toto88x Posted January 25, 2014 Share Posted January 25, 2014 Hello! I have two small questions about tweens in Phaser. 1) How can I use correctly the yoyo() function for a tween? For example I tried this, and it doesn't work. What I am missing?game.add.tween(car) .to({ x: 500 }, 1000, Phaser.Easing.Linear.None) .yoyo(true).loop().start();2) I have a group of sprites (planes). When I create a new plane, I add a tween to it. How can I stop the tween when the sprite dies (because it's outOfBoud)? Edit: this one was answered below, thanks! :-)var plane = this.planes.getFirstExists(false);plane.outOfBoundsKill = true;game.add.tween(plane).to({ x: 500, y: 500 }, 1000, Phaser.Easing.Linear.None).start();Thanks for your help! :-) Link to comment Share on other sites More sharing options...
rich Posted January 25, 2014 Share Posted January 25, 2014 To answer the second one - keep a reference to the tween somewhere, i.e.:var planeTween = game.add.tween(plane).to(...)And then call:planeTween.stop(); Link to comment Share on other sites More sharing options...
toto88x Posted January 25, 2014 Author Share Posted January 25, 2014 Thanks, that what I thought. So I guess there's no way for a given sprite to easily find the tween associated to it, something like sprite.tweens. Anyway, I'm still looking for help on how to use the yoyo() function. Thanks! :-) Link to comment Share on other sites More sharing options...
toto88x Posted January 28, 2014 Author Share Posted January 28, 2014 Anyone can help me with first question: how to make to yoyo function work? Thanks! Link to comment Share on other sites More sharing options...
Sands Posted September 23, 2014 Share Posted September 23, 2014 HelloI had a similar issue like question number 1. I needed a looping yoyo tween, but using "loop" just didn't work.For anyone else looking at this, try using repeat:game.add.tween(car).to({ x: 500 }, 1000, Phaser.Easing.Linear.None).yoyo(true).repeat(Number.MAX_VALUE).start(); Link to comment Share on other sites More sharing options...
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