LuaLibraryAnimate.wiki
changeset 2248 de14b46c7c16
parent 2247 fdd314eb697f
child 2249 dd8b0bad793a
equal deleted inserted replaced
2247:fdd314eb697f 2248:de14b46c7c16
   123 Adds `animation` to the animation list. `animation` is a list of animation steps; see data structures above for details.
   123 Adds `animation` to the animation list. `animation` is a list of animation steps; see data structures above for details.
   124 
   124 
   125 Example:
   125 Example:
   126 <code language="lua">
   126 <code language="lua">
   127 -- Makes myHog say "Snails! SNAILS!, wait 3 seconds, move it to the left until its X coordinate equals 2000, then show the caption "But he found no more snails ..."
   127 -- Makes myHog say "Snails! SNAILS!, wait 3 seconds, move it to the left until its X coordinate equals 2000, then show the caption "But he found no more snails ..."
   128 cinem = {
   128 animation = {
   129     {func = AnimSay, args = {myHog, "Snails! SNAILS!", SAY_SAY, 3000}},
   129     {func = AnimSay, args = {myHog, "Snails! SNAILS!", SAY_SAY, 3000}},
   130     {func = AnimMove, args = {myHog, "Left", 2000, 0}},
   130     {func = AnimMove, args = {myHog, "Left", 2000, 0}},
   131     {func = AddCaption, swh = false, args = {"But he found no more snails ..."}}
   131     {func = AddCaption, swh = false, args = {"But he found no more snails ..."}}
   132 }
   132 }
   133 AddAnim(cinem)</code>
   133 AddAnim(animation)</code>
   134 
   134 
   135 ==== `RemoveAnim(animation)` ====
   135 ==== `RemoveAnim(animation)` ====
   136 Removes `animation` from the animation list.
   136 Removes `animation` from the animation list.
   137 
   137 
   138 ==== `AddSkipFunction(animation, func, args)` ====
   138 ==== `AddSkipFunction(animation, func, args)` ====
   139 Adds `func` to the array of functions used to skip animations, associating it with `animation`. When the animation is skipped (see below), the function is called with `args` as arguments.
   139 Adds `func` to the array of functions used to skip animations, associating it with `animation`. When the animation is skipped (see below), the function is called with `args` as arguments.
   140 Example:
   140 Example:
   141 <code language="lua">AddSkipFunc(cinem, SkipCinem, {})</code>
   141 <code language="lua">AddSkipFunc(animation, myAnimationSkipFunction, {})</code>
   142 
   142 
   143 ==== `RemoveSkipFunction(animation)` ====
   143 ==== `RemoveSkipFunction(animation)` ====
   144 Removes the skip function associated with `animation`.
   144 Removes the skip function associated with `animation`.
   145 
   145 
   146 ==== `SetAnimSkip(bool)` ====
   146 ==== `SetAnimSkip(bool)` ====
   163 
   163 
   164 ==== `AddFunction(element)` ====
   164 ==== `AddFunction(element)` ====
   165 Adds `element` to the functions array that are to be called after the animation. `element` is a table with the keys: `func`, `args`.
   165 Adds `element` to the functions array that are to be called after the animation. `element` is a table with the keys: `func`, `args`.
   166 
   166 
   167 Example:
   167 Example:
   168 <code language="lua">AddFunction({func = AfterCinem, args = {2}})</code>
   168 <code language="lua">AddFunction({func = myAfterAnim, args = {2}})</code>
   169 
   169 
   170 ==== `RemoveFunction()` ====
   170 ==== `RemoveFunction()` ====
   171 Removes the first function from the aforementioned list.
   171 Removes the first function from the aforementioned list.
   172 
   172 
   173 ==== `AnimUnWait()` ====
   173 ==== `AnimUnWait()` ====
   203 
   203 
   204 ==== `AnimSay(gear, text, manner, time)` ====
   204 ==== `AnimSay(gear, text, manner, time)` ====
   205 Calls `HogSay` with the first three arguments and increases the wait time by `time`.
   205 Calls `HogSay` with the first three arguments and increases the wait time by `time`.
   206 
   206 
   207 Example:
   207 Example:
   208 <code language="lua">cinem = {
   208 <code language="lua">animation = {
   209     {func = AnimSay, args = {gear1, "You're so defensive!", SAY_SAY, 2500}},
   209     {func = AnimSay, args = {gear1, "You're so defensive!", SAY_SAY, 2500}},
   210     {func = AnimSay, args = {gear2, "No, I'm not!", SAY_SAY, 2000}}
   210     {func = AnimSay, args = {gear2, "No, I'm not!", SAY_SAY, 2000}}
   211    }</code>
   211 }</code>
   212 
   212 
   213 ==== `AnimSound(gear, sound, time)` ====
   213 ==== `AnimSound(gear, sound, time)` ====
   214 Plays the sound `sound` and increases the wait time by `time`.
   214 Plays the sound `sound` and increases the wait time by `time`.
   215 
   215 
   216 ==== `AnimTurn(hog, dir)` ====
   216 ==== `AnimTurn(hog, dir)` ====
   258       HogTurnLeft(hog2, false)
   258       HogTurnLeft(hog2, false)
   259       HogTurnLeft(hog1, true)
   259       HogTurnLeft(hog1, true)
   260    end
   260    end
   261 end
   261 end
   262 
   262 
   263 cinem = {{func = AnimCustomFunction, args = {hog1, NeedToTurn, {hog1, hog2}}}}</code>
   263 animation = {{func = AnimCustomFunction, args = {hog1, NeedToTurn, {hog1, hog2}}}}</code>
   264 
   264 
   265 === Event handling ===
   265 === Event handling ===
   266 
   266 
   267 Events are pairs of functions that are used to check for various conditions. One of them is for verification and, if it returns `true`, the second function is called.
   267 Events are pairs of functions that are used to check for various conditions. One of them is for verification and, if it returns `true`, the second function is called.
   268 
   268