InsOp Posted June 7, 2015 Report Share Posted June 7, 2015 Hey,im observing that youre having a slight acceleration with linear-easing tweening at the beginning and end of the movement: http://phaser.io/examples/v2/tweens/interpolation is there a way to get rid of it? Quote Link to comment Share on other sites More sharing options...
wayfinder Posted June 7, 2015 Report Share Posted June 7, 2015 The thing that's being interpolated with Linear/Bezier/Catmull here is not the time (which is always sinusoidal ease in/out, that's where the acceleration comes from), but the x and y values. So it switches between how the path between the points looks, but not the speed at which the path is taken. Quote Link to comment Share on other sites More sharing options...
InsOp Posted June 7, 2015 Author Report Share Posted June 7, 2015 if i understood you correctly i could change this line: tween = game.add.tween(logo).to( { x: [ w, w, 0, 0 ], y: [ 0, h, h, 0 ] }, 4000, "Sine.easeInOut", true, -1, false);into tween = game.add.tween(logo).to( { x: [ w, w, 0, 0 ], y: [ 0, h, h, 0 ] }, 4000, Phaser.Easing.Linear.None, true, -1, false);? well it works with this particular example, thanks. (then im having trouble with something else, i havent figured out yet, which is giving me the expression of accelerating) Quote Link to comment Share on other sites More sharing options...
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