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pixelbeat

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  1. Thanks for replying. The callbacks were working, but IDK if coffeescript needed the function to be declare that way. With your reply I successfully fixed the problem and found that I can 'debug' the callbacks by using: init = new TimelineMax({repeat: -1, yoyo: true, onUpdate:print, onUpdateParams:["Animation running"]}) Declaring the updateSlider function before the reference FIXED the problem. # Working version slider.on "change:value", (event, ui) -> init.progress(ui.value) dragMe.x = slider.knob.x + 16 return # Declare the function BEFORE the timeline. updateSlider = () -> slider.value = init.progress() init = new TimelineMax({repeat: -1, yoyo: true, onUpdate:updateSlider}) # This works as well init.eventCallback("onUpdate", updateSlider) Thanks!
  2. Also I tried 'eventCallback' and didn't work either. init.eventCallback("onUpdate", updateSlider)
  3. I successfully implemented a native slider from Framer to control the timeline, instead of using jQuery and the jQuery UI slider library. My main problem emerged when I realized that the timeline events [onComplete, onProgress...] were not trigger at all. Here is the prototype. Sadly, I don't know how to isolate the bug or recreate this outside of Framer, but essentially my code goes as follows. init = new TimelineMax({onComplete:updateSlider}) # hSection is an Framer layer init.from(hSection, .5, {opacity: 0, y:"+=200", ease:Power3.easeInOut}, 0) # footer.children is an Framer layer with elements within init.staggerFrom(footer.children, .5, {opacity: 0, y:"+=25", ease:Power3.easeInOut}, -.15) # Here is the slider component slider = new SliderComponent width: Screen.width / 2 height: 20 # Here is the slider event that I used to drag and affect the timeline progress. This works like a charm. slider.on "change:value", (event, ui)-> init.progress(ui.value ).pause() return # Here is the function that needs to be triggered the moment that timeline is completed. Nothing happens. updateSlider = () -> print init.progress() Can you help me out? CoffeeScript code
  4. Fixed & working! function closeAndPlay(setFrame:Number):void { var closePictures:TimelineMax=new TimelineMax({paused:true, onComplete:gotoAndStop, onCompleteParams:[setFrame]}); closePictures.insertMultiple( TweenMax.allTo(pictures, 2.5, {alpha:0, ease:Quart.easeInOut}, 0), 0.5); closePictures.play(); }
  5. I got this menu, that triggers a function called closeAndPlay(), basically closes an array of pictures and then calls the function gotoAndStop, but it's not working. function hitButton (e:Event){ closeAndPlay(5); } function closeAndPlay(setFrame:Number):void { trace(setFrame) var closePictures:TimelineMax=new TimelineMax({paused:true}); closePictures.insertMultiple( TweenMax.allTo(pictures, 2.5, {alpha:0, ease:Quart.easeInOut}, 0), 0.5); closePictures.addCallback(gotoAndStop, setFrame); closePictures.play(); } What I am doing wrong? Cheers to everyone and thanks for your help. D.
  6. There is anyway to play/resume a TimeLineMax from an external swf? I tried this, but Flash doesn't recognize mainTimeline as an object: contentContainer.mainTimeline.play(); //and it returns this TypeError: Error #1010: A term is undefined and has no properties. at main_fla::MainTimeline/setContent()
  7. Thank you so much for your quick response. I will check this in a few minutes. You guys rock!
  8. Hello guys. I've been lurking this forum for months and it's been really helpful. A couple of weeks ago I discover LoadMax and it's fantastic, but I can't make it work in a very basic situation. What would be the best approach to this problem? Let's say I have a classic menu (4 items), that triggers 4 different swf files to preload on a main scene, on the same container. I tried this, but obviously I have no idea how to use this in a proper way. var loader1:SWFLoader = new SWFLoader("content1.swf", {onComplete:onLoadSWF}); loader1.load(); var loader2:SWFLoader = new SWFLoader("content2.swf", {onComplete:onLoadSWF} var loadContentMC:MovieClip; function onLoadSWF(event:LoaderEvent):void { loadContentMC = event.target.rawContent; TweenMax.fromTo(loadContentMC, 3, {alpha:0, x:stage.stageWidth/2-355, y:285}, {alpha:1, x:stage.stageWidth/2-355, y:285}); } hit_item_1_btn.addEventListener(MouseEvent.CLICK, clickHandler1); function clickHandler1(event:MouseEvent):void { /* I don't know how to tell Flash if the content of the object 'loader2' was loaded, and in that case, unload it and load the proper file. */ loader2.unload(); } I will appreciated if anyone can bring any light to this matter. Thank you all! D.
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