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Ribs

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  1. Hey Carl, Wanted to say thanks for your help and speedy responses. Definitely helped me out of this bind. I ended up using tweenTo. I hate to say this, but I'm inclined to believe there is some sort of bug with the timelineMax.reverse(); function in co-relation with .pause as used in addCallBack. I wonder what tweenTo is doing differently than .reverse. Also, in response to programmers having issues with clicking to navigate through the tweens too fast before the tween is complete, tweenTo preforms perfectly. It just tweens to the current desired scene as you would think it ideally should. GO tweenTo!!! =D Anyway, thanks again!
  2. I have a fix for that already, the arrows are disabled until the tween completes. I don't think that's not the problem. I just used the addLabels.
  3. Also, this is the output from your trace method going back and forth from scene 1 and 2: 0 paused at: 0.8359999999999999 0.5971428571428571 paused at: 0.7959999999999998 0 paused at: 0.8360000000000003 0.5971428571428574 paused at: 0.7919999999999998 0 paused at: 0.8319999999999972
  4. Still processing your response, but FYI here's my pause function: function Pause() { timeline.pause(); }
  5. Hi, I have a left and right arrow that play/reverse between 5 (have only 3 built so far) scenes. I inserted pauses: timeline.addCallback(Pause, boxDur*4); // 1st pause timeline.addCallback(Pause, boxDur*5); // 2nd pause with a timeline.pause(); callBack function where needed. When you click rArrow (on stage), it plays to the next pause. When you click lArrow (on stage), it reverses to the previous pause -- pretty simple right? Well, sometimes, only sometimes, does the play and reverse functions fail to work so I have to click(reverse) all the way back to the beginning of the timeline instance to get it to "reset" and actually play/reverse. I'm tracing the currentProgress of the timeline instance and getting an output of inconsistent numbers (scenes 1 to 3 and back to 1): 0 0.8360000000000005 1 0.7919999999999998 0 0.8360000000000003 1 0.7919999999999998 Here is my timeline code: //***************** SCENE 2 ************************************************************* timeline.insert(TweenMax.from(warPraCopy, dur, {x:424.8, y:617.0})); timeline.insert(TweenMax.from(box1, dur, {x:464.1, y:469.9})); timeline.insertMultiple([TweenMax.from(box2, boxDur, {x:400, alpha:0, delay:boxDur}), TweenMax.from(box3, boxDur, {x:400, alpha:0, delay:boxDur*2}), TweenMax.from(box4, boxDur, {x:400, alpha:0, delay:boxDur*3})]); //***************** SCENE 3 ************************************************************* timeline.appendMultiple([TweenMax.to(box1, boxDur, {x:74.7}), TweenMax.to(box2, boxDur, {x:336.8, y:383.1}), TweenMax.to(box3, boxDur, {x:551.3, y:385.1, alpha:.2}), TweenMax.to(box4, boxDur, {x:733.5, y:397.7, alpha:.2})]); Here are my MOUSE_DOWN callBack functions for each arrow: function skipForw (e:MouseEvent) { currFrame++; if (currFrame <=5) { timeline.play(); lArrow.gotoAndStop(currFrame); rArrow.gotoAndStop(currFrame); if (currFrame > 1) lArrow.visible = true; } else currFrame = 5; trace(timeline.currentProgress); } function skipBack (e:MouseEvent) { currFrame--; if (currFrame >=1) { timeline.reverse(); lArrow.gotoAndStop(currFrame); rArrow.gotoAndStop(currFrame); if (currFrame == 1) lArrow.visible = false; } else currFrame = 1; trace(timeline.currentProgress); } Can you please explain if I'm doing anything wrong? Doing this for work and would be a HUGE help for future projects. BTW I'm a BIG fan of your work and am extremely appreciative of your contributions to the Flash community. Thanks! Ribs
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