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NamelessGhoul

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  1. Thanks! Yes, that's what I was looking for. I will try it and give an update later. As to your last question - I'm not blaming anyone / anything, but I am considering both possibilities. I'm at the moment where we have done every imaginable thing to boost performance on webOS and checking every single small thing that could be the reason for those freezes. EDIT: Everything is good with pause. Problem is somewhere else. Thanks for your help!
  2. Thanks. I was informed about this, but left the original codepen animations.
  3. Thanks, I fixed the issues you mentioned. http://codepen.io/anon/pen/ORoBNP I'm not sure that it fixes the problem though. My own calls get executed when I expect them ( pause and pause callback). This mind sound silly, but maybe there's a chance that callback is called before actual pause happens? That's why I wanted to log internal pause process. The one I put at line 1609 is logged later than my pause and pause callback logs. The thing is that this pause/resume action should happen when nothing is being animated. My logs prove it, but the one on line 1609 is called in the middle of animation. Sometimes that animation freezes and I'm thinking that maybe this is the reason. Unfortunately I can't reproduce the freezing in codepen as this happens only on WebOS.
  4. Hi Jonathan! Thanks, I'v heard good stuff about this community support! To your question - kind of. Actually the time doesn't matter to me, I just want to log the exact moment when the timeline get's paused. I'm comparing what I see on screen on logs. It looks like my timeline gets paused at the wrong time altought my own 'paused', 'unpaused' events show up at the right time. This problem occurs only on LG WebOS 2. I created codepen, not sure how useful it is though. http://codepen.io/anon/pen/ORoBNP So yeah, what I would like is to also log interal pause event.
  5. Hello! I'm trying to catch library's internal pause event and I'm not sure I'm looking in the right place. In my code I have this loop: for (var i = 0; i < this._gaps.length; i++) { this.addPause(this._gaps[i], function() { console.log('%cpaused', 'color:red;font-weight:bold;'); Utils.afterRepaint(function() { if (_self.paused()) { _self.resume(); console.log('%cpaused off', 'color:red;font-weight:bold;'); } }); }); } And I'v also put console.log() in library: (starting at line 1609) if (pauseTween) { console.log('gsap pause'); console.log(pauseTween); this._time = time = pauseTween._startTime; this._totalTime = time + (this._cycle * (this._totalDuration + this._repeatDelay)); } There is delay between those logs, that's why I think that it's not the right place where to check it. Could you point me in the right direction?
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