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Ringo

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Posts posted by Ringo

  1. Thanks for the reply Diaco, but it's not exactly what I'm after.

     

     

    I was hoping to have something like this:

    var tw = TweenMax.to(target, 10, {x:100});
    
    tw.valuesAt(2);// {target:target, x:10}
    tw.valuesAt(5);// {target:target, x:50}
    tw.valuesAt(8);// {target:target, x:90}

    I need to be able to read the values without reconstructing the tween.

     

    Right now I fear I have to use .time() to set the target's value, then read them, then return .time() to what it was. All before I update my canvas. Which feels bulky. But I'll do that for now.

  2. For example:

    I want to place some objects on the path of the tween for a graphical effects.

    So I'll tween a target with x=0 to x=100, over 1 second. And then I want to read the X value at multiple different times, say at 0.2, 0.4, 0.6 and 0.8 seconds.

     

    Is there a way to simply go: tween.read(.2) and have it return {x:20} or something like that?

     

    I know I can use time() on the tween, then read the value, and the return the playhead to the original time, but that seems cumbersome.

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