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Vagabond

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  1. Thanks for the examples! That's close to what I have, although to speed things up I just went with getting close. The project is an online multiple player RPG game, so the client is "dumb" and just represents server results. Seems so far though even using TweenLite inside tight loops just to move divs really speeds things up and eliminates requestAnimationFrame code. So I'll be revisiting that for sure
  2. Thanks mate! Your answers and the docs are helping it gel together. The tools are perfect, lots of different ways to use them. Looking forward to getting in the "Club" soon....
  3. Greetings, kudos to the developers of this wonderful product! I'm currently using Tweenlite to animate an HTML5 multiplayer game, it works great!! However I'm interested in incorporating TimelineLite as well for multi-phase animations, just not sure how/if TimelineLite syntax would work. Hopefully someone can point me in the right direction or toss out a simple example that I can follow up on. Example animation: Simple space game your ship fires a missile at another ship. The missile will go from point A (your ship) to point B (enemy ship), with say a rocket boost half way through. So far I've coded this in JS, creating my game engine and doing the tween calls without TimeLine. My questions are 1) In the example, using TweenLite the missile is moved to the position of the target (div). However that div is also moving using TweenLite as well. Is there a way to follow another tween'ing div? 2) In my current implementation, I'm using the TweenLite "onComplete" events to fire the next stage of the animation. Is there a way to do this using TimelineLite? something like "onComplete: tl.Run();" ? Need this for both delay (wait) tweens as well as tween is done (div position moves). 3) Is there a way to change div background image in the TweenLite syntax? Don't need to animate it, just have it change. Adding custom function hooks inside TimelineLite would be fine as well. Clear as mud? Thanks!!
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