Jump to content
GreenSock

Search In
  • More options...
Find results that contain...
Find results in...

Search the Community

Showing results for tags 'pause'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • GreenSock Forums
    • GSAP
    • Banner Animation
    • Jobs & Freelance
  • Flash / ActionScript Archive
    • GSAP (Flash)
    • Loading (Flash)
    • TransformManager (Flash)

Product Groups

  • Club GreenSock
  • TransformManager
  • Supercharge

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Personal Website


Twitter


CodePen


Company Website


Location


Interests

  1. I'm trying to build a web banner using TweenNano but one of the requirements is that the ad has to stop animating after 30secs. I've been trying to implement the code, but I keep getting errors and I'm not a seasoned enough flash developer to know what the deal is: import com.greensock.*; import com.greensock.easing.*; import flash.events.MouseEvent; import flash.net.URLRequest; var animateTxt = function begin():void { TweenNano.to(seeOthers, 1.5, {alpha:1, delay: 0, ease:Quad.easeInOut}); TweenNano.to(seeOthers, 1.5, {alpha:0, delay:3, ease:Quad.easeInOut}); TweenNano.to(shouldBe,
  2. I'm having a bit of trouble getting a set of chained timelines to pause as they complete. I want to have timelines to control a couple of objects on screen and then pause until the user hits the forward button to advance but I can't seem to get the pause to kick in. It just keeps running through both timelines. I'm guessing I'm using the wrong approach. Would love some help on this. $('.trigger-forward').click(function() { scene.play(); }); $('.trigger-backward').click(function() { scene.reverse(); }); var moment_1 = new TimelineMax({pause:true}); var moment_2 = new TimelineMax({
  3. Hi all, I've searched and searched to no avail for help with my problem. I need to be able to pause some animations while others continue to play. And then resume them again when needed. And this needs to be done with TweenMax (I cannot use TimelineMax). And AS2. Ideally, there would be an easy way to create a function that I pass the movieclip location & whether or not it should be paused. Something sort of like this? public function pauseMC (MC:MovieClip, State:Boolean):Void{ if (State){ MC.pause (); }else{ MC.resume (); } } Thanks for any help! -Zach
  4. Hi I'm building an infinite horizontal image slider that slides when the user hovers over a 'next' or 'previous' buttons. The design requires the animation to gradually pause/resume with a subtle easing and not pause immediately. the only solution I found was to use an infinitely repeating tween for the slider, and attach a second tween to the buttons that tweens the 'timeScale' of the original tween with an easing. Is there a simpler native way to do so without creating a second tween? Thanks
  5. I have a situation where a slideshow is dissolving between images. I am using TimelineMax and allowing the slideshow to loop endlessly. I need to give the user the ability to pause and restart the slideshow... easy enough using pause(). However I would like to make sure that if an image has already started tweening (dissolving into the next image), that the tween doesn't pause part way through... resulting in two semi-transparent images on top of each other. Is there a way to pause the timeline but allow any existing tweens to complete first?
  6. Hi there, I'm having issues trying to add pauses and next/prev buttons to control the animation. I added pauses in the Timeline using addPause(), and addCallback to change the value of next label but i'm confused and it doesn't work... Here's my simplified code: var nextLabel:String=""; var tl:TimelineMax= new TimelineMax(); tl.addLabel("step1"); tl.addCallback(setNext,"step1",["step2"]) tl.append( new TweenMax(my_MC,2,{alpha:1})); tl.append( new TweenMax(my_MC,1,{x:200})); tl.addPause(); tl.addLabel("step2") tl.addCallback(setNext,"step2",["step3"]) tl.append( new TweenMax(my_MC,2
  7. Hi Guys! I hope this post finds you well. I am writting because i am using timelinemax in order to create an animation that has 3 stops in between in which the user has the ability to either continue to the next point or go back. All my tweens are working well, and now is time to add the pauses. I thought about just adding them to the onComplete and calling it a day. Yet when reversing they were not firing... This made me find out about onReverseComplete which worked like a charm expect that when going backwards the onComplete was firing as well pausing my animation before it could
  8. Hi - In a banner I'm working on, I have a secondary timeline which controls an object sliding up and down on my screen. The secondary timeline works properly, but I'd also like to be able to pause the main timeline when the secondary object slides up on the screen, and then resume playback of the main timeline once my object slides out of view. Here's my current code: <script> var tl = new TimelineLite(); tl.add( TweenLite.to("#studyDescription", 1, {top:20})); tl.to("bgMask", .5, {autoAlpha:1}); tl.pause(); var button = document.getElementById("openButton"); button.onclic
  9. I like to set pause on my timeline to help debug certain state. `timeline.addPause(1.3)` The issue is when I use `timeline.tweenTo(1.5)`, it skips the pauses.
  10. I'm loading a large number of resources of all types with a single LoaderMax instance. Several times during loading I call pause() and then resume() a second or so later. At first it worked, but as my resource list changed, I started having failures. There were no errors reported, I just never received a complete on the load. I found a single swf file with some audio inside that I was loading, which when removed from the load, fixed the problem. The swf is fine, and if I simply remove the pause() and resume() calls, I can load the swf without issue. One thing I noticed is that I
  11. Hi all, I have a timeline controlling several tweens. I can pause and resume it with no problem. However when I call the addPause(X) method, X being a number, I can't resume or play the timeline anymore after that. Thanks for your help
  12. Hi, I am trying to create a timeline that contains an ending pause of x seconds: now I can add a delay between tweens, a delay before a specific tween, but... how do I set a delay before onComplete is triggered? I could add a dummy tween at the end of the timeline, with a delay, but it look ugly to me. Am I missing the specific trick? Thanks
  13. Hi everyone, I am using TweenLite.ticker.addEventListener("tick", updateGameState); to update the state of my game. The updateGameState function is called as it should be but when I leave the game screen and remove the listener using TweenLite.ticker.removeEventListener("tick", updateGameState); the ticker continues to tick and the time / frames continue to count. When I re-register my updateGameState function to the ticker then the current time is not zero. I would like to stop or pause the ticker while I leave / enter the game screen, in order to keep track of the game state.
  14. I'm trying to use exportRoot(); in an iOS app. If the app is in the background for a length of time, the timeline can no longer resume. Is it possible that the timeline is lost in garbage collection? My pause screen is still visible and the buttons are still available. But nothing resumes. If you leave and come back quickly it's fine. Anything I can try to make it hold the timeline for as long as the app is in the background? --- EDIT ---- Sorry, looks like I was calling the exportRoot twice and that was the source of my trouble.
  15. 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
  16. I came across a peculiar problem with Greensock today whilst playing with a 'pause' function for a game. The purpose of the two following functions are: When the pause button (in this case it's a sprite named it 'menu') is pressed it causes all existing TweenMax instances to pause in place. It also sets the stage's framerate to 0, making all display objects pause in place. I've been told this is the best method pausing the game. When the button is pressed again, it should resume all the tweens from where they were initially paused. However, the problem is these tweens jump to their fin
  17. Hi, I'm creating an animation on the stage (a base class) made up of subclasses which return a TimelineLite for their animations. The problem seems to be that creating a timelineLite auto-plays the timeline that was created, rather than just being available for the parent timeline. Its a wierd one, because it creates wierd movement only apparent for the first 5-10s (period of an individual animation). Is there a better way to create a timeline or tween object and pass it up the chain for use later? This is pretty much the code I use now: Thanks, (I'm loving greensock libra
  18. i was trying to figure out, if possible, how to chain an instance of multiple tweens. For example: var tween1 = TweenMax.to('#image1', 3, {css:{scale:1.5}, ease:Linear.easeNone}); var tween2 = TweenMax.to('#slide1', 3, {css:{opacity:1}, ease:Linear.easeNone}); The above works.. but couldn't i just chain them, like below? var tween1 = TweenMax.to('#image1', 3, {css:{scale:1.5}, ease:Linear.easeNone}) .to('#slide1', 3, {css:{opacity:1}, ease:Linear.easeNone}); But when i try this, the browser throws an error: TypeError: TweenMax.to(...).to is not a function The reason
  19. I want to slide each element in my div one after the other having some pause after each item slides. Below is my code attached. $(function () { $('.tick').each(function () { var $self = $(this); var t1 = new TimelineLite(); t1.to($self, .5, { x: 100, ease: Cubic.easeInOut }); t1.pause(); t1.resume(); }); what it does is: It slides all the items at a time. Why isn't it pausing after each item slides... What is the issue in the code? Thanks & Regards, Bunnie
  20. Hello, I have a timeline, which is supposed to pause at certain points. From there I either want to go forward or backwards one step to the next pause-point by clicking on buttons. So in my timeline I put tl.call(pauseTL) at this points and the function pauseTL doesn't do anything else than tl.pause(). The problem now is, if I change direction of playback at this points I have to click twice in order for this to work. So if I click the backbutton while timeline is paused and I have been going forward before it only works when I click for the second time. Any ideas? Thank you for your
  21. Hi, I've previously used pauseAll and resumeAll when entering a pause state of a game to halt animation. With the GSAP JS pauseAll works fine, but resumeAll doesn't resume any of the animations that we're paused, I notice the docs suggest both methods are deprecated. Are there any other suggested solutions short of manually resuming all tweens individually? Thanks Rob
  22. I'm pausing timelines with pause() and resuming them with resume(). However, is as if the timeline is dragged out when it resumes, and labels no longer line up with the tweens contained in the timeline. I've traced most of the properties, and the only ones that seem to be different are duration and totalDuration which are increased by the amount of time spent while the timeline was paused. The startTime does not change. Is this behavior normal? How can I make it so that my tweens and timelines are the right length and the labels line up after pausing and resuming? At the same time, I'
  23. Hello, I might be a right n00b here but why can't I get this to work, and am I going the right way about this? When I take out the itemAnim.pause(); it works fine. Long and short of it I'm I'm making a basic game where I've got about 14 items that I want going off at different times and each item have hoverover features and other on click commands etc. Here is the code stripped down... var itemArray:Array=new Array(item1,item2); for (var i:int = 0; i < itemArray.length; i++) { itemArray[i].addEventListener(MouseEvent.CLICK, addClick); } var item1Anim:TimelineLite = new TimelineLite()
  24. Hi I am working on an AS3 slideshow developed with TweenLite10 I need to be able to pause/resume the slideshow Is there an example/tutorial explaining how to add TweenMax10 pause() / resume() functionality to a project? Thanks
×