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.