Anim8
This package allows int or float values to be "animated" over a period of time. It is possible to string several commands together and to set the type of movement. The new version of PrintS
from Interface uses Anim8.
Dependencies
Initialization
Initialize with LeGo_Anim8
flag.
Implementation
Functions
Anim8_New
Creates a new Anim8 object that can be filled with commands.
var int initialValue
The initial value to start animating from. Can be an integer, or an Ikarus float.var int IsFloat
If theinitialValue
is an Ikarus float, this parameter must be set toTRUE
. If it is an integer, it must be set toFALSE
.
Return value
The function returns handle of the Anim8 object.
Anim8_NewExt
Creates a new Anim8 object with advanced options. Extends the Anim8_New
function.
var int value
The initial value to start animating from. Can be an integer, or an Ikarus float.var func handler
This function is called whenever the object is updated. The signature of the functions depends on thedata
value:
data != 0
:func void handler(var int data, var int value)
,
data == 0
:func void handler(var int value)
.var int data
Optional parameter to send an additional value to thehandler
function. Ifdata == 0
, it is ignored.var int IsFloat
If theinitialValue
is an Ikarus float, this parameter must be set toTRUE
. If it is an integer, it must be set toFALSE
.
Return value
The function returns handle of the Anim8 object.
Anim8_Delete
Deletes an Anim8 object created with Anim8_New
.
var int handle
Handle returned fromAnim8_New
Anim8_Get
Get current value of the object.
var int handle
Handle returned fromAnim8_New
Return value
The function returns value of the object.
Anim8_Set
Sets the value of the object.
var int handle
Handle returned fromAnim8_New
var int value
New value of the object
Anim8_Empty
Indicates whether the object is empty, i.e. has no more commands to process.
var int handle
Handle returned fromAnim8_New
Return value
The function returns TRUE
if object is empty (has no more commands), FALSE
is returned otherwise.
Anim8_RemoveIfEmpty
If desired, Anim8 can automatically delete an object after it is empty.
var int handle
Handle returned fromAnim8_New
var int on
TRUE
: enable,FALSE
: disable
Anim8_RemoveDataIfEmpty
With Anim8_NewExt
handler and data can be set. If this function is called with TRUE
, data
is taken as a handle and delete(data)
is called if the object is empty. Works only if Anim8_RemoveIfEmpty
is also activated.
var int handle
Handle returned fromAnim8_New
var int on
TRUE
: enable,FALSE
: disable
Anim8
Packet core. Gives the object a new command to process.
var int handle
Handle returned fromAnim8_New
var int target
Target value of this command. When the object's value has reached this value, the command is considered completed and deleted.var int span
Action duration in millisecondsvar int interpol
What form of movement is used (See constants for this)
Anim8q
As already mentioned above, Anim8 can also process several commands one after the other. While Anim8 completely resets the object and deletes all commands, Anim8q just appends a new command to the list. This will be processed as soon as the previous one is completed.
var int handle
Handle returned fromAnim8_New
var int target
Target value of this command. When the object's value has reached this value, the command is considered completed and another one in the queue will start.var int span
Action duration in millisecondsvar int interpol
What form of movement is used (See constants for this)
Anim8_CallOnRemove
Registers a function to be called when the object is deleted (e.g. by Anim8_RemoveIfEmpty
)
var int handle
Handle returned fromAnim8_New
var func dfnc
This function is called when the object is deleted
Examples
Count up to a number
Count from 0 to 10 in 10 seconds. We use the Print_Ext
function from Interface to display the text.
Moving zCVob in loop
Now we make a vob constantly move back and forth, but without a mover. FrameFunctions are used for the loop: