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Applauz

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Everything posted by Applauz

  1. So you have one movie clip on the stage looping and when you click on it .. it fades in to the next movie clip ? Having a hard time understanding what's going on here
  2. I'm tweening the entire movie clip that contains a blitMask inside of it.
  3. Well ... I have a button that is pressed that sets up an addChild which contains a large blitMask. I know that the blitMask takes 3 seconds to prepare itself. I'm using TweenLite.delayedCall(0.1, blitMask.update, [null, true]); to make sure that the bitmapmode = true is only created when it's ready. This works fine... It takes 3 seconds for all that to happen.. I have a delay on the tween to make sure everything is ready.... I even set the delay to a ridiculous 10 seconds to be sure and I still get the jump.
  4. What would cause a tween to get ignored and just snap to the location it was supposed to tween to ? is there something wrong with this ? I'm setting a 5 second delay before it should tween.. then it should tween for 1 second and call a function when it stops. The delay happens... the Tween doesn't happen.. it just jumps to the end coordinates and then calls the onComplete function. TweenMax.to(allChapterSwiper_mc, 1, {x:0, y:42, delay:5,ease:Expo.easeOut,startAt:{x:1024, y:42}, onComplete:setChaptersToolbar});
  5. yes .. 100% positive. I know this because on iPad3 Flash/AIR is not able to capture at the retina quality ... so when the bitmap is captured I can see that the quality is degraded during the scrolling / dragging and when the tween stops and bitmapMode is set back to false the image is set back to retina quality.
  6. I'm not seeing any difference in performance with smoothing set to true or false
  7. hmm.. is there a way to custom set the quality of the bitmap that is captured when bitmapMode is set to true ? on a retina iPad when bitmapMode gets set to true I can see a quality downgrade. This happens while the user is dragging and swiping so its not a big deal. You can see in the Facebook iPhone app that when you are scrolling the images are all a very low quality and then the quality is good again when the easing stops. This is what I want to happen in my app. The lower the quality on the bitmap the better the scrolling would be .. correct ?
  8. Wondering if there is a way when using blitMask and TweenMax to set the quality of the movie clip to very low while the tween is happening to improve performance ?
  9. Added this line in the MOUSE_DOWN handler.. it didn't improve or worsen performance
  10. Can someone clarify the best practice for this situation. Let's say I load a dynamic movie clip from my library.. inside that movie clip is some TweenMax occurrences. When I kill and null the movie clip and remove all the listeners that were in that movie clip .. do I need to do any cleanup of those TweenMax references ? Do they hold much weight in memory ? are they automatically garbage collected ? Cheers!
  11. Try putting this right under your blitMask = new line TweenLite.delayedCall(0.1, blitMask.update, [null, true]);
  12. Rather than me sending you FLA's .. its only a few lines of code you need to change to see what I'm seeing. Inside of movie clip allChapterSwiper_mc Uncomment line 48 //TweenLite.delayedCall(0.1, blitMask.update, [null, true]); Change line 52 to blitMask.bitmapMode = true; This will show you the performance hit when bitmapMode is true
  13. You have to set bitmapMode to false to enable clicking inside your movieclips again. When bitmapmode is true .. its really just an image of your movie clip.
  14. I altered the first level nab so you didn't have to worry about it. Click on the green square and the section in question will animate in. The only movie clip you need to look at is allChapterSwiper_mc thats where the code for the tweening is. AllChapterSwiper_mc basically loads a library item movie clip called allChapters_mc and handles how it is swiped, etc. inside of allChapters_mc is only some addChilds that add the movieclips to the stage inside of allChapters_mc. Like I said .. if you run this on your desktop you are going to say it runs perfectly fine. The problem is when it's run on iOS.
  15. Weird... I set it to 800 and now its working Shouldn't have to be such a huge number though
  16. I just sent you the FLA. Had to strip out a lot of other code to give you just this section with the issue. I'm interested in what happens on your end. Cheers!
  17. If I put together an FLA for you.. do you have a way on your end to test it on an iPad? Testing on Desktop doesn't have the problem.
  18. I set the xVelocity up to 500 .. didn't make a difference. I'm setting up MonsterDebugger right now so I can trace from the iPad.
  19. This is expanded on the flick/panel scroll example. .. What I am swiping through is movieclips and each movie clip has a button inside of it. The problem I am having is that when you touch the button it gets picked up as a swipe. I've tried altering the values and can't get it to work for a touchscreen ie/ iPad. On the desktop the mouse is so precise that it's fine. This only happens on the iPad. Basically when I touch a button it thinks I swiped and moves to the next panel. Here's my code. var _panelBounds:Rectangle = new Rectangle(0, 0, 1024, 706); var allChapters_mc:AllChapters_mc = new AllChapters_mc(); this.addChild(allChapters_mc); allChapters_mc.x = _panelBounds.x; allChapters_mc.y = _panelBounds.y; var _currentPanelIndex:int = 0; var _panelCount:int; var _x1:Number; var _x2:Number; var _t1:uint; var _t2:uint; var blitMask:BlitMask = new BlitMask(allChapters_mc, 0, 0, 1024, 706, true); blitMask.bitmapMode = false; _panelCount = 29; blitMask.addEventListener(MouseEvent.MOUSE_DOWN, _mouseDownHandler, false, 0, true); function _mouseDownHandler(event:MouseEvent):void { trace("Mouse Down"); TweenMax.killTweensOf(allChapters_mc); _x1 = _x2 = this.mouseX; _t1 = _t2 = getTimer(); allChapters_mc.startDrag(false, new Rectangle(_panelBounds.x - 999999, _panelBounds.y, 99999999, 0)); this.stage.addEventListener(MouseEvent.MOUSE_UP, _mouseUpHandler, false, 0, true); this.addEventListener(Event.ENTER_FRAME, _enterFrameHandler, false, 0, true); } function _enterFrameHandler(event:Event):void { _x2 = _x1; _t2 = _t1; _x1 = this.mouseX; _t1 = getTimer(); blitMask.update(); } function _mouseUpHandler(event:MouseEvent):void { trace("Mouse Up"); allChapters_mc.stopDrag(); this.removeEventListener(Event.ENTER_FRAME, _enterFrameHandler); this.stage.removeEventListener(MouseEvent.MOUSE_UP, _mouseUpHandler); var elapsedTime:Number = (getTimer() - _t2) / 1000; var xVelocity:Number = (this.mouseX - _x2) / elapsedTime; //we make sure that the velocity is at least 20 pixels per second in either direction in order to advance. Otherwise, look at the position of the allChapters_mc and if it's more than halfway into the next/previous panel, tween there. if (_currentPanelIndex > 0 && (xVelocity > 20 || allChapters_mc.x > (_currentPanelIndex - 0.5) * -_panelBounds.width + _panelBounds.x)) { _currentPanelIndex--; } else if (_currentPanelIndex < _panelCount - 1 && (xVelocity < -20 || allChapters_mc.x < (_currentPanelIndex + 0.5) * -_panelBounds.width + _panelBounds.x)) { _currentPanelIndex++; } if (allChapters_mc == null) { trace("---ERROR! Null target"); return; } trace("CURRENT PANEL INDEX START = " + _currentPanelIndex); TweenMax.to(allChapters_mc, 0.7, {x:_currentPanelIndex * -_panelBounds.width + _panelBounds.x, ease:Strong.easeOut, onUpdate:blitMask.update,onComplete:setTitle}); }
  20. this isn't true... as I am using blitmask with a 25,000 pixel wide movie clip. I have seen this error when I use stage.width and stage.height in the parameters. Try changing your width and height in your parameters to actual numeric values. i.e. 1024, 768 also .. add the smoothing parameter ,true or ,false
  21. Can someone please clarify for me what the possible reasoning would be when using BlitMask I would see better performance during the tween when bitmapmode is set to FALSE. I know it goes against the whole purpose of BlitMasking... but I need to target what the problem is. This is while running on an iPad at 60 fps rendermode is GPU I'm tweening in a blitmasked area of 1024 x 706 the movie clip I'm tweening is a horizontal strip of 29 movieclips that are added to a movie clip that is the movie clip being tweened. This makes the movie clip being tweened be approx 25,000 px wide. I thought the whole point of BlitMask would be to only worry about what's in the blitmasked area. When bitmapmmode = false.. the tweens are perfect for the first 4 tweens ( swipes ) .. then all of a sudden it gets choppy. Not delay being added to the stage either. When bitmapmode = true .. it takes 3 seconds for my movie clip to even appear on the stage... once it does appear the swiping is very laggy and after 3 swipes the app crashes completely. Does anyone have any idea why this is happening ? When I run it on the desktop there is absolutely no difference between bitmapmode true or false.. both perform great. I assume because the desktop has a lot more RAM to work with. The weird thing is I have another area in my app where I have another large image that needs to be tweened. This one is a history timeline.. I am using blitmask and throwprops with this one. The strange thing is with this one .. bitmapmode being TRUE makes it very laggy. bitmapmode FALSE it performs flawlessly... so is there something in throw props thats helping this scenario ???
  22. Well .. the application is only going to run on iPad2 and iPad3 .. so thats all I need to worry about. I was just wondering if there was anything with TweenMax that could detect that a movie clip was actually visible on the stage before it started to tween.
  23. I'm wondering if there is any way to perform a TweenMax only once a movie clip is actually ready to be tweened ? When doing something like this var chapterMenu_mc:ChapterMenu_mc = new ChapterMenu_mc(); this.addChild(chapterMenu_mc); chapterMenu_mc.x = 0; chapterMenu_mc.y = -710; TweenMax.to(chapterMenu_mc, 1, {y:42, ease:Expo.easeOut, startAt:{x:0, y:-710}}); The menu is a large movie clip. and I find that the tween is starting before the menu is ready on the stage. Is the only solution to put a delay parameter on the tween ?
  24. I'm trying to use blitMask again... I got it to stop crashing when doing the bitmapcapture. However when I scroll the FPS is going from 60 to 30 .... any tips on fixing that ?
  25. Wondering what the best framerate is to use for AIR on iOS [iPAD] ? I'm currently using 60 .. but on larger images .. the tweens take a beating and get choppy sometimes. Can someone from greensock chime in with what is recommended for mobile ?
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