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blase

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Everything posted by blase

  1. I have the similar problem: this all may seem like a overkill but how could I do this math when I am using a loop? I tried like so but I dont think this is good: function select(e:MouseEvent):void { var time:Number = 0; var counter:Number = 0; var r:int = 0; for (var i:int = 0; i< arr.length; i++){ var _duration:Number = Math.random() + 0.4; var _delay:Number = Math.random() * (i/10); counter = Math.max(_duration, _delay); time += counter; TweenLite.to(arr[i], _duration, { y: newY + r, ease:Elastic.easeOut, delay: _delay }); r += spacing; } TweenLite.delayedCall( time, myFunction ); } the math looks good to me but I am waiting too long... except if for loop for some reason last so much and then delayed call gets called so much later... I am too lazy to switch to version 11
  2. is tweenMax doing some stuff differently than tweenLite? I changed a couple of tweens which i have in my code just from TweenLite.to(..... to TweenMax.to(.... and I am getting undesired results because of that...
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