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goliatone

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Everything posted by goliatone

  1. Hi, I developed a test class to experiment how to control different TimelineMax instances with sliders. Test class works as expected. Then, in the scenario where I use the code the TimelineMax instances start delayed. In this implementation i didn't change anything other than from where i get the actual symbol definitions ( from a preloader instead of having the classes inside the same test class ) So, in the test class if I call _createTimeline( holder, 1,5, false ) the tweens execute inmediatly. But in the implementation they have a delay...what could be the cause of that?! Code: //This is how i set up different TimelineMax instances, and then relate them to a particular slider instance. private function _createTimeline( holder:DisplayObjectContainer, symbolId:int, totalSymbols:int, paused:Boolean = true ):void { var clip:MovieClip, symbol:SymbolProxy; var tm:TimelineMax = new TimelineMax( { paused:paused } ); var colors:Array = ColorUtils.instance.getRandomPalateOf( _colors[symbolId], 5, 0.4, 1.4); var alpha:Number, scale:Number, tint:Number; for ( var i:int = 0; i < totalSymbols; i++) { //create movieclip instance. clip = new _symbols[ symbolId ](); //wrap it inside a proxy class that handles effects on tweening properties. symbol = new SymbolProxy( clip, holder ); //random initial positions. symbol.initX = clip.x = MathUtils.instance.randomRangeNum( 0, (0 + holder.width - clip.getBounds(clip).width) / 2 ); symbol.initY = clip.y = MathUtils.instance.randomRangeNum( 0 + clip.height, 0 + holder.height - clip.getBounds(clip).height ); //random final positions. symbol.endX = MathUtils.instance.randomRangeNum( (0 + holder.width - clip.getBounds(clip).width) / 2, 0 + holder.width - clip.getBounds(clip).width ); symbol.endY = MathUtils.instance.randomRangeNum( 0 + clip.getBounds(clip).height, 0 + holder.height - clip.getBounds(clip).height ); holder.addChild( clip ); alpha = MathUtils.instance.randomRangeNum( 0.7, 0.9, 2 ); scale = MathUtils.instance.randomRangeNum( .5, 4.3, 2); tint = colors[i]; tm.addChild( new TweenMax( symbol, 2, { x:symbol.endX, y:symbol.endY, alpha:alpha, rotation:360, scaleX:scale, scaleY:scale } ) ); tm.addChild( new TweenMax( symbol.source, 2, { tint:tint } ) ); } //store the TimelineMax instance related to a slider id. _timelines[ "sliders"+symbolId ] = tm; } //here, we handle the timeline current time update. private function _handleSliders( e:Event ):void { var sl:HSlider = e.target as HSlider; //retrieve TimelineMax instance from slider's id var tm:TimelineMax = _timelines[ sl.name ]; var t:Number = ( 2 * sl.value ) / 100; tm.currentTime = t; }
  2. To answer my own thread...kind of lame. But since i did not see any info about this issue ( other than a similar post, that i just saw and a similar solution now that i think about it... ) The issue seems to be that there were two different versions of the engine loaded in the compiler in the same project. I was loading an swf that had compiled in it the previous version. Only thing i had to do is recompile that fla with the new version. regards, goliatone
  3. I just updated from 11.09... or so to 11.12. When i try to compile a project I get the following error: Obviously, i had no issues before upgrading. It is quite a complex project all together, hard to send files. Any idea? Also, is there any way i can find a previous version of the engine so i can downgrade?
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