Steven Yau

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Is not possible to chain tweens at the moment? Or is this something different?

I'm not sure if understand the difference here. You can chain the tweens together then play at a later stage in the code

eg ``` var tween = app.tween(color).to(new pc.Color(0, 1, 1), 1, pc.Linear).to(new pc.Color(0, 1, 0), 1, pc.Linear); // Later in code tween.start(); ```

Actually, I think I'm wrong in this. Tweens can't be chained in a quick test. The methods can but not the tween.

A current workaround is to do the following which is not great syntactically: ``` var OpacityTween = pc.createScript('opacityTween'); // initialize code called once per entity OpacityTween.prototype.initialize = function() { var...

Going at a constant speed isn't a tween. Tweening in animation is a short for inbetweening and it's the process of generating images that go between keyframes. Keyframes are on...

Can you link to them please? It will help with working out what API people are used to if we do implement something like this.

Yeah, this is the part where I feel like it doesn't belong in a tween library: ![image](https://user-images.githubusercontent.com/16639049/143250613-38078473-83ae-407d-b8d5-e54ab8ac4f09.png) It basically becomes a standard lerp as it the easing option are basically...

The closest I can do as a workaround is the following: https://playcanvas.com/editor/scene/1194337 ``` this.entity.tween(this.entity.element).to({opacity: 0, width: 200, height: 100}, 2, pc.Linear).loop(true).yoyo(true).start(); ``` As `element` is an Object already, we can...