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kestal

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Posts posted by kestal

  1. Thanks Carl! 

     

    I have been reading these posts for some time, and as always, you are a wealth of info.

     

    Thanks for the tip about checking the velocity.  I am already using the Seek() method several places to dissect that a tween is doing, for subsequent tweens and processing.  I had not thought about using it here, to determine when to break a tween into two pieces (acceleration, then linear). This may work, and is a great idea!

     

    Also, I ran into the same thing with the Physics plugin, the terminal velocity.  Would it be easy to just hack up the physics plugin to rate limit it?

     

    Thanks again!

    --Kestal

  2. Hi,

     

    For the purpose of distilling this problem to its principal components, let's say I have 2 object that are side by side, say at y=100 pixels.  I want both of those to fall down the screen, but to different destination y locations.  I want them both to accelerate (easeIn), at the same speed, even though their distance to tween is different.  Also I want to cap their final velocity, so they never fall faster than pixels/sec.

     

    Here is an illustration:

     

    (initial position)

    Sprite1                                                      Sprite2 

        (fromX = 0, fromY = 0)                                 (fromX = 100, fromY = 0)

        (toX     = 0, toY     =  200)                            (toX      = 100, toY     = 400)   

     

                        (falling  -->       Sprite 1 and Sprite 2 have the EXACT same Y location as falling, since they are using the same custom easing IN function to control their acceleration and final velocity)

                        (falling)

                              ..

                              ..

                              ..

     

     

     

    Sprite1 has stopped here)

    Sprite1 (x=0, y=200)                               Sprite2 (is at the exact same Y locations because they are following the

                                                                                 same easing IN  function, regardless of total distance to travel

     

     

     

     

     

     

                                                                           (Sprite2 continues to fall until it reaches it target location of y=400)

                                                                          Sprite2 (x = 100, y = 400)

     

     

     

    Thanks,

    --Kestal

     

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