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Found 8 results

  1. Hello friends. I ran into a strange issue: if you .addPause() to a timeline that has doesn't have any tweens inside it (only callbacks), the timeline isn't paused. See the example pen. Note that when the pen runs, both 'before pause' and 'after pause' are logged. If you uncomment either of the tweens, addPause works correctly. I know this looks a little silly, but I ran into this issue in production. I'm working on a state transition system where states have an 'enter' and an 'exit' method. The states also have a preload function, which returns a promise. In pseudo code, the transition logic looks like this: const tl = new TimelineLite(); if (currentState) { tl.add(currentState.exit()); tl.add(() => { scene.remove(currentState); }); } if (nextState) { tl.addPause(); tl.add(() => { scene.add(nextState); }); tl.add(nextState.enter()); nextState.preload().then(() => { tl.resume(); // or removePause }); } The goal is to begin preload and exit simultaneously. Then when both are done, the next state is added to the scene and it's enter animation is played. The 'enter' and 'exit' methods return a no-op function (if there is no animation for that state), or a tween (if there is an animation for that state). The issue I have is that if there is no current state (or the current state has no exit animation), AND the next state doesn't have an enter animation, the 'scene.add(nextState);' callback is triggered before the preload is complete. I can work around this in code, but I would expect the 'addPause' to work even without any tweens. Or maybe this is too much of an edge case? EDIT: Actually, it looks like both callbacks in the pen are also triggered if only the 1st tween is uncommented. But if the 2nd (or both) tweens are uncommented, the pause works as expected.
  2. Hi there, I'm trying to make an animation to repeat infinitely with a TimelineMax instance that includes a pause. var tl = new TimelineMax({ repeat: -1 }) .to(repeatWithPause, 0.5, { rotation: 180 }) .to(repeatWithPause, 0.5, { rotation: 0 }) .addPause(1.0); You can see in the codepen what I've tried so far. It seems I'm able to repeat several times the first animation. But as soon as I add a pause in the timeline, only the first iteration is played. The same applies for repeat > 1 and when the addPause() isn't at the end of the timeline. I might be doing something wrong. Any help appreciated.
  3. Hi I have gone through a lot of posts and found that tweento(getlabelafter()) will take me to the next label. But the issue is that it doesn't allow me to skip any tween and jump to the next label. Can you please have a look at the codepen n suggest a way to skip a tween so i do not have to wait for the tween to be over before going on to the next label
  4. problems with addPause

    I have code that looks something like this http://codepen.io/anon/pen/XjgVWN . The problem is, that addPause overwrites previous added addPause (with same time), and the callback is gone. Any tips how to make this work? How can I get both callbacks in same time? P.S. I cant create a Master function, with sub-functions in my case :/, my real project code is very dynamic.
  5. I've written a script that addpause()'s on click. When I reinitialize the timeline the pause skips the animation. As far as I understand I should use remove() to take out the pauses. I don't know what the addpause adds to the timeline or if I'm even able to remove it. Any ideas would be much appreciated, thank you!
  6. addPause() Issue/Question

    Hi Guys, I stumbled upon this rare behaviour and I'm not sure if it's happening because what I'm trying to achieve or something else. I have a TimelineLite and at some point an addPause() instance in it. The timeline is not nested and doesn't have any other timeline in it, just common from and to instances, nothing fancy. I added a callback in the addPause() method. What I want to achieve is to call the function when the timeline is going forward and reaches the addPause(). Then execute some code (load some resources asynchronously) and when that's done resume the timeline going forward. Then when the timeline goes back, of course it'll be paused and the callback in the addPause() will be executed. Here's when things brake. I created a boolean so when the timeline goes forward and the boolean is false load the resources and change the boolean. Then when the timeline passes through the addPause() again ignore the rest of the code in the callback and just resume so it goes back to time zero. Instead it keeps calling the addPause() callback and returning to that point in the timeline endlessly. I also tried using a TweenLite instance to take the progress of the timeline back to zero but as soon as the tween is completed the timeline starts again, even if I changed the pause state of the timeline before creating the tween, which shouldn't have any effect whatsoever in the play/paused state of the timeline (uncomment lines 32-33 and comment-out line 31). The only way it works is by forcing the timeline to be paused using an onComplete callback in the tween that changes the progress of the timeline (remove inline block comment ), which IMHO it's a bit hacky and strange. Rodrigo.
  7. I haven't been able to find an exact way to reproduce this. I have a simple timeline ($elBg is a jquery element): tl.add('intro').addPause('intro') .to($elBG, 2, {left: '-1040px'}) .add('something').addPause('something') .to($elBG, 2, {left: '-2040px'}) .add('ending').addPause('ending') .to($elBG, 2, {left: '-3040px'}); And I have two buttons that trigger .play or .reverse to move between the scenes. Every now and then the pause is skipped over and it continues to the next scene. I can't find an exact way to reproduce this I'm afraid as most of the time it works as expected. I have solved the issue by using tl.tweenTo(tl.getLabelBefore()); and tl.tweenTo(tl.getLabelAfter()); instead for my buttons but thought you might like to know incase there was a bug. Adam.
  8. Hello.. in the DOC's there is the addPause() method which Carl brought to my attention after reading Carl's answer on this post.. http://forums.greensock.com/topic/8472-right-way-to-put-pause-marker-inside-timeline/?view=findpost&p=33079 it got me thinking to see if there will be some type of mixture of addPause() with a delay / duration.. kind of like a addPauseDelay() method coming in the future? so say in the middle of my timeline, i want to pause the timeline for say 5 seconds and then continue... right now im adding a to() method with an empty {} properties object like this to add a pause with a duration: tl.add( TweenMax($("#element"), 5, {}) ); in the future are we gonna see any time of pause with a delay / duration? thx