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Ephezius

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Posts posted by Ephezius

  1. And just for assurance, yes, delay is never accounted for in a tween or timeline's progress.

     

    Thanks, but is there any way to account for delays? Right now the resize events have several delays on each part of the timeline... if I resize the screen and the init() function is recalled, it's not seamless at all...

  2. Hey folks -

     

    Here is what I've done:

    • I've created an introduction animation for my tool
    • Once animated, everything is in place and the too is ready for user interaction
    • I've created a resize event so I can recalculate width/height of stage
    • The resize event removes everything and re-runs the init() function to recreate everything
    • I've captured the totalProgress time of each animation at the point of resize

    Here is what I'm trying to do:

    • If the animation hasn't run at all at the point of resize, I'd like the animations to run as normal once the resize event is fired
    • If the animation has run completely, I don't want it to run at all (i.e., totalProgress = 1)
    • If the animation is anywhere in progress, I want the animation to skip to that point in the animation (e.g., 60%)

    Here's the problem:

     

    When I use code like this...

    var animation:TweenMax = TweenMax.to (obj, 1, {delay:1, x:50})
    animation.totalProgress = _captured progress;
    

    ... the delay is totally ignored. Meaning if I have several successive tweens, they overlap each other.

     

    Is there a way to assign progress in TimelineMax? Any other ideas on how to do this?

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