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onReverseComplete not firing for timeline causing marquee to break

Katie Nolan test
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Hello! I am trying to recreate a scrolling marquee inside of a Vue Component that is extremely similar to the marquee shown below

See the Pen rNjvgjo?editors=1111 by GreenSock (@GreenSock) on CodePen

.

 

I have been trying to debug the issue but I find myself stuck. It looks like onReverseComplete is not firing causing the playhead to stop when the animation completes (instead of scrolling infinitely). I tried and onComplete does not seem to be firing either, only onStart, although from the docs/example it looks like I am using both correctly?

 

Could Vue be causing the issue or am I overlooking something? I'm still getting the hang of things. Any help or insight would be very much appreciated - thanks!

See the Pen xxdVaow by nolakat (@nolakat) on CodePen

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Everything seems to be working fine. You're not scrolling, so there's that...

const roll1 = this.rollText(".rollingText", {duration: 10});
gsap.to([roll1], {timeScale: direction * -1, overwrite: true});

 

this.direction doesn't exists.

 

And your animation has an ease on it. Look at the original.

vars = vars || {};
vars.ease || (vars.ease = "none");

 

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Hi @OSUblake thanks for the help but my pen does not have an ease on it ( see line 56 ) and the text is scrolling (unless we are seeing something differently?). Thank you for pointing out the error in this.direction . It was left over from when I was trying to resolve why onComplete is not firing. I fixed that error, but unfortunately onComplete is still not firing when the timeline completes.

 

I'm trying to make the marquee match what GreenSock did in the example I posted above, only in Vue instead of vanilla js. It's not supposed to stop at the end and restart, like my pen does, but go on forever. 

 

 

 

 

 

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The default ease is power1.out. You need to have it as none. Look at the original code.

 

function roll(targets, vars, reverse) {
  const tl = gsap.timeline({
    repeat: -1,
    onReverseComplete() { 
      this.totalTime(this.rawTime() + this.duration() * 10); // otherwise when the playhead gets back to the beginning, it'd stop. So push the playhead forward 10 iterations (it could be any number)
    }
  });
  
  vars = vars || {};
  vars.ease || (vars.ease = "none"); // !!! 😀 Right here
  
  
  gsap.utils.toArray(targets).forEach(el => {
    let clone = el.cloneNode(true);
    el.parentNode.appendChild(clone);
    gsap.set(clone, {position: "absolute", top: el.offsetTop, left: el.offsetLeft + (reverse ? -el.offsetWidth : el.offsetWidth)});
    tl.to([el, clone], {xPercent: reverse ? 100 : -100, ...vars}, 0);
  });
  return tl;
}

 

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Sorry but I do have  vars.ease = "none"  inside my code as far as I can tell. Or am I misunderstanding something?

 

Please see the code snippet I posed below. It is also in my pen as well inside the method rollText.

 

      rollText(targets, vars, reverse){
            const tl = gsap.timeline({
                repeat: -1,
                onStart(){
                    console.log('START'); //<-- fires
                },
                onComplete(){
                    console.log('FIRE COMPLETE') //<-- does not fire
                },
                onReverseComplete(){
                     console.log('FIRE REVERSE COMPLETE'); //<-- does not fire
                     this.totalTime(this.rawTime() + this.duration() * 10);
                }
            });
          
          
            vars = vars || {};
            vars.ease || (vars.ease == "none"); // <-----HERE IS THE EASE  
          
          
            gsap.utils.toArray(targets).forEach(el => {
                    let clone = el.cloneNode(true);

                    el.parentNode.appendChild(clone);

                    gsap.set(clone, {position: "absolute", top: el.offsetTop, left: el.offsetLeft + (reverse ? -el.offsetWidth : el.offsetWidth)});

                    tl.to([el, clone], {xPercent: reverse ? 100 : -100, ...vars}, 0);
                });
                return tl;
        }

 

 

 

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5 minutes ago, OSUblake said:

And onComplete will not fire for an infinite animation unless you move the playhead way, Way forward.

 

Example code to test that.

let obj = {
  value: 0
};

let animation = gsap.to(obj, {
  value: 100,
  repeat: -1,
  onComplete() {
    console.log("DONE")
  }
});

let duration = animation.totalDuration();
console.log(duration);
animation.totalTime(duration - 1);

 

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