Hi,

@brooklynDev:

- Can I ask how your aim is different to the example of rpflo at
http://ryanflorence.com/sandbox/mootools/Fx.Morph/ ?
- Is it that you would like to create the sliding menu as more of
"step" show: each new item item in a menu is revealed in a very quick
"step", which the steps getting faster. If so I have a few suggestions
as to how this could be done better:
      - You could define your own Fx.Transition. This could be in the
form of a "step" function that has "jumps" to quickly jump the
animation. This might have to be uniquely defined for each menu length
to get the jumps at the correct places.
      - You could avoid using Fx.Morph or Tween at all (except for the
opacity changes), using Chain. Each step of the chain will just set
the appropriate style to reveal the next bit of the menu after an
appropriate delay. I suspect you might need to use arrays of functions
to keep it general, maybe created using the "pass" function...? This
I'm not too sure on though.

Also
- I notice that lotos of new Fx.Morph instances seem to be created for
each animation. Whatever method you use, I think it might be more
efficient to create all these instance on instantiation of the class
This might also solve  your link/cancel problem (although I'm unclear
as to exactly what it was).

Michal.


Can I ask. However, maybe I'm not sure what you're trying to acheive.
However,

On Dec 25, 3:02 am, brooklynDev <[email protected]> wrote:
> I'm not sure that link:cancel would help with my problem as I believe
> linking functionality only works within the same instance of an effect
> and also I'd like the two animations in question to continue to run in
> parallel to each other if and when they meet. This is contrary to the
> first effect being stopped in it's tracks ala link:cancel (which is
> basically the unwanted behavior I'm getting now).

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