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smakinson

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Everything posted by smakinson

  1. I completely missed that you had asked about the matrix setting. I also don't see a way from the docs, but I do notice that on github it shows that they changed the api to take a matrix for PIXI.RenderTexture. I'll have to search around the source at some point to see where else its used.
  2. Is there a built in way to get the ColorPropsPlugin to hand back a number instead of rgb? See the codepen for an example of a quick fix that makes it tween with an extra function call. Click on the box to change the color. Also you will need to use a browser with webgl since there is a bug with the tint & canvas. Also on a side note it seems to flash to white each time its clicked, which is not what I expect. That is not related to the ColorPropsPlugin, correct?
  3. Hey Jack! Good to hear from you. Pixi does have a matrix included: http://www.goodboydigital.com/pixijs/docs/classes/Matrix.html I was able to fake what I needed and it looks good. I just find myself looking towards "old reliable" ( read greensock ) when I need these things. I am using pixi because I was getting choppiness using css transforms. So far so good! I just need to see if it runs how I want on a Chromebox
  4. I am looking for this as well, though not sure if it would help me. I am looking to scale around a point for the pixijs TilingSprite.tileScale.
  5. Awesome! So to be 100% clear, if I include CSSPlugin.js it will do this and if I don''t it falls back to the old way?
  6. Thats it, ya looks like I had "tuned out" my own delays in my head I appreciate the reply. Also are you saying that just setting x will internally still use css transforms? I want to be sure to maintain use hardware acceleration for the box I am using this on?
  7. In this demo, am I missing something that prevents tweenTo from working when seek works just fine? I'm sure I'm just totally overlooking something simple... Thanks!
  8. Thats what I thought. I am seeing one of these guys in the text: Error #2032: Stream Error And the data property has the IOErrorEvent in it, which doesn't have the response either. In this particular case there is also a valid response sent from the server that indicates what the error was via json, but comes back as a 404 as well.
  9. Maybe I am just missing it, but I can't seem to find where the servers response is stored when onFail is fired for a DataLoader. I have been digging through the event in the debugger and I don't see it, but when I look at the request/response in Charles proxy I see a json response even though its coming back as a 404. Am I just missing it?
  10. I am actually in this same situation on a project. I don't suppose you know the max dimensions before flash chokes do you? Or is it system dependent?
  11. Haha, ya I was mainly trying to see if I could use it to just handle the duration calculations. Now that you mention it, I don't think I ever did trace out the value. Perhaps if I make sure they match the direction, it may work out. Maybe I just wanted to use the new plugin too badly. I'll fit it in here somewhere!
  12. Here is the fla. Its not infinite like the real project, but it seems to do the same thing. It seems to do it more when you click one of the top left side items. Thanks for taking the time to check this out.
  13. I was using Quad and Strong easeOut at first and it seemed to take too long to come to a stop. I'll see if I can get it working the same way in a static fla and post it. Thanks!
  14. Hey Jack, Thanks for the quick response. I gave that a shot and I'm still seeing similar results. Could it be because my tween can come from all directions to the same point?
  15. I'm taking a look at the new throw props plugin and I can't seem to prevent it from tween back a bit before going the direction I want. I'm tweening a wall of photos based on one being clicked and it seems to tween back and curve toward the direction I want. I would like to make it just go straight on. I am using Linear.easeOut for the ease. Here is an example of what I'm using: ThrowPropsPlugin.to(wall, { throwProps: { x: { velocity: ((xFrom - xTo) / 10), min: xTo, max: xTo }, y: { velocity: ((yFrom - yTo) / 10), min: yTo, max: yTo }, resistance: 0 }, ease: Linear.easeOut }, 3, .5, 0); The reason I am looking to use it is to handle smooth transitions when a photo close to the destination is clicked vs when a photo far from the destination is clicked. I was hoping this would allow the varied tween times based on the distance with out the need to calculate the tween duration. Am I missing something? Thanks and as always TweenMax rules!
  16. I believe I have this. Thanks for the reply. I rethought the tweens themselves to be sure they match up. I think I was tired last night
  17. The idea is to slide individual things from off stage on one side to off stage on the other and have them appear to never stop. I'm probably just over looking something simple, but when just using repeat, the first item does not tween out again until the last item slides all the way off. This is correct behavior for the timeline, but I guess what I technically want it to do it sorta overlap itself to start tweening the first item again so it appears as a seemless loop. I may just have to try rearranging the tweens or approaching it differently. Does that make sense? Thanks for your quick response! If I don't get it going, I'll pull this bit out of the project and post a file.
  18. Was looking for an option for a TimelineMax instance to seamlessly loop so that there is no gap in when the last items tweens out and the first item starts again. repeat: -1 leaves a gap. Or is this something that must be done manually, say by re-appending tweens to the end as they finish? If done manually, is there a trick to help keep labels in place?
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