pause( atTime:*, suppressEvents:Boolean ) : self
Pauses the instance, optionally jumping to a specific time.
null) — The time (or label for Timeline instances) that the instance should jump to before pausing (if none is defined, it will pause wherever the playhead is currently located).
true) — If
true(the default), no events or callbacks will be triggered when the playhead moves to the new position defined in the
Returns : self
self (makes chaining easier)
Pauses the animation, optionally jumping to a specific time first.
If you define a time to jump to (the first parameter, which could also be a label for Timeline instances), the playhead moves there immediately and skips any events/callbacks inbetween where the playhead was and the new time (unless
suppressEvents parameter is
false). Think of it like picking the needle up on a record player and moving it to a new position before placing it back on the record. If you do want the events/callbacks to be triggered during that initial move, simply set the
suppressEvents parameter to
//pauses wherever the playhead currently is:
//jumps to exactly 2-seconds into the animation and then pauses:
//jumps to exactly 2-seconds into the animation and pauses but doesn't suppress events during the initial move:
Note that when an animation (tween or timeline) is nested within a timeline, the parent timeline's playhead will continue to run even if the child animation is paused (demo). In most cases you want to pause the parent timeline instead.