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Found 3 results

  1. No need to worry. Tweens and timelines are automatically made eligible for garbage collection (gc) when appropriate (typically when they finish but if you maintain a reference to an instance so that you can restart it later, for example, it won’t be gc’d out from under you). Basically the system manages gc for you and generally cleans up after itself.
  2. Hello, I used TweenLite and TimelineLite for a game project based on pixijs for graphics part. I did memory test on chrome and realised that when I create use tween / timeline for my sprites I have have leap sawtooth. Is there any pooling mecanism in the lib in order to reuse the tweens when there animation is complete. Cheers,
  3. I am wanting to be sure that I am going about cleaning up a TimelineMax completely. Can you please review and let me know if this code leaves anything straggling or is otherwise in need of improvement? this.timeline.clear( true ); this.timeline.eventCallback( 'onComplete', null ); // : Function this.timeline.onCompleteParams.length = 0; // : Array this.timeline.onCompleteScope = null; // : Object this.timeline.eventCallback( 'onRepeat', null ); // : Function this.timeline.onRepeatParams.length = 0; // : Array this.timeline.onRepeatScope = null; // : Object this.timeline.eventCallback( 'onReverseComplete', null ); // : Function this.timeline.onReverseCompleteParams.length = 0; // : Array this.timeline.onReverseCompleteScope = null; // : Object this.timeline.eventCallback( 'onStart', null ); // : Function this.timeline.onStartParams.length = 0; // : Array this.timeline.onStartScope = null; // : Object this.timeline.eventCallback( 'onUpdate', null ); // : Function this.timeline.onUpdateParams.length = 0; // : Array this.timeline.onUpdateScope = null; // : Object this.timeline.tweens.length = 0; // : Array this.timeline = null; Thank you for any guidance you can give me.
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