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overbyte

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About overbyte

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  1. Hi guys I'm using TimelineLite to animate an html5 banner and I'm having trouble with one of the lines: here is my code: panel.animate = function () { var _tweenTime = this._tweenTime, _staggerTime = this._staggerTime, _frameTime = this._frameTime, _carTime = 5; this._timeline // frame 1 .to(expTxt0, _tweenTime, { alpha:0, ease:Power2.easeIn }, _frameTime) .to(expTxt1, _tweenTime, { alpha:1, ease:Power2.easeOut }) // frame 2 .to(expTxt1, _tweenTime, { alpha:0, ease:Power2.easeIn }, _frameTime) .staggerTo([ expTxt2, expTxt3, expTxt4, expTxt5, expTxt6,
  2. Hi guys, quick question - I've just grabbed the v12 version of the swc and it no longer recognises calls to the complete() method - has this been removed and if so, what is the accepted procedure to force a timeline to complete please (currently using tl.gotoAndStop(tl.totalDuration))? thanks obie
  3. ah never mind - i got it in main.css img, div { position:absolute; }
  4. Hi guys first of all let me congratulate you on your js engine - it's looking pretty awesome. I have a question about tweening the css properties for top and left - i've implemented it as it seems like it should be but im not getting any result from the positional tweens, although the backgroundColor tween is working correctly. <!DOCTYPE html> <html> <head> <title>Test Animation</title> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.7.2/jquery.min.js"></script> <script type="text/javascript" src="js/
  5. hey jack thanks for the response. Unfortunately the flash is part of a much large cq5 content managed system which has several dynamically created files that are being loaded. UPDATE: i just discovered that if i remove all of the estimatedBytes that it fixes the problem when defaultAuditSize = false. thanks anyway dude - we all love your stuff obie
  6. hey guys Do you know of any reason why setting LoaderMax.defaultAuditSize = false; would cause the load to become unstable or simply not happen? seems to be happening in my swf best obie
  7. hey carl i did try just the content but it can't be cast as a DisplayObject in the duplicateSprite method i'll test the duplicateSprite method with a separate class to make sure that it's all working best a
  8. hey folks i'm trying to duplicate a loaded swf but i don't seem to be able to create a duplicate i'm using the following code: public function getAssetById(assetId:String):DisplayObject { var asset:DisplayObject; if (!_assetCache[assetId]) { _assetCache[assetId] = LoaderMax.getContent(assetId).rawContent; } asset = _assetCache[assetId]; // duplicate bitmap if (asset is Bitmap) { var bmd:BitmapData = new BitmapData(asset.width, asset.height, true, 0); return new Bitmap(bmd, "auto", true); } // otherwise return swf return SpriteUtils.duplicateDisplayObject(asset); } and thi
  9. hey folks There are a couple of problems i'm having with this - the first is how to work out how to find where the tip of each sine curve is and the second is to work out how to rotate each object so that it slides sideways along the sine wave (note file is 800 x 600) here's my code: CarouselTest.as: package { import com.greensock.easing.Sine; import com.greensock.TweenMax; import com.components.CarouselItem; import com.theflashblog.fp10.SimpleZSorter; import flash.display.Sprite; import flash.events.Event; import uk.co.thereceptacle.utils.Trig; public class CarouselTest ex
  10. answer i ended up doing something quite similar but using bitmapdata.draw() from the content instead: public function getImageById(id:String):Bitmap { if (!retrievedItems[id]) { retrievedItems[id] = LoaderMax.getContent(id); } var item:DisplayObject = retrievedItems[id]; var bmd:BitmapData = new BitmapData(item.width, item.height, true, 0); bmd.draw(item); return new Bitmap(bmd, "auto", true); } obie
  11. hi folks Does anyone know if it's possible to retrieve multiple copies of the same loaded image as you can with bulkloader? thanks obie
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