Share Posted July 4, 2012 Hi there, i'm about to switch to Starling Framework for my new projects. For a game i animated an object with autorotate=true like this so far (simplified): points = [new Point(50, 35), new Point(500, 35), new Point(500, 300)]; path = new LinePath2D(points); var f:PathFollower = path.addFollower(object, 0, true, 90); tween = TweenMax.to(f, time, {progress: 1, onUpdate:onUpdateTween, ease:Linear.easeNone}); The object started with an initial rotation of 90° to the right and after reaching the 2nd point it was rotated again by 90° for reaching the final point. Now with Starling the same approach doesn't work anymore, since there rotations are calculated using radians. Therefore the rotation at point 2 will not look correctly anymore: points = [new Point(50, 35), new Point(500, 35), new Point(500, 300)]; path = new LinePath2D(points); var f:PathFollower = path.addFollower(object, 0, true, deg2rad(90)); // this allows the initial rotation tween = TweenMax.to(f, time, {progress: 1, onUpdate:onUpdateTween, ease:Linear.easeNone}); Is there a way how rotation can be handled correctly for a Starling Image/Sprite object with Greensock ? Btw. how can a LinePath2D object be added to a Starling Sprite ? At the moment i get the error "Implicit coercion of a value of type com.greensock.motionPaths:LinePath2D to an unrelated type starling.display:DisplayObject." Thank you for your help. Bests valley Link to comment Share on other sites More sharing options...
Author Share Posted July 5, 2012 Ok i found the solution (quite easy): Override the rotation setter in the class to animate: override public function set rotation(value:Number):void { super.rotation = deg2rad(value); } If someone knows the solution about adding a LinePath2D object, i'm still interested Link to comment Share on other sites More sharing options...
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