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Artisan Digital

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  1. Hey guys, Just wondering if there is an easier way to first start a loop, then stop it. Let's start with this: //Single object loop function doTween():void { TweenLite.to(mc, 1, {rotation:"348", ease:Linear.easeNone, onComplete:doTween}); } doTween(); //Stop loop TweenLite.killTweensOf(mc); //Multiple object loop function doTween():void { TweenLite.to(mc_01, 1, {rotation:"348", ease:Linear.easeNone, onComplete:doTween}); TweenLite.to(mc_02, 1, {rotation:"348", ease:Linear.easeNone}); TweenLite.to(mc_03, 1, {rotation:"348", ease:Linear.easeNone}); } doTween(); //Stop loop TweenLite.killTweensOf(mc_01); TweenLite.killTweensOf(mc_02); TweenLite.killTweensOf(mc_03); If there are heaps of objects looping, is there an easier way to stop them all (like by stopping the function somehow)? Also in case 2, let's just say there is a grandfather clock swinging. You can't use the above method because it needs to go back and forth. function tilt_right() { TweenLite.to(mc, 1, {_rotation:30, onComplete:tilt_left, } ); } function tilt_left() { TweenLite.to(mc, 1, {_rotation:-30, onComplete:tilt_right, } ); } tilt_right(); Once I want it to stop looping, what code would I use? I could possibly use the killTweensOf method again, but if each function had heaps of tweens, it seems like a clunky way of doing it. Thanks guys, Rhys.