ej2 Posted July 29, 2023 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
Solution mvaneijgen Posted July 29, 2023 Solution 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!
ej2 Posted July 29, 2023 Author Posted July 29, 2023 Thank you, @mvaneijgen This video you sent solved the problem, I was having!
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