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).
