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abdullh.alsoleman
Front-End
Commits
1e0ceaf1
Commit
1e0ceaf1
authored
Aug 11, 2015
by
Viktor Lidholt
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Merge pull request #561 from vlidholt/master
Adds documentation for sprite actions
parents
eee90d0d
7d5dece1
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action.dart
examples/game/lib/action.dart
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examples/game/lib/action.dart
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1e0ceaf1
...
...
@@ -2,12 +2,31 @@ part of sprites;
typedef
void
ActionCallback
(
);
/// Actions are used to animate properties of nodes or any other type of
/// objects. The actions are powered by an [ActionController], typically
/// associated with a [Node]. The most commonly used action is the
/// [ActionTween] which interpolates a property between two values over time.
///
/// Actions can be nested in different ways; played in sequence using the
/// [ActionSequence], or looped using the [ActionRepeat].
///
/// You should typically not override this class directly, instead override
/// [ActionInterval] or [ActionInstant] if you need to create a new action
/// class.
abstract
class
Action
{
Object
_tag
;
bool
_finished
=
false
;
bool
_added
=
false
;
/// Moves to the next time step in an action, [dt] is the delta time since
/// the last time step in seconds. Typically this method is called from the
/// [ActionController].
void
step
(
double
dt
);
/// Sets the action to a specific point in time. The [t] value that is passed
/// in is a normalized value 0.0 to 1.0 of the duration of the action. Every
/// action will always recieve a callback with the end time point (1.0),
/// unless it is cancelled.
void
update
(
double
t
)
{
}
...
...
@@ -18,13 +37,22 @@ abstract class Action {
double
get
duration
=>
0.0
;
}
/// The abstract class for an action that changes properties over a time
/// interval, optionally using an easing curve.
abstract
class
ActionInterval
extends
Action
{
double
_duration
;
bool
_firstTick
=
true
;
double
_elapsed
=
0.0
;
/// The duration, in seconds, of the action.
///
/// double myTime = myAction.duration;
double
get
duration
=>
_duration
;
/// The animation curve used to ease the animation.
///
/// myAction.curve = bounceOut;
Curve
curve
;
ActionInterval
([
this
.
_duration
=
0.0
,
this
.
curve
]);
...
...
@@ -53,11 +81,16 @@ abstract class ActionInterval extends Action {
}
}
/// An action that repeats an action a fixed number of times.
class
ActionRepeat
extends
ActionInterval
{
final
int
numRepeats
;
final
ActionInterval
action
;
int
_lastFinishedRepeat
=
-
1
;
/// Creates a new action that is repeats the passed in action a fixed number
/// of times.
///
/// var myLoop = new ActionRepeat(myAction);
ActionRepeat
(
this
.
action
,
this
.
numRepeats
)
{
_duration
=
action
.
duration
*
numRepeats
;
}
...
...
@@ -80,10 +113,14 @@ class ActionRepeat extends ActionInterval {
}
}
/// An action that repeats an action an indefinite number of times.
class
ActionRepeatForever
extends
Action
{
final
ActionInterval
action
;
double
_elapsedInAction
=
0.0
;
/// Creates a new action with the action that is passed in.
///
/// var myInifiniteLoop = new ActionRepeatForever(myAction);
ActionRepeatForever
(
this
.
action
);
step
(
double
dt
)
{
...
...
@@ -106,11 +143,17 @@ class ActionRepeatForever extends Action {
}
}
/// An action that plays a number of supplied actions in sequence. The duration
/// of the [ActionSequence] with be the sum of the durations of the actions
/// passed in to the constructor.
class
ActionSequence
extends
ActionInterval
{
Action
_a
;
Action
_b
;
double
_split
;
/// Creates a new action with the list of actions passed in.
///
/// var mySequence = new ActionSequence([myAction0, myAction1, myAction2]);
ActionSequence
(
List
<
Action
>
actions
)
{
assert
(
actions
.
length
>=
2
);
...
...
@@ -188,9 +231,15 @@ class ActionSequence extends ActionInterval {
}
}
/// An action that plays the supplied actions in parallell. The duration of the
/// [ActionGroup] will be the maximum of the durations of the actions used to
/// compose this action.
class
ActionGroup
extends
ActionInterval
{
List
<
Action
>
_actions
;
/// Creates a new action with the list of actions passed in.
///
/// var myGroup = new ActionGroup([myAction0, myAction1, myAction2]);
ActionGroup
(
this
.
_actions
)
{
for
(
Action
action
in
_actions
)
{
if
(
action
.
duration
>
_duration
)
{
...
...
@@ -246,6 +295,8 @@ class ActionGroup extends ActionInterval {
}
}
/// An action that doesn't have a duration. If this class is overridden to
/// create custom instant actions, only the [fire] method should be overriden.
abstract
class
ActionInstant
extends
Action
{
void
step
(
double
dt
)
{
...
...
@@ -259,9 +310,13 @@ abstract class ActionInstant extends Action {
void
fire
();
}
/// An action that calls a custom function when it is fired.
class
ActionCallFunction
extends
ActionInstant
{
ActionCallback
_function
;
/// Creates a new callback action with the supplied callback.
///
/// var myAction = new ActionCallFunction(() { print("Hello!";) });
ActionCallFunction
(
this
.
_function
);
void
fire
()
{
...
...
@@ -269,9 +324,13 @@ class ActionCallFunction extends ActionInstant {
}
}
/// An action that removes the supplied node from its parent when it's fired.
class
ActionRemoveNode
extends
ActionInstant
{
Node
_node
;
/// Creates a new action with the node to remove as its argument.
///
/// var myAction = new ActionRemoveNode(myNode);
ActionRemoveNode
(
this
.
_node
);
void
fire
()
{
...
...
@@ -279,13 +338,38 @@ class ActionRemoveNode extends ActionInstant {
}
}
/// An action that tweens a property between two values, optionally using an
/// animation curve. This is one of the most common building blocks when
/// creating actions. The tween class can be used to animate properties of the
/// type [Point], [Size], [Rect], [double], or [Color].
class
ActionTween
extends
ActionInterval
{
/// The setter method used to set the property being animated.
final
Function
setter
;
/// The start value of the animation.
final
startVal
;
/// The end value of the animation.
final
endVal
;
var
_delta
;
/// Creates a new tween action. The [setter] will be called to update the
/// animated property from [startVal] to [endVal] over the [duration] time in
/// seconds. Optionally an animation [curve] can be passed in for easing the
/// animation.
///
/// // Animate myNode from its current position to 100.0, 100.0 during
/// // 1.0 second and a bounceOut easing
/// var myTween = new ActionTween(
/// (a) => myNode.position = a,
/// myNode.position,
/// new Point(100.0, 100.0,
/// 1.0,
/// bounceOut
/// );
/// myNode.actions.run(myTween);
ActionTween
(
this
.
setter
,
this
.
startVal
,
this
.
endVal
,
double
duration
,
[
Curve
curve
])
:
super
(
duration
,
curve
)
{
_computeDelta
();
}
...
...
@@ -378,12 +462,21 @@ class ActionTween extends ActionInterval {
}
}
/// A class the controls the playback of actions. To play back an action it is
/// passed to the [ActionController]'s [run] method. The [ActionController]
/// itself is typically a property of a [Node] and powered by the [SpriteBox].
class
ActionController
{
List
<
Action
>
_actions
=
[];
/// Creates a new [ActionController]. However, for most uses a reference to
/// an [ActionController] is acquired through the [Node.actions] property.
ActionController
();
/// Runs an [action], can optionally be passed a [tag]. The [tag] can be used
/// to reference the action or a set of actions with the same tag.
///
/// myNode.actions.run(myAction, "myActionGroup");
void
run
(
Action
action
,
[
Object
tag
])
{
assert
(!
action
.
_added
);
...
...
@@ -393,6 +486,9 @@ class ActionController {
_actions
.
add
(
action
);
}
/// Stops an [action] and removes it from the controller.
///
/// myNode.actions.stop(myAction);
void
stop
(
Action
action
)
{
if
(
_actions
.
remove
(
action
))
{
action
.
_added
=
false
;
...
...
@@ -407,6 +503,10 @@ class ActionController {
_actions
.
removeAt
(
i
);
}
/// Stops all actions with the specified tag and removes them from the
/// controller.
///
/// myNode.actions.stopWithTag("myActionGroup");
void
stopWithTag
(
Object
tag
)
{
for
(
int
i
=
_actions
.
length
-
1
;
i
>=
0
;
i
--)
{
Action
action
=
_actions
[
i
];
...
...
@@ -416,6 +516,9 @@ class ActionController {
}
}
/// Stops all actions currently being run by the controller and removes them.
///
/// myNode.actions.stopAll();
void
stopAll
()
{
for
(
int
i
=
_actions
.
length
-
1
;
i
>=
0
;
i
--)
{
_stopAtIndex
(
i
);
...
...
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