ej2 Posted July 29, 2023 Share Posted July 29, 2023 const drawImage = useCallback(() => { const image = images[defaultFrame.frame]; const canvas = document.querySelector("canvas") as HTMLCanvasElement; // window.innerWidth canvas.style.width = `${width}`; // window.innerHeight canvas.style.height = `${height}`; const context = canvas.getContext("2d") as CanvasRenderingContext2D; // window.innerWidth context.canvas.width = width; // window.innerHeight context.canvas.height = height; context.clearRect(0, 0, canvas.width, canvas.height); // Draw the image on the canvas //, width, height context.drawImage(image, 0, 0, canvas.width, canvas.height); }, [defaultFrame.frame, height, images, width]); const initGSAP = useCallback(() => { gsap.to(defaultFrame, { frame: frameCount - 1, snap: "frame", ease: "none", scrollTrigger: { scrub: true, pin: "canvas", }, onUpdate: drawImage, }); gsap.fromTo( ".game", { opacity: 0.1, }, { opacity: 1, scrollTrigger: { scrub: true, start: "0%", end: "100%", }, onComplete: () => { // do stuff }, } ); images[defaultFrame.frame].onload = drawImage; }, [defaultFrame, drawImage, images]); I want to reduce the speed of my gsap image animation on scroll, please how can I achieve this? Here a video Link to comment Share on other sites More sharing options...
Solution mvaneijgen Posted July 29, 2023 Solution Share Posted July 29, 2023 Hi @ej2 welcome to the forum. Check out this video from the YouTube channel. Particularly the end: property If you have more questions, please post a minimal demo, so we can better help you. Hope it helps and happy tweening! Link to comment Share on other sites More sharing options...
ej2 Posted July 29, 2023 Author Share Posted July 29, 2023 Thank you, @mvaneijgen This video you sent solved the problem, I was having! Link to comment Share on other sites More sharing options...
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