How do I implement "removeOnCycle" as code when having this:

pathanimator = new PathAnimator(path,Car,{fps:
30,alignToPath:true});....


.....


protected override function onEnterFrame(event:Event):void
                {
                        time +=0.003;
                        pathanimator.update(time);

                        camera.lookAt(Car.position);


                        //Car.rotationY +=2;
                        wheelRF.rotationY -=30;
                        wheelRB.rotationY -=30;
                        wheelLF.rotationY +=30;
                        wheelLB.rotationY +=30;
                        super.onEnterFrame(event);

                }


thanks

On 12 Mai, 14:52, Fabrice3D <[email protected]> wrote:
> removeOnCycle should do it no?
> as about stopping the animation... as you have full control of the pointer 
> value, when you update or not, It's pretty much in your hands.
> But may be I'm missing a point here. If yes, can you explain more about the 
> expected behaviour please?
>
> Moving an object on the path would require just an interpolation between 0 
> and 1. Tweens engine are good at this. Update with value 1 would place your 
> sphere at the end of the Path.
>
> Fabrice
>
> On May 12, 2011, at 2:36 PM, ekreinhard wrote:
>
>
>
> > Hi,
> > I have gone through the tutorial onPathAnimator.
> > How can I stop the animation from going through more than one cycle. I
> > want the sphere to stop at the end of the path.
>
> > Thanks
> > ekreinhard- Zitierten Text ausblenden -
>
> - Zitierten Text anzeigen -

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