Another new feature I’ve added to GTween beta 5 is support for synchronizing timeline animations with scripted tweens. This lets you ensure that animations will remain synched even if you change the framerate of your FLA or if you pause, reverse, repeat, or otherwise manipulate your tweens.
Here’s a simple demo of it in action. The run cycle and fire are frame by frame animations, all other animation is done with GTween. Notice how the run cycle always lines up exactly the same with the motion tweens (despite everything being time based) and how it pauses along with the rest of the animation. The fire is not synchronized, so it will continue to play when the tween pauses, and is affected by framerate.
Also worth noting: the fire’s visibility is controlled through another new feature of beta 5, which improves on progress points. Best part, its only a few lines of fairly readable code for this whole demo.
); //end AC code
Still working on crushing bugs, cleaning up documentation, polishing samples, and finalizing the feature set for beta 5, but I hope to release it early next week.
Interesting… the animation works properly in the debug player (both 9r115 and 10r2), but in the regular player it starts the runner at box height when it loops. Looks like a player bug… I’ll try to isolate it.
Fixed. Not a player bug. It was an issue with iterating a Dictionary, and the order was different in debug and regular players. Actually helped me improve on the reliability of the sequencing engine.