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Found 2 results

  1. Hi everyone, I am using TweenLite.ticker.addEventListener("tick", updateGameState); to update the state of my game. The updateGameState function is called as it should be but when I leave the game screen and remove the listener using TweenLite.ticker.removeEventListener("tick", updateGameState); the ticker continues to tick and the time / frames continue to count. When I re-register my updateGameState function to the ticker then the current time is not zero. I would like to stop or pause the ticker while I leave / enter the game screen, in order to keep track of the game state. Is there a way to do this? Or am I to the wrong path?
  2. I'm trying to use TweenMax/TweenLite to control the drawing of my site. TweenLite.ticker.addEventListener("tick", drawCanvas, this, false, 2); This seems to be firing all of the time. I thought it only fired when the TweenMax was updated. Am I missing a setting? What I want to do is have 3 canvas' in play. One for the main content, the nav and an overlay for content showcasing. I would like to limit the drawing to only when elements in these canvas areas are updated. Which would be triggered by a TweenMax animation event. TweenLite.ticker.addEventListener("tick", drawMain, this, false, 2); TweenLite.ticker.addEventListener("tick", drawNav, this, false, 2); TweenLite.ticker.addEventListener("tick", drawOverlay, this, false, 2); Or am suppose to do this? TweenLite.to(this, .2, {colorProps:{fill:"rgb(202,202,202)"}, roll_alpha:0, overwrite:2, onUpdate:drawMain}); TweenLite.to(this, .2, {colorProps:{fill:"rgb(202,202,202)"}, roll_alpha:0, overwrite:2, onUpdate:drawNav}); TweenLite.to(this, .2, {colorProps:{fill:"rgb(202,202,202)"}, roll_alpha:0, overwrite:2, onUpdate:drawOverlay}); The above seems to get caught up, when there are multiple buttons firing. Like when someone mouses over 5 buttons at the same time. Firing something similar to the above in the over and out states of each button. What is the best approach? Any ideas would be appreciated?
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