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LePiou

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  1. Thank you, that is perfect !
  2. Hi all, I started routinely using Tweenlite.to() static method instead of a Timer by setting a fake target (like 'this') and just putting a onComplete on the tweenvars object. I dunno if I should, what about the efficiency of that trick? TweenLite.to(this,2,{onComplete:myFunc}); function myFunc() { //My instructions... }
  3. Hi everyone, I'm trying to do a simple thing: -Create a timelinemax instance which will play later a the end of the code -Insert some tweens (just one for the exemple here), these tweens can be zero duration ones! -Do some operations relative to my project -Then playstart the timelinemax instance and listen to the COMPLETE event import com.greensock.TweenMax; import com.greensock.events.TweenEvent; import com.greensock.TimelineMax; import flash.display.Sprite; var round:Sprite=new Sprite(); round.graphics.lineStyle(0.1); round.graphics.drawCircle(0,0,25); addChild(round); var timeLine:TimelineMax = new TimelineMax({paused:true}); timeLine.insert(new TweenMax(round, 2, {x:stage.stageWidth,y:stage.stageHeight})); // //Do some stuffs related to my project... // timeLine.play(); timeLine.addEventListener(TweenEvent.COMPLETE, completeHandler); function completeHandler(evt:TweenEvent) { trace("complete"); } With the code above, no problems, everything works fine But with a zero duration tween... import com.greensock.TweenMax; import com.greensock.events.TweenEvent; import com.greensock.TimelineMax; import flash.display.Sprite; var round:Sprite=new Sprite(); round.graphics.lineStyle(0.1); round.graphics.drawCircle(0,0,25); addChild(round); var timeLine:TimelineMax = new TimelineMax({paused:true}); timeLine.insert(new TweenMax(round, 0, {x:stage.stageWidth,y:stage.stageHeight})); // //Do some stuffs related to my project // timeLine.play(); timeLine.addEventListener(TweenEvent.COMPLETE, completeHandler); function completeHandler(evt:TweenEvent) { trace("complete"); } With this code the round is reaching its destination but no event is catched, I can't enter in the completeHandler function I read around here about the immediateRender property, but when I specify it false on my tween, that one just never starts, even if I use the play() method on the timelinemax instance... How can I do?
  4. Oh gosh you're right, I was sure I was using the latest one, I should have unfortunately mixed up some olds directories Well... thanks again
  5. Hi all, this is my first post here so a big thanks to Jake for his great classes that helps me everyday I have a interrogation though.. here is a simple code to illustrate it Main.as: package { import flash.display.MovieClip; import flash.display.Sprite; import com.greensock.TweenMax; import com.greensock.events.TweenEvent; public class Main extends MovieClip { public function Main() { var square:Sprite = new Sprite(); square.name="Square"; square.graphics.beginFill(0); square.graphics.drawRect(0,0,50,50); var circle:Sprite = new Sprite(); circle.name="Circle"; circle.graphics.beginFill(0); circle.graphics.drawCircle(0,0,25); addChild(square); addChild(circle); var squareTween:TweenMax = new TweenMax(square, 2, {x:100,y:100}); var circleTween:TweenMax = new TweenMax(circle, 2, {x:100,y:100}); squareTween.addEventListener(TweenEvent.COMPLETE, traceComplete); circleTween.addEventListener(TweenEvent.COMPLETE, traceComplete); function traceComplete(evt:TweenEvent) { trace(evt.currentTarget.target.name+" has completed his tweening"); } } } } So i created two sprite and two tweens with same duration and properties, and then add listeners to them to trace who's completing first. Since I launch the squareTween first I assumed it would be the first to dispatch a Complete event... well it's not trace window: Rond has completed his tweening Carre has completed his tweening In fact it seems to be the LAST tween you declared that Complete first... I even tried with the immediateRender thing set to true but it doesnt change anything, still the last tween who complete first. I'm little bit confused Can someone enlighten me about this?
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