Search the Community
Showing results for tags 'delayedcall'.
-
How i can perform something like this with gsap3 ? pointerDown(e){ gsap.delayedCall(1, ()=>{ contex.startScroll() }, id); } pointerout(e){ // somewhere with other contexts, needed getbyid gsap.getById(id)?.kill(); } i cant find anymore killDelayedCallsTo for gsap3 doc https://greensock.com/docs/v2/TweenMax/static.killDelayedCallsTo() Is it renamed ? I can perform this with timeout or special ticks in my renderer but i search for the most shorted code and easy code. Thanks
- 7 replies
-
- killdelayedcallsto
- delayedcall
-
(and 1 more)
Tagged with:
-
Hello there, since I updated to GSAP 3.0, I am struggling to make timelines / timeline-functions run with a delay. I added a codepen-demo to demonstrate my issue. Am I overseeing something or is this a problem in GSAP 3.0? Cheers, Paul
- 8 replies
-
- delay
- delay timeline
-
(and 1 more)
Tagged with:
-
Hi, I've hit an interesting problem using delayedCall/killDelayedCall I've got a number of classes which, typically should run consecutively, but, can run concurrently. The classes are loading a video, and then when this fires its complete event, a delayedCall is used to activate the next part (usually loading an associated MP3). But, as the class/video can be skipped and should that happen I won't wont the next part to be activated, I use killDelayedCall to stop it. What I've found is that not only will the delayed call be stopped from the first class, but
- 4 replies
-
- delayedcall
- gsap
-
(and 1 more)
Tagged with:
-
New to gsap and js, trying to implement delayedCall in my slider like in the Bassta tutorial (http://bassta.bg/2013/05/simple-fade-infade-out-slideshow-with-tweenlite/). I am running into difficulty trying to killTweento when clicking on 'prev' or 'next'. clearTimout seems to work from the original code (http://tympanus.net/codrops/2013/04/17/background-slideshow/); however, I would like to utilize gsap for this, so I can use sizzle or some other selector engine, instead of full-blown jquery. (My attempt at killTweenTo is commented out in the code) http://jsfiddle.net/gregorygard
- 2 replies
-
- delayedcall
- js
-
(and 3 more)
Tagged with:
-
Hey there, I'm trying to create a repeating delayedCall to countdown 45 second and wish to pass itself ('this') into the parameter. But when I hit the barTimer.restart(true); call it gives me undefined error. Do I have to declare the delayed Call as an variable so that it can be passed as a parameter? function pre_baserate_loading() { var loadingText = ['Searching Similar Preferences.', 'Retrieving Products Purchased.', 'Examining Real-World Experiences.', 'Eliminating Inadequate Products.', 'Retrieving Results.' , 'Codifying Results.']; var textLength = loadingTex
-
Hi I'm working on a small game (as3) and I'm trying to optimize performance. Instead of calling a method for hitTest every frame I want to call them 5 times per second. I'm considering using delayedCall (because I'm using TweenMax.pauseAll): Something like this; updateCaller = TweenLite.delayedCall(0.2, handleHitTest); private function handleHitTest():void { // handle HitTest here updateCaller.restart(true); } Would this be the best approach or would it be better to use the build in Timer class. Thanks Rolf
-
Hi Guys, The Timelines and delayedCalls method seems to forget time if they are paused when using the visibility API, when a tab loses visibility i'm setting the tween's timescale to 0 and pausing the audio. The audio play calls are trigger on a Timeline, I'm then using delayedCall to stop the audio after a certain duration. I have setup an example here http://jsfiddle.net/robaldred/nj9pY/ (requires sound& used fiddle because i needed to link multiple externals and don't have pen pro) On load, sound will play through nicely. All timelines and delayed calls work as expected.
- 4 replies
-
- delayedcall
- timeline
-
(and 1 more)
Tagged with:
-
hello hello.. i know instead of using setInterval(), we can use delayedCall() for GSAP.. what would be the clearInterval() equivalent in GSAP. In setInterval() when you declare it in a variable, returns an ID (unique identifier) which is used in clearInterval() to cancel the timer var intervalID = window.setInterval(animate, 500); // later called to cancel the timer window.clearInterval(intervalID); so my question is.. what is the equivalent in GSAP to cancel a specific delayedCall() instances... since if i use killAll() //kill only delayedCalls TweenMax.killAll(false, false, tru
- 5 replies
-
- setinterval
- clearinterval
-
(and 3 more)
Tagged with:
-
Event passed as parameter to TweenMax.delayedCall becomes 0?
cerulean posted a topic in GSAP (Flash)
I'm sure there's an error in my code, but when I do this ($event is a mouseEvent) TweenMax.delayedCall(_gameClickDelay,showDetailScreen,[$event]); when I get to showDetailScreen($event:MouseEvent) private function showDetailScreen($event:MouseEvent):void { $event.current is no longer the button on which I originally clicked, but instead Stage, the trace is: $event.currentTarget = [object Stage] and $event itself traces as "0". trace("$event = " + $event); TweenMax.delayedCall(0,function ($x:MouseEvent) {trace("delayed call? " + x)},[$event]); yields $event = [MouseEvent t -
Hello, I'm using the TimelineMax ans it works great. But I have a problem with something. I want to use a delayedCall function. In this function, I have other tweenMax. Something like this : var tl:TimelineMax = new TimelineMax(); tl.insert(TweenMax.to(camion, 8,{x:700, ease:Linear.easeNone})); tl.insert(TweenMax.to(nuage, 20,{x:"-100", ease:Linear.easeNone})); tl.insert(TweenMax.delayedCall(3,enleverTexte)); // function enleverTexte() { TweenMax.to(txt1, 0.7,{y:"-40", alpha:0, ease:Quint.easeIn}); TweenMax.to(txt2, 0.7,{y:"-40", alpha:0, ease:Quint.easeIn, delay:0.2}); } Now, I want t
- 3 replies
-
- timelinemax
- delayedcall
- (and 2 more)
-
hi Greensock A few questions reagrding killAll() 1) Where did the last parameter go? In Flash : killAll(complete:Boolean = false, tweens:Boolean = true, delayedCalls:Boolean = true):void vs. Docs : killAll(complete:Boolean = false, tweens:Boolean = true, delayedCalls:Boolean = true, timelines:Boolean = true):void 2) TimelineMaxs onComplete fires after TweenMax.killAll();??? package { import flash.display.Sprite; import com.greensock.TweenMax; import com.greensock.TimelineMax; import com.greensock.plugins.*; import com.greensock.easing.*; import
-
I couldn't find this in the documentation, so I figured I should make a request here! Could TimelineMax be added the same funtionality as TweenMax where you can delay method calls? I realize it couldn't "reverse" the actions caused by those methods (unless a respective reversible callback method was supplied for each delayed callbacks... but nah!), but this would be very handy instead of using dummy [TimelineMax instance].to(...) calls, like the following: var animation:TimelineMax = new TimelineMax(); //Delay the next object's to be added to the displaylist later: animation.t
- 5 replies
-
- delayedCall
- delays
-
(and 2 more)
Tagged with:
-
Often in a timeline sequence I'd like to simply call a function. The best way I've figured out to do this is using a delayedCall like: myTimelineLite.append(TweenLite.delayedCall(0, myFunction)); but is there a better way? This code works, but seems a little clunky.