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About Rolf

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  1. It works perfectly now. That's incredible good service! Thanks a lot, I really appreciate it. Rolf
  2. Perfekt, thank you so much, Jack! That solves a lot of the problems I've been having with a small game I'm working on. In my game I sometimes need to Kill the TransformAroundPoint tween. And then start a new tween and scale the bitmap from it's current scale to a new scale. In this case the bitmap would still end up moving away from it's original position. When called multiple times it 'travels' quite far. I've changed the demo to so that it simulates the problem. I call nextTween from a delayedCall, instead of onComplete, to interrupt the Tween before it's finished. I did however
  3. Hi I'm trying to scale a bitmap with TransformAroundPoint. When I call TransformAroundPoint multible times it seems to move the bitmap away from the original position. I've made an example that shows the problem: A semi transparent red square is scaled up and down 80 % a 100 times and when completed it's scaled back to 100% again. In the background a square is illustrating the original position. When the scaling is completed the two squares should be on top of each other .. but they aren't? I hope you can help figure out what the problem is. package { import com.greensock.Tw
  4. Perfect!. And thank you for explaining the "time drift".
  5. Hi I'm working on a small game (as3) and I'm trying to optimize performance. Instead of calling a method for hitTest every frame I want to call them 5 times per second. I'm considering using delayedCall (because I'm using TweenMax.pauseAll): Something like this; updateCaller = TweenLite.delayedCall(0.2, handleHitTest); private function handleHitTest():void { // handle HitTest here updateCaller.restart(true); } Would this be the best approach or would it be better to use the build in Timer class. Thanks Rolf
  6. Hi Carl It worked perfectly Thanks, much appreciated! Rolf
  7. Hi I'm using ThrowPropsPlugin to animate a sprite called imageContainer: The code I'm using is from the ThrowPropsPlugin example found here: http://www.greensock.com/throwprops/ Example: ThrowPropsPlugin.to(imageContainer, {throwProps:{ y:{velocity:yVelocity, max:maskBounds.top, min:maskBounds.top - yOverlap, resistance:300}, x:{velocity:xVelocity, max:maskBounds.left, min:maskBounds.left - xOverlap, resistance:300} }, onUpdate:scrollUpdate, onComplete:scrollEnd, ease:Strong.easeOut }, 10, 0.3, 0); Is there a method I can call on TweenLite that forces the animation to end ins