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emsee last won the day on March 27 2013

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emsee last won the day on March 27 2013

emsee had the most liked content!

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  1. OK, I'll check those out. I'm trying to tween the properties of a set of generated objects - pretty much exactly what I've demo'd
  2. Thanks for the reply. Perhaps I'm using gsap wrong, but my understanding was that passing an array as the property to tween would apply the tween to each object in the array? But when I log this from inside the onUpdate function, I get a cyclic error. Here's a pen to demonstrate https://codepen.io/highlyinteractive/pen/wvMeXxP I guess I hoped there would be some kind of target attribute that I could use to modify the objects during the tween
  3. I have an array of objects that I'm trying to animate with gsap, but I'm confused about how to use callbackScope with an array? let array = [obj1, obj2, obj3 ... ]; gsap.to(array, { duration: 1, callbackScope: array, onUpdate: function () { console.log(this.objectProperty); } }); If I was tweening a single object, this would be a reference to the object, but with an array of objects, it doesn't work. Would it be better to loop through the array & create multiple tweens that way? Is there any way to get the scope of each object
  4. I have three tweens, each one with a sound effect called on start: //simplified code: TweenMax.to(this, 10, {alpha:1, delay:1, onStart:playSound1}); TweenMax.to(this, 10, {alpha:1, delay:2, onStart:playSound2}); TweenMax.to(this, 10, {alpha:1, delay:3, onStart:playSound3}); function playSound1():void { LoaderMax.getLoader("sound1").playSound(); } function playSound2():void { LoaderMax.getLoader("sound2").playSound(); } function playSound3():void { LoaderMax.getLoader("sound3").playSound(); } I would like the sounds to overlap, but instead, the first sound is cut off by the second, whi
  5. Hi, Thanks for the update, it's really helpful. When I first tried it, I assumed it would set the number of repetitions to whatever value is passed. I guess it actually sets the current repetition (so if your repeat value is 3 and you set it to 1, it plays the loop twice more). Do you think it would be better to have two get/setters: One to set the repeat count & one to set the current repeat? Either way, I'm happy
  6. Hi, I have a simple problem, which I wondered if VideoLoader has a solution to. If not, I can achieve it manually, but thought I'd ask. I've got a simple video which repeats 3 times: vid = new VideoLoader("video.flv", {name:"vid", container:this, repeat:3}); vid.load(); I call it like this: vid.playVideo(); ...but this only works once. The second time I try to play it, it doesn't play. I tried calling it this way instead: vid.gotoVideoTime(0); vid.playVideo(); ...but then it only plays once. Is there any way to maintain the repeat settings?
  7. Woops - found my answer! onInit is called after the xml is loaded, but before any child loaders are created. Thanks Greensock - you think of everything!
  8. Hello, I know it's possible to have mixed xml (with loader's and also other content), but I'm having trouble working out how to access XML in LoaderMax before child loaders have finished. For example, here's a simple version of my xml: <?xml version="1.0" encoding="utf-8"?> <content> <preload> <LoaderMax name="..." prependURLs="assets/" load="true"> <MP3Loader name="..." url="..." autoPlay="false"/> <ImageLoader name="..." url="..."/> </LoaderMax> </preload> <fonts> <L
  9. I found it crashing when the System memory got to around 1.8GB - which I guess is the Windows limit as I don't think single processes can use more than 2GB each. Might be different on Mac. Not sure what bitmap dimensions you'd need to use that much memory up
  10. OK, I'm near certain it's a memory issue. At a certain point, the player just isn't able to generate any more bitmap tiles & falls over.
  11. OK, I think my problem is that I'm pushing flash beyond its limits. I've made a stupid little demo which is trying to blit some obscenely large sprites. I'm not sure exactly why the BlitMask is failing though. Here's my flashdevelop project: http://www.highlyinteractive.com/dump/blitTest.zip
  12. That would be a great solution had I not foolishly obfuscated my actual goal! I'm actually working across two computers - so the example above is actually supposed to scroll a long image across two screens, passing seamlessly from one to the next. I think I managed to solve it though: var offset:int = 0; var numScreens:int = 8; var otherScreens:int = numScreens - 1; TweenMax.fromTo(blit, 2, { scrollX:(1 / otherScreens * offset) % otherScreens }, { scrollX:1 + ((1 / otherScreens * offset) % otherScreens), ease:Linear.easeNone } ); If you change the offset for each screen,
  13. I'm having this problem as well (with a large target, not a large blitmask). I'm trying to replicate it in a separate piece of code, but the error is difficult to replicate. It looks like it's happening when the internal bitmap is segmented. I'll try to post more info soon.
  14. Hi, If anyone is up for a challenge, I'm having real trouble with the scrollX settings for BlitMask. I'm trying to scroll the identical contents of two Blitmasks, placing them side-by-side and offsetting one. Here's an example class: package { import com.greensock.BlitMask; import com.greensock.easing.Linear; import com.greensock.TweenMax; import flash.display.Sprite; import flash.events.Event; import flash.text.TextField; import flash.text.TextFormat; public class Main extends Sprite { private const W:int = 300; private const S:int = 350; private const C:int = 10; pri
  15. Hi, I'm trying to add a wipe transition to an image that is being panned with Blitmask, but as the height of the blitmask changes, the scrollY is also changed. Is there a way to do this, or should I come up with a different way to do the wipe? Here's my code: blit = new BlitMask(image, 0, 0, 1920, 1080, false, true); blit.y = 1080; blit.height = 0; blit.scrollY = 0; var t:Array = new Array(); t.push( new TweenMax(blit, 1, { y:0, height:1080, delay:startTime } ) ); t.push( new TweenMax(blit, 10, { scrollY:1, delay:startTime } ) ); t.push( new TweenMax(blit, 1, { height:0, delay:sta