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Found 5 results

  1. I am trying to use GSAP with React. In React I am creating a component with some text animations, for which I would I would like to create several instances at runtime. The main component should look like this: import React, { Component } from 'react'; import './App.css'; import { TimelineMax, Bounce} from 'gsap'; import Title from './Title.js'; let mainTimeline; class App extends Component { componentDidMount() { setTimeout(this.animate, 1000); } componentWillUnmount() { mainTimeline.kill(); } animate = () => { mainTimeline = new TimelineMa
  2. I have some SVG that resides directly inside my HTML (no object/img are used). I use jQuery and GSAP for the animation, which works fine. That is, until I load the animation from a URL different from the site root URL. In which case only part of the animation works (??). Works: http://www.brigaid.nl/staging/grahamskitchen/ Does not work: Works: http://www.brigaid.nl/staging/grahamskitchen/menu-wijn/ (Latest Chrome, Firefox) I'm sorry I can't be more elaborate about this, because it has me completely stumped. It almost seems like a 'same origin' issue, but I really can't see how th
  3. I am trying to get url in progresshandler. I tried typecasting event.target to LoaderItem, but it doesn't seem to work. event.target is of type LoaderMax. How can I get the currently loading item's url in progress handler ? Please help..
  4. Here's an easy one: How do I update the url that a conditional statement determines? What I have so far does not work: var video:VideoLoader = new VideoLoader('', {name:"weatherVideo", container:mc_video, width:756, height:672, scaleMode:"proportionalInside", bgColor:0x000000, autoPlay:false, volume:0, estimatedBytes:75000}); if( condition == "Cloudy.png" ){ getVideos( 'video' ); } function getVideos( url:String ):void { video.getLoader( 'weatherVideo' ).url = url; video.load(); video.playVideo(); }
  5. Hello, I am using LoaderMax to load assets from a web server when my AS3/AIR game starts. Assets might be PNG files (using ImageLoader) or SWF's (using SWFLoader). I would like to cache the content in persistent storage -- since I am using AIR, this would be mean storing the cache in the computer's file system or the mobile device's application storage area, so that the next time my game is run, I do not have to reach out to the server and re-download the assets. I could use code like the following: var file:File = File.applicationStorageDirectory.resolvePath ("test_cache_as3")
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