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Showing results for tags 'settimeout'.
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It seems like you could replace all of your setTimeout and setIntervals in your code using something simple like: var foo=0; TweenMax.to(foo, 1, { onComplete:function(){ // do something } }); Of course you could use repeat:-1 and onRepeat to make this a setInterval, too. Note that I Tween a generic variable as opposed to a DOM element to avoid the cost of accessing the DOM. Now this comes with several benefits such as the ability to pause, resume, or even killing all timers with a one-line command (which is very useful for me). I made a DOM-based webgame that is entirely
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- settimeout
- timing
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Is there a way to delay the start of a TweenMax, similar to a setTimeout ? setTimeout( function () { TweenMax.staggerFromTo( $box, 0.3, { y: 0}, { y: -100}, 0.10); }, 400 );
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I'm noticing that TweenLite keeps looping over some functions, even though no tweens have been initiated. Firebug's Profile shows that there are 4 functions that keep running, on lines 278, 830, 227 and 703. (TweenLite.js, dated 29.1.2013) Is there a way to kill those timers? The load they cause is really minimal, but I'd like to clean them up anyways.