Jump to content
GreenSock

Search In
  • More options...
Find results that contain...
Find results in...

Search the Community

Showing results for tags 'onupdate'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • GreenSock Forums
    • GSAP
    • Banner Animation
    • Jobs & Freelance
  • Flash / ActionScript Archive
    • GSAP (Flash)
    • Loading (Flash)
    • TransformManager (Flash)

Product Groups

  • Club GreenSock
  • TransformManager
  • Supercharge

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Personal Website


Twitter


CodePen


Company Website


Location


Interests

Found 15 results

  1. Hi guys Im having a issue with onUpdate function in one animation, as the title says onUpdate doesn't fire when we are in another tab, this is some of my code: mainProgressAnimation = gsap.fromTo(mainLoadingCircle, { drawSVG: '0%', visibility: 'visible', }, { drawSVG: '100%', ease: 'none', duration: totalDuration, onUpdate: __searchingProgressHandler, }); function __searchingProgressHandler() { if (mainProgressAnimation) { actualProgress = mainProgressAnimation.progress() * 100; } var roundActualProge
  2. Hi, I'm wondering if it would be possible to randomise number AND pass it to the animation on update: $('.dot').each(function(e){ var floatingThis = new TimelineMax({repeat:-1, yoyo: true, onUpdate: update}); var timing = Math.floor(Math.random() * 10) + 8, posY = Math.floor(Math.random() * 90) + 0, posX = Math.floor(Math.random() * 100) + 0; function update(){ timing = Math.floor(Math.random() * 10) + 1, posY = Math.floor(Math.random() * 90) + -90, posX = Math.floor(Math.random() * 6) + 1; // console.log(timing, posY, posX); // floatingThis
  3. Hi guys, first of all a big thank you. This is my first post, I just signed up and I guess its in order to thank you for creating such a stable library. It is an essential part of a project I have been working on last couple of years....and it is the only lib that hasn't been touched, or i might say "retouched" :-). Just to mention, even jquery 3 got a rework, face lifting... So, my only question, after all this years is : Can internal clock be somehow exposed? Does the clock tick if no animations are going, or only when something is active? If a l
  4. Hi, I'm fairly good user of the lib, which i find awesome. thanks I'm having this case right now where i tween a plain numeric value, which i round with the roundProps plugin, and to which i react whenever there's an update with the onUpdate() hook. As the tween runs, the onUpdate() function is fired for every single step on the way, ignoring the fact that the value is rounded in post treatment by the plugin, firing unnecessary onUpdates on the way. Is there a way to prevent that ? Quite simple example : let wrapper = { index: 0, length : 0 }; TweenMax.
  5. Lets say I have a complex TimelineLite instance, which is maybe tweening some DOM elements' CSS properties but also is tweening some pure JS properties which are used in drawing on canvas. Any time one of those canvas related properties updates, I want to call a function that redraws the canvas, but if some of those tweens are overlapping, I want to be sure that I am not redrawing the canvas more than once per tick. Is there a baked in way to achieve this? Or is my best bet to have the drawing method be a pre-throttled method? Cons to that would be that the throttling is then set at a hard ms
  6. TweenMax.staggerFromTo(counterElement.find('g path'), details.speed, {drawSVG:"0", ease:Sine.easeOut}, {drawSVG:details.percentage+"%", onUpdate: function(){console.log(this)} }); The animation works correctly. The onUpdate is working either. Now I want to get the current percentage of the drawSVG in the onUpdate. I looked in the this result object, but can't find any variable with current percentage. How to achieve this?
  7. I've come come across a strange behaviour that I would like to understand. It might be bug, but I'm not sure. When setting immediateRender to true I would have guessed that onUpdate would also fire once during that initial render, but it seems to depend on the type of tween involved. .to fires the onUpdate while .from and .fromTo doesn't. Example: var obj1 = {a: 0}; var obj2 = {a: 0}; var obj3 = {a: 0}; // logs "update1" TweenLite.to(obj1, 1, {a: 1, onUpdate: function() { console.log("update1"); }, immediateRender: true, paused: true}); // logs nothing TweenLite.from(obj2, 1,
  8. Wondering if someone can help shed some light on something I am trying to do with GSAP which I just suspect I am going the wrong way about solving. Essentially there is a dial that spins for a random amount of 360° rotations and it finally settles on one of 10 segments (each 36° in size). What I am hoping to achieve is the segments to animate as the dial goes past them each time (so in sync with the speed of dial). I have very crudely recreated in CodePen, the 3 issues i think I have are: • I can't get the value returned from updateProps to always be a 0-360° value - it gets higher and
  9. disclaimer: Long time user of GreenSock (back to the days of gs in Flash), and this is a new account. Is it possible to get the actual hex value rendered on each tick of an animation to pass along as params via onUpdate? An example of grand prize winning answer: var prop = {bgColor: "#00ffff"} TweenMax.to(prop, 0.5, {bgColor: "#000", onUpdate: renderHex, onUpdateParams: ["{self}"]}) function renderHex(tween) { console.log(tween.target.bgColor); //show me "#0000ff", "#00000f", ect ect until the transformation is complete // currently returns NaN with expected response } As a
  10. pr1ntr

    onUpdate Easing

    Hi, I am trying to custom transform an svg polygon by feeding it the points arrays and have it add the difference on every frame between from to: http://pastie.org/private/owhlbo2kxu1rdiy48gjcaa So I want to be able to use the easing if one is provided (ie., in the call Cubic.easeOut) What is the best way to transform the values based on the ease?
  11. Bug or feature? When I tl.seek() a paused timeline the animation is "updating" yet the onUpdate function is never called. See plunk.
  12. Hello, I'm making a small 2D game and using (naturally) GSAP for the animation engine. So I'm Tweening a bullet by x,y and onUpdate I'm running collision detection to see if the bullet collides with any objects. However as the objects on the DOM increase onUpdate seems to be "skipping" some frames thus "lagging". Is there a better way to run somewhat complex code with TweenMax/Min? Maybe by listening on ticker? Or is onUpdate using requestAnimationFrame already? Thanks in advance!
  13. Hi, I am having trouble getting onUpdate event to fire in a TimelineMax that I have nested inside of another TimelineMax. Basically i have a "master" timeline, and a bunch of different "section" timelines. The master timeline has its own onUpdate , but I would like the onUpdate for each of the different sections to call a different function. for example... var master = new TimelineMax( {paused:true, onUpdate:masterUpdate}); var sec1 = new TimelineMax({paused:true, onUpdate:sec1Update}); var sec2 = new TimelineMax({paused:true, onUpdate:sec2Update}); master.add([sec1, sec2], "+
  14. Hello, I've got this code: leanLeftTween = TweenMax.to(trapecista, 1, { rotation: -10, ease:Linear.easeNone } ); leanRightTween = TweenMax.to(trapecista, 1, { rotation: +10, ease:Linear.easeNone } ); leanBackLTween = TweenLite.to(trapecista, 1, { rotation: 0, ease:Linear.easeNone } ); leanBackRTween = TweenLite.to(trapecista, 1, { rotation: 0, ease:Linear.easeNone } ); var tremble:TimelineMax = new TimelineMax( { repeat: -1 } ); tremble.append(leanLeftTween); tremble.append(leanBackLTween); tremble.append(leanRightTween); tremble.append(leanBackRTween); TweenLite.delayedCall(1,upd
  15. Hello I'm trying to tween a value of an object like this: var _obj = {v:0}; TweenMax.to(_obj, 1, {v:100, ease: Linear.easeNone, onUpdate:onTweenUpdate}) } function onTweenUpdate () { console.log(_obj.v) } This works fine but what it actually needs are rounded values. I thought "roundProps" would come in handy but the following change causes an error in TweenMax.js: TweenMax.to(_obj, 1, {v:100, roundProps:"v", ease: Linear.easeNone, onUpdate:onTweenUpdate}) Is this code wrong or does "roundProps" not work that way? What I actually would like to do with it i
×