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ronaldo71

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Posts posted by ronaldo71

  1. Hi,

     

    I'm using TransformManager 1.85, dated 10/28/2009. I'm not sure if that's the latest, the greensock homepage mentions 1.82 :)

    Anyway, when I move a symbol that's mirrored horizontally (h-flipped with a scaleX < 0), the target rotation is set to 180 and the target's scalyY is set to < 0.

    But when I move something, the rotation should remain untouched AFAIK and the scaleX and scaleY should remain untouched (I'm not resizing).

    It's rather annoying...

     

    I traced it down to the TransFormManager's updateSelection method, in line 1236, see the arrow below in the code. Maybe the transform matrix doesn't cope with flipped symbols?

     

    public function updateSelection($centerOrigin:Boolean=true):void { //Includes resizing the _dummyBox.
     if (_selectedItems.length != 0) {
    ...
    if (_selectedItems.length == 1) {
    	...
    	if (!t.hasOwnProperty("content") && t.width != 0) { //in Flex, SWFLoaders/Images and some other components don't accurately report width/height
    		...
    -----------------> _dummyBox.transform.matrix = t.transform.matrix = m; <----------------- Here's the line that sets the rotation and scaleY
    	} else {
    		r = t.getBounds(t);
    		_dummyBox.graphics.drawRect(r.x, r.y, r.width, r.height);
    		_dummyBox.transform.matrix = t.transform.matrix;
    	}
    } else {
               ...
           }
    }
    

     

    I hope it's a small bug, not a 'feature'.

     

    Best regards,

    Ronaldo

  2. Hi,

     

    I'm working with the TimelineMax, and besides tweens, I'd like to add audio (Sounds class) on the timeline.

    But when I pause or stop the timeline, the sounds continue playing.

    I was wondering if TimeLineMax has any features that help me putting the sound on the timeline and manages the pause and gotoTime handling for me.

    Maybe something with a sub-timeline?

     

    var _soundChannel : SoundChannel;
    var _instance:Sound; // A class instance with a dynamically instantiated Sound.
    
    var props:Object = {
    delay: 0,
    overwrite: OverwriteManager.AUTO,
    onStart: function() { _soundChannel = _instance.play(); },
    onComplete: function() { _soundChannel.stop(); }
    };
    timeLine.insert(new TweenLite(instance, duration, props), startTime);

     

    TIA

    Ronaldo

  3. Hi all,

     

    I'm using the bezier/bezierThrough tweening facility (wauw, really easy :) )

    In order to facilitate my tween path (I have to set the coordinates by hand) I'd like to know how I can draw the bezier curve itself,

    so that I can visualize the path and edit the points without having to run the tween every time.

    (Like the line in the bezier/bezierTrough example, except I don't need to click to add extra points).

     

    So, in short, how can I draw the bezier curve itself? Does the tween class uses the defualt bezier from adobe?

     

    Thanks!

    Ronaldo

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