1) You mean like setting a delay? I'm not using this on my tween;
2) I thought it could have something to do with this, but I did a test and it's still slow. "test" and "testTwo" are two MC that contains one jpg picture each:
import flash.events.MouseEvent;
import flash.display.Sprite;
import com.greensock.*;
import com.greensock.easing.*;
var test:Teste = new Teste();
test.cacheAsBitmap = true;
var testTwo:TesteDois = new TesteDois();
testTwo.cacheAsBitmap = true;
var holder:Sprite = new Sprite();
holder.cacheAsBitmap = true;
holder.addChild(test);
stage.addChild(holder);
test.addEventListener(MouseEvent.CLICK, swapPicture);
function swapPicture(e:MouseEvent):void {
holder.addChild(testTwo);
testTwo.x=320;
TweenLite.to(holder, 0.5, {x:-320, ease:Quad.easeIn});
testTwo.addEventListener(MouseEvent.CLICK, swapPictureTwo);
}
function swapPictureTwo(e:MouseEvent):void {
TweenLite.to(holder, 0.5, {x:0, ease:Quad.easeOut});
testTwo.removeEventListener(MouseEvent.CLICK, swapPictureTwo);
}
3)Specially the first Tween doesn't work properly. On my iPad, the following ones work great, but on my iPhone 4S it's too slow and none of them work. Some settings that I thought it could have something to do with it:
- FPS: 30
- Stage Size: 320 x 480
- Images were resized to fit the stage
- Publish settings: Rendering (Auto), Resolution (Standard).
This is my first iOS application, so thanks for the help!