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pdiddles03

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  1. if I am tweening a object in a game i am making, i need it's velocity. Is there a way to throw this property so i can use it? So lets say i want to jump . TweenMax.to(player, 1, {y:player.y-100}) is there any possible way to get the distance that was traveled from one spot to another? Another way i can explain it is if i push the right or left arrow, i change the x velocity of the object to "player.vx = 5", so it's velocity is 5.
  2. Exactly what i needed! I didn't know there was oncompleteparams! Thank You!
  3. I did seem to solve the issue by doing this but I don't feel this is a very convenient way of doing it. Seeing I am writing a game, it adds unnecessary bloat to it. if(ship.active_bullets.length > 0){ for(var i = 0; i < ship.active_bullets.length; i++){ if(ship.active_bullets[i]){ if(TweenMax.isTweening(ship.active_bullets[i])===false){ (function(i){ TweenMax.to(ship.active_bullets[i], 2*scale, {y:0,ease:Power0.easeNone,onComplete:function(){ }}); })(i) } } } }
  4. I'm working on a game. Inside of it, i have an array which gets loop through using a for loop and if each object is not being tweened, it tweens them to a specific position like this: if(ship.active_bullets.length > 0){ for(var i = 0; i < ship.active_bullets.length; i++){ if(ship.active_bullets[i]){ if(TweenMax.isTweening(ship.active_bullets[i])===false){ TweenMax.to(ship.active_bullets[i], 2*scale, {y:0,ease:Power0.easeNone,onComplete:function(){ console.log(i) }}); } } } } The output in the console on complete is then number 1 instead of 0 which is what it is before the tween. why is this?
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