LuaLibraryAnimate.wiki
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     1 #summary Lua library documentation of Animate; for cinematics, cut-scenes and other nice animations
     1 #summary Lua library documentation of Animate; for cinematics, cut-scenes and other nice animations
     2 #labels !LuaLibrary
     2 #labels !LuaLibrary
     3 = Lua library: `Animate` =
     3 = Lua library: `Animate` =
     4 
     4 <wiki:toc max_depth="2" />
     5 This library provides functions that aid cinematic/cut-scene creation and functions for handling events.
     5 This library provides functions that aid cinematic/cut-scene creation and functions for handling events.
     6 
     6 
     7 In order to use its full potential, the following lines need to be at the beginning of `onGameTick`.
     7 In order to use its full potential, the following lines need to be at the beginning of `onGameTick`.
     8 
     8 
     9 <code language="lua">function onGameTick()
     9 <code language="lua">function onGameTick()
    23 == Cinematic handling ==
    23 == Cinematic handling ==
    24 
    24 
    25 === `ShowAnimation()` ===
    25 === `ShowAnimation()` ===
    26 Performs the current action in the cinematic and returns `true` if finished, otherwise `false`. It needs to be used in `onGameTick`. Cut-scenes need to be added with `AddAnim(steps)`.
    26 Performs the current action in the cinematic and returns `true` if finished, otherwise `false`. It needs to be used in `onGameTick`. Cut-scenes need to be added with `AddAnim(steps)`.
    27 
    27 
    28 === `Animate()` ===
    28 === `Animate(steps)` ===
    29 *UNDOCUMENTED!*
    29 *THIS FUNCTION IS UNDOCUMENTED!*
    30 
    30 
    31 === `AddAnim(steps)` ===
    31 === `AddAnim(steps)` ===
    32 Adds `steps` to the array of animations, where `steps` is a table with numbers as keys and elements of the following form. Each step is a table having the following keys: `func`, `args`, `swh`.
    32 Adds `steps` to the array of animations, where `steps` is a table with numbers as keys and elements of the following form. Each step is a table having the following keys: `func`, `args`, `swh`.
    33 
    33 
    34   * `func` is the function to be executed. It can be any function that returns false when it needs to be called again in following game ticks (e.g. `AnimMove`). It can be one of the cinematic functions.
    34   * `func` is the function to be executed. It can be any function that returns false when it needs to be called again in following game ticks (e.g. `AnimMove`). It can be one of the cinematic functions.