just cut one tween into two: one start on call and second start when y hit button.
At the moment I don't think there is a way to do this. I'm looking at adding a tween.play() function to 1.5.1 so you can create them, call tween.stop(id) then tween.play(id) to resume them.
.@Cabernet it needs a bit of testing to make sure it doesn't blow up with paths and sequences.
I had some problems with tween with a time of 2s, starting as the result of a tap, and then tap tap taping several times fast: the started tween isnt finished but a new one tries to start, then the result is confusing. I guess it's my business to manage the 'too fast tap' problem, and not allow a new tween to start before the previous is finished, or kill the curernt one. But it makes the use of tween more complex, while tween are supposed to be here to make things simple. Have you thought of something like 'automatic tween reset' when it concerns the same variable? Actually i used tween some months ago, so maybe you've already solved that and my question is obsolete?
Here's an example of starting, pausing, continuing, or restarting a tween. This won't work for all types of Tweens the way it is, but it's a start.
I would like a delay as well. I put a tween in setup, but it seemed to start a little bit in to the tween by the time draw was called. So an initial delay would be great.
any ideas how to make circle tween?
There is a circle tween: i've read in another thread (can't remember which one: mpilgrem or dave1707) that it is an undocumented option.
Hello @Cabernet. My experiment here shows how to use a custom easing function and, also, the built-in circ series of easing functions.