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Found 19 results

  1. Just curious if Draggable now works with EaselJS and Canvas? I found a post from almost 7 years ago where the answer was no, but that was 7 years ago and now I know that GSAP 3 is compatible with EaselJS I even use it inside of Adobe Animate which I do a lot of programming in. But my issues is If draggable is compatible now I am not sure how I can target my movieclips. Draggable.create(Main.MorningTasks.getChildByName(Root.ScheduledTasks.Morning[i].text), { type:'x,y', bounds: Main, onClick: function() { console.log(Task.name); }, onDragEnd: function() { console.log('Released ' + Task.name) } }); Following the example on Draggable Plugin Page, what I have I think should be right. Just looking for some guidance, I love GSAP and would love to be able to use draggable as well.
  3. You can animate ANY numeric property of ANY JavaScript object – it’s not just for DOM elements. So yes, you can animate canvas objects, EaselJS assets, and pretty much anything JavaScript-related. In fact, GSAP even has an EaselPlugin to make it easier to animate EaselJS properties. If you need to run logic after each refresh (like to redraw things on the canvas), either use an onUpdate on the individual tween/timeline or add a “tick” event listener to the core Ticker that drives the platform.
  4. Hello, I'm using TweenMax to try to do a rotationX on a Bitmap that I have added to the stage using EaselJS. Does anyone know if it is possible? I have looked at this post but it has been over a year and I didn't know if something might have changed. http://community.createjs.com/discussions/easeljs/462-integration-with-greensock-tweenmax-tweenlite Here is the code: _rodHolderCover = new createjs.Bitmap("images/rodCover1.png"); stage.addChild(_rodHolderCover); _rodHolderCover.addEventListener('mousedown', handleKeyDown); then in the event handler I have this. TweenMax.to(_rodHolderCover, 1,{rotationX: 180}); rotation works great and so does x and y,
  5. Hi, I try to animate a lot of canvas shapes created with Easeljs and animate with timelineMax. The animation is too slow, the demo is here http://codepen.io/nicmitch/pen/jyKPqy . I think I do something wrong but I do no what. Any suggestion?
  6. Hi there! I have many shapes in EaselJS -not spritesheet, only shapes- (shape_1, shape_2, ..., shape_n) which are different frames of the same object and I want to animate them with TweenLite to display all the frames (1,2,3,4,...), like an animated movieclip in flash. I have seen that with CreateJS TweenJS works this code: this.timeline.addTween(createjs.Tween.get({}).to({state:[{t:this.shape0}]}).to({state:[{t:this.shape1}]},1).to({state:[{t:this.shape2}]},1).to({state:[{t:this.shape3}]},1).to({state:[{t:this.shape4}]},1).wait(1)); to display sequencially all the shapes... Is there any equivalent in TweenLite? Best Regards Rosa
  7. Hi everyone, as intro I'll tell you that my job is to make banner, I produce hundreds every month and it's easier in flash as I've no coder formation. Many years ago I discovered GS and it changed my life! I learned the basics of tweenlite and adapted my workflow. But now with firefox blocking flash, followed by chrome (1 september 2015) it isn't a choice anymore, everything must go HTML5... It takes me a lot of time to do it in html5, it's always too heavy (50k in flash, 300 in html5) and everything isn't possible with my knowledge of js (light effects, particles, alpha masks...) But here I am with a big client which has a campaign running this summer and in september, with the news of firefox and chrome they want me to adapt everything, and there's a tint effect. I already adapted the animation, compressed the png with tinyPNG but the background must change color every 1500ms, I've setup an array of colors, i've setup the setInterval, I've read and tried some demos I found here in the forums but my js knowledge is really not enough to know what to do next, tried cache, tried loading filters... nothing works. Is there a cdn for ColorFilter and ColorMatrixFilter? So can someone check my files? The tint code is from line 94 to 114 so not very much Sorry for my english and I must still learn how to use codepen, but I have a campaign to adapt in 3 days so I couln't wait longer to ask for help. Thanks AT_300x250_html5_v2.zip
  8. Hi I am trying to use your EaselPlugin, however no matter what I try I cannot tween filters b/c I get an error that the object needs to be cached. Specifically "Uncaught EaselPlugin warning: for filters to display in EaselJS, you must call the object's cache() method first. [object HTMLCanvasElement]" in Chrome. I tried out your sample code in the docs, and I get the same error, even tried using EaselJS's sample code and adding a filter tween on mouse over, with the same error. I'm pretty sure I loaded all the correct scripts. Can you help me figure out why it's not caching even when cache is there?!
  9. Is there a way to reduce the strain on the processor when tinting or colorizing large images with EaselJS? I set the tint on the same image 5 times, but this can cause noticeable delay, particularly on large images. I tried staggering this operation using setTimeout, but it is still noticeable in some browsers (IE and even Chrome). For some reason Firefox handles it without any lockup. The lockup is brief (less than a second), but it is noticeable with large images (1000x600 for example). Just curious if there's any way to be more efficient about this.
  10. I'm trying to tween, with GSAP an object made with easeljs. It is a ball whose opacity I'm trying to tween to 0; Although there are no syntax errors in the code the baLL is not tweened.. I include the complete code. What am I missing? Thanksball and mouse. with gsap1.htmlball and mouse. with gsap1.html
  12. So I realise that transformOrigin is a CSS property and thus don't expect it to work when tweening scaleX and scaleY of an EaselJS Bitmap, but is there any way I can achieve the same ends? Tweening using a top left origin isn't always ideal. Thanks
  13. Hi, Thank you for your library. I have been testing out and trying to create a infinite scroll of images in EaselJS with TweenMax and TimelineMax. However, I always see gaps in images scrolling from the left and also a gap in the loop. I saw a similar question on the semless looping that has the suggestions for css trick. I am not sure how to get the effect with EaselJS canvas. Here is my code: tweens = [] for key, manifest of manifests break if index >= NUMBER_OF_ITEMS imageContainer = new createjs.Container(); imageContainer.x = -itemX; y = Math.floor(Math.random() * (displayHeight - itemY - 10)) y = y + (itemY / 2) if y < itemY imageContainer.y = y; imageContainer.name = key tweens.push(TweenMax.to(imageContainer, 50, { x: displayWidth + itemX / 2, ease: "linear" })) stage.addChild(imageContainer); preload.loadManifest(manifest); index++ mainTimeline.appendMultiple(tweens, 0, "normal", 8.5) I would repeat this append each time a set of images are loaded into the canvas. But the two problems above are always present. Is there a way to overcome those? Also, related to this question. I have a drag and drop on the image. I pause the timeline when drag and drop is performed. However when the timeline plays again, it always go back to the same previous postion. I have this to set the new position but it doesn't seem to do anything: mainTimeline.set(o, {x: newX, y: newY}) Is there a way to set the position of the object in the timeline that would conitnue the flow? Thank you for your help.
  14. I have a problem, and can't tell if this is EaselJS or GSAP, but I think answer can be useful for users of GSAP . I'm loading bunch of images, and then trying to rotate them around center, but sometimes it doesn't work, I mean - they are not rotating around center, but 0,0. I'm not sure what I'm doing wrong, could someone help me? I'm loading bunch of images like that: var img_all = 2; cloud1.src = "/images/cloud1.png"; cloud1.onload = imageLoader(img_all); cloud1 = new createjs.Bitmap(cloud1); cloud2.src = "/images/cloud2.png"; cloud2.onload = imageLoader(img_all); cloud2 = new createjs.Bitmap(cloud2) And here is my function that tries to set reg. points after all images will be loaded: var img_comp = 0; function imageLoader(img_all) { img_comp++; if(img_all == img_comp) { cloud1.y = 350; cloud2.x = 400; cloud2.y = 300; cloud1.regX = cloud1.image.width/2; cloud1.regY = cloud1.image.height/2; cloud2.regX = cloud2.image.width/2; cloud2.regY = cloud2.image.height/2; TweenMax.to(cloud1, 30, { rotation: 360, repeat: -1, ease: Linear.easeNone }); TweenMax.to(cloud2, 40, { rotation: 360, repeat: -1, ease: Linear.easeNone }); TweenMax.ticker.addEventListener("tick", draw); } } But still sometimes, they are just rotating around 0,0 instead of center, what can be done better? Regards.
  18. I'm still learning and searched but didn't find my issue. I'm not sure if this is coder error or not possible... I'm very familiar with the AS3 version of TweenMax/Lite but still learning JS/GSAP/etc. I used Flash CS6 to layout my and create my objects. I've successfully integrated GSAP for the tweening engine but autoAlpha is not working for me. Basically I want to use autoAlpha on an object. Here is the newly created object in my .js file (code simplified to highlight issue): (lib.map5 = function() { this.initialize(); // popups this.ptInfo_A = new lib.ptInfo_A(); this.ptInfo_A.setTransform(176.5,141.5,1,1,0,0,0,134.5,73.5); this.addChild(this.ptInfo_A); }).prototype = p = new cjs.Container(); p.nominalBounds = new cjs.Rectangle(42,68,469,201.5); In another JS file, where I setup interactions and initial stage properties, I'm trying to do this but it's simply not working: TweenLite.to(exportRoot.ptInfo_A, .2,{{css:{autoAlpha:0}}}); I've been able to "manually" make the object do what I want it to do but it seem clunky using anonymous funcions: TweenLite.to(exportRoot.ptInfo_A, .2, {alpha:0, onComplete:function(){exportRoot.removeChild(exportRoot.ptInfo_A);}}); Does anyone have any insight into this? Is autoAlpha not possible on objects? Thanks in advance! (I've attached the files if anyone if feeling especially ambitious to help!) map5_deploy.zip