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rgfx

Pause before loop.

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Hello,

 

Trying have the last animation sit for 0.5s before it restarts. Tried a few things that are commented out. Dug around a bit with no luck. 

window.onload = function() {
  var logo = document.getElementById("logo")
   //   tweenBtn = document.getElementById("tweenBtn");
	//var tl = new TimelineMax({repeat:-1}) 
  var tl = new TimelineMax({repeat:-1}) 
		//logo will animate 100px to the right of its current position
		tl.to(logo, 0.5, {left:"+=100px"})
       .to(logo, 0.5, {left:"+=100px"},"+=0.5")
       .to(logo, 0.5, {left:"+=100px"},"+=0.5")
       .to(logo, 0.5, {left:"+=100px"},"+=0.5")
      /* Delay Fails */ 
     //  .delay("+=0.5");
     //   .pause(0.5, false);
     // .delayedCall(0.5, function() {  tween.resume();});
    
}

Thanks for your help. 

See the Pen stacI by rgfx (@rgfx) on CodePen

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Will a repeatDelay work for you?

  var tl = new TimelineMax({repeat:-1, repeatDelay:1}) 
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A delay is the amount of time that transpires before a timeline plays. 

The repeatDelay is the amount of time the transipres between the time it ends and the time it repeats.

 

If you want to go another route and add "dead time" to the end of the timeline, you can add a dummy tween at any tween. The most convenient way is using a set() with an empty target, and no vars like so

 

tl.to(logo, 0.5, {left:"+=100px"})
       .to(logo, 0.5, {left:"+=100px"},"+=0.5")
       .to(logo, 0.5, {left:"+=100px"},"+=0.5")
       .to(logo, 0.5, {left:"+=100px"},"+=0.5")


//2 seconds later add a dummy set to add dead time


     .set({}, {}, "+=2")

I see you edited your response and the repeatDelay works. cool

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