... #1 solution addPause callback could have an optional boolean return value. This return value could indicate if we need this pause or not. tl2.addPause("+=10.001", function() { if (!button1.promise.resolved) { button1.promise.then(function() { tl2.play(null, false); }); // tell GSAP that it is a real pause, so pause the timeline, so // GSAP could adjust the position of the timeline to the exact position of the pause. return true; } // we do not need the pause, so the timeline can continue to play. return false; }); #2 solution If the pause reason of the timeline is addPause, then GSAP should check on the next tick if there way a play call on this timeline. If there was a play call on the timeline until the next tick, GSAP should continue to play without affecting the timings. If there was not any play call on the timeline until the next tick, GSAP can adjust the playhead position back to the addPause position as there is no honorable timing anymore for this pause. In my opinion #2 solution is best to solve race condition issues and works best with promises. tl2.addPause("+=10.001", function() { var ret = false; button1.promise.then(function() { ret = true; tl2.play(null, false); }); // return will be always as the promise.then is async and will set ret to true later return ret; });
  19. Thanks Jack! I was able to create a Codepen as I know the reason: https://codepen.io/anon/pen/qLJevO?editors=0010 Open up the console Watch for the error line: _pauseTime set 0.161 Run the pen again until you do not get bigger _pauseTime than ~0.04. Best if bigger than 0.1 Click on Resolve #1 and watch that the animation will jump several frames. Well if I have the following timeline var tl = new TimelineLite(); tl.addPause("+=0.001", function() { button1.promise.then(function() { tl.play(null, false); }); }); tl.to("div", 2, { x: 1000 }); I see your point about lag smoothing and that would be a great reason, but: I assume that the timeline gets paused at that position and when I resolve the promise, the play will continue from that position. I think it makes no sense to honor timings in an addPause case as the timeline is paused. So addPause should be an exception. If there was a lag between the timeline creation and addPause's pause(), I do not think that lag should affect the future when the timeline plays again. There is a reason why you paused the timeline at that given point of time addPause is already an exception in GSAP, try the following pen: https://codepen.io/anon/pen/ebQOVN?editors=1010 If GSAP would honor the timing, then the second red box should jump near to the black line instantly as it has the same position as the addPause. But the addPause was an exception and it does not allow future tweens to render on that timeline in the very same tick.
  20. Possible solution could be: p.render = function (time, suppressEvents, force) { ........ ........ while (tween) { next = tween._next; //record it here because the value could change after rendering... if (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete break; } else if (tween._active || (tween._startTime <= curTime && !tween._paused && !tween._gc)) { if (pauseTween === tween) { this.pause(); // If we pause the animation by a pauseTween, then set the proper _pauseTime to prevent frame skipping this._pauseTime = this._startTime + pauseTween._startTime; } if (!tween._reversed) { tween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force); } else { tween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force); } } tween = next; } The pause() call sets the this._pauseTime, which might be not good. So if there is a pauseTween, then set the value of this._pauseTime to the sum of the _startTime of the timeline and the _startTime of the pauseTween. this._pauseTime = this._startTime + pauseTween._startTime;
  21. More details while debugging: When the timeline created, GSAP sets its _startTime: p.add = p.insert = function (child, position, align, stagger) { var prevTween, st; /*if(window.aaaa) { console.log((new Date()).getTime(), 'add to timeline', child._totalDuration); }*/ child._startTime = Number(position || 0) + child._delay; At 60ps, there is a frame in every 0.01666s Example: new TimelineLite() _startTime becomes 0.236 | timeline.rawTime() -> 0 | timeline._timeline._time -> 0.236 here the timeline created and starts to play as there is an addPause at 0.001, the timeline will pause: _pauseTime becomes 0.318 | timeline.rawTime() -> 0.089 | timeline._timeline._time -> 0.318 Exception: In an ideal world _pauseTime should be _startTime + 0.001 as we stopped there => 0.236+0.001=0.237 In real, it took 0.089s which is ~5 frame if we would have the 60fps at page load. Conclusion: When the fps is constant, it does not matter if the _pauseTime is perfectly aligned with addPause position or not as in the worst case we lose only 1 frame by this which you are unable to notice. The problems comes when you have low fps at the start of the timeline and high fps when the paused time resumed, I think this is the scenario with my complex page. There is less than 60fps during new TimelineLite(), addPause(0.001, ...) (I think we can calculate the fps as it took 5 "60fps frames" to reach the addPause, so 60/5 = 12fps). Then when the play happens, GSAP thinks that those 5 frames are already rendered and they will be skipped.
  22. Well, first of all I'm sorry that every day I have a problem. For the current one, I was not able to create a Codepen which produces this issue. In my real world example, I have an addPause at position 0.001, so when the timeline reach this position, it will wait until the click promise resolved: https://codepen.io/anon/pen/QzZZpo?editors=0110 Also in my scenario, I have a complex scene with lot of animated elements ~100 which repeated all the time. When the event happen which resolves the promise of the addPause and plays the timeline, it seems like that the animation is skipping several frames. The second, third etc. time when it reaches the addPause and the play promise resolved again, the animation is running smoothly. I tried to reproduce the very same issue at CodePen, but it only happened when I animated 10000 other small boxes, so that might be unrelated. Screen recording (watch in full hd) 0:05 I click on the zeppelin. The Zeppelin's promise resolved, so it starts to play from the addPause. This part is important as this is where you will see that the zeppelin jumps instantly in the middle of the screen. The first part of the animation is missing. Console contains the following timings: 0:19 in resolved, this is when the zeppelin was clicked, after this line the timings when this event happened: current js time: 1547202313240 .time() of the zeppelin's timeline: 2.4220000000000006 The next timings are from the onUpdate event of the zeppelin's timeline: current js time is first and the zeppelin's timeline the second Here is a more detailed console which shows the same issue as the video: ____ JS time______ .time() .progress() Play 1547203186098 0.001 0.00031201248049921997 onUpdate 1547203186121 0.2559 0.07987519500780024 onUpdate 1547203186139 0.274 0.08549141965678628 onUpdate 1547203186156 0.2919 0.09110764430577217 onUpdate 1547203186170 0.3060 0.09547581903276132 onUpdate 1547203186189 0.3239 0.10109204368174722 onUpdate 1547203186206 0.3420 0.10670826833073326 onUpdate 1547203186222 0.3559 0.11107644305772227 onUpdate 1547203186239 0.375 0.11700468018720749 onUpdate 1547203186255 0.391 0.12199687987519502 onUpdate 1547203186271 0.4070 0.12698907956318253 onUpdate 1547203186289 0.4249 0.13260530421216843 onUpdate 1547203186304 0.4399 0.13728549141965676 onUpdate 1547203186322 0.4580 0.1429017160686428 onUpdate 1547203186339 0.4750 0.1482059282371295 It seems like the first onUpdate jumped ~0.252s which I think could result that huge jump as the original animation's duration is 0.8s. The timelines whole duration 3.205 If I change the addPause position from 0.001 to 1s the animation plays nicely without jump and this is the console output. There is only ~0.04s jump between the first two. ____ JS time______ .time() .progress() play____ 1547203837755 1 0.23786869647954326 onUpdate 1547203837780 1.041 0.24762131303520452 onUpdate 1547203837798 1.058 0.25166508087535683 onUpdate 1547203837813 1.074 0.2557088487155089 onUpdate 1547203837829 1.090 0.25951474785918166 onUpdate 1547203837846 1.108 0.263558515699334 onUpdate 1547203837862 1.124 0.26736441484300666 onUpdate 1547203837881 1.143 0.271883920076118 I tried several position values and it seems like it has this frame skipping behavior, when the position is smaller than 0.2s. Above 0.2s I get 0.04s between the first two. Under 0.2s, the delay is increasing with lower values. I tried to place addPause to 1.001s and seek the timeline to 1s, but this does not solved the issue. Ps.: if I won't be able to solve this, I will remove the addPause from the start of the timeline and I will start the timeline initially paused and will start to play when the event happens.
  23. Thanks, if it does not improve performance, then I will stay with multiple nested timelines. (I had a misunderstanding with immediateRender and I thought the nested timelines cause the issue. I thought if I have multiple fromTo tweens on the same element and same properties in the same timeline, then I do not have to take care setting immediateRender to false when required. Well, it turned out I have to take care of it )
  24. For example I have 2 timelines and both contains several tweens. These two timelines are placed to a main timeline both of them to position 0. If I would like to remove the two additional timelines, what would be the best way to place the tweens to the timeline. (Try to think in general with a lot of involved tweens.) Getting the .recent() tween from the timeline and sum .startTime() and .totalDuration() of the tween is the right way to get the upcoming position of that tween?
  25. I had a little time for debugging. I used the current version of uncompressed tweenmax.js. Stacktrace First column is the first console log Second column is the last console log right before the callback fired twice. Third column is the console log when the event fired twice It first and the third call is fine and the exception is the second call stack. It seems like the double firing happens when the ticker is not active an GSAP wakes it up. tl.pause(); in the last callback sometimes sends the ticker to sleep Animation._updateRoot = TweenLite.render = function() { var i, a, p; if (_lazyTweens.length) { //if code is run outside of the requestAnimationFrame loop, there may be tweens queued AFTER the engine refreshed, so we need to ensure any pending renders occur before we refresh again. _lazyRender(); } _rootTimeline.render((_ticker.time - _rootTimeline._startTime) * _rootTimeline._timeScale, false, false); _rootFramesTimeline.render((_ticker.frame - _rootFramesTimeline._startTime) * _rootFramesTimeline._timeScale, false, false); if (_lazyTweens.length) { _lazyRender(); } console.log(_ticker.frame , _nextGCFrame); if (_ticker.frame >= _nextGCFrame) { //dump garbage every 120 frames or whatever the user sets TweenLite.autoSleep to _nextGCFrame = _ticker.frame + (parseInt(TweenLite.autoSleep, 10) || 120); for (p in _tweenLookup) { a = _tweenLookup[p].tweens; i = a.length; while (--i > -1) { if (a[i]._gc) { a.splice(i, 1); } } if (a.length === 0) { delete _tweenLookup[p]; } } //if there are no more tweens in the root timelines, or if they're all paused, make the _timer sleep to reduce load on the CPU slightly p = _rootTimeline._first; if (!p || p._paused) if (TweenLite.autoSleep && !_rootFramesTimeline._first && _ticker._listeners.tick.length === 1) { while (p && p._paused) { p = p._next; } if (!p) { _ticker.sleep(); } } } }; Which outputs: So I think it is related with the garbage collection I think. Another interesting details, that the .play() suppressEvents is default to true, so there should not be any events, but when this wake exception happens at garbage collection, the _rootTimeline.render((_ticker.time - _rootTimeline._startTime) * _rootTimeline._timeScale, false, false); gets called which does not suppress the events. I hope it helps
×
×
  • Create New...