API Dokumentation
:TriggerAnimation(triggerID, animationTable)
Arguments
- triggerID:string - a unique identifier, that allows to stop animation if needed.
- animationTable:table - table that contains animations information, see extra section.
Notes
- Will trigger the animation given by animationTable. As long as animation is still active it can be canceled with the given triggerID.
:StopAnimation(triggerID, fadeOut)
Arguments
- triggerID:string - a unique identifier.
- fadeOut:boolean - wether the frame should be smoothly faded out or just disappear.
Notes
- Will cancel the given animation refered to by triggerID.
- If fadeOut is true, frame will (slowly) fade out. (Will have no effect when frame is allready fading)
:StopAllAnimations(fadeOut)
Arguments
- fadeOut:boolean - wether the frame should be smoothly faded out or just disappear.
Notes
- Will cancel all animations.
- If fadeOut is true, frame will (slowly) fade out. (Will have no effect when frame is allready fading)
:IsAnimationRunning(triggerID)
Arguments
- triggerID:string - a unique identifier.
Returns
- isTrue:boolean - returns true if there is allread an animation with this identifier
Notes
- Will return if animation with given identifier is allready running
:Embed(target)
Arguments
- target:table - library or addon to embed LibAvion-2.0 in.
Notes
- Embeds methods from LibAvion-2.0 into target table.
AnimationTable format
Below you can see an overview of how the table needs to be formated, that is passed to ":TriggerAnimation(triggerID, animationTable)".
{
init = {
alpha = Alpha value when its shown (number)
color = {
r = Red color when its shown (number)
g = Green color when its shown (number)
b = Blue color when its shown (number)
}
position = {
x = X-Position on screen when its shown (number)
y = Y-Position on screen when its shown (number)
}
scale = Scale when its shown (number)
rotation = Rotation of texture when its shown (number)
duration = The time it should take from triggering the animation until the actual
animation should start. (number)
NOTE: Can be used to create difficult multi-animations.
},
anim = {
alpha = Alpha value that is beeing animated to (number)
color = {
r = Red color that is beeing animated to (number)
g = Green color that is beeing animated to (number)
b = Blue color that is beeing animated to (number)
},
position = {
x = X-Position that is beeing animated to (number)
y = Y-Position that is beeing animated to (number)
},
scale = Scale that is beeing animated to (number)
rotation = Rotations of texture that is beeing animated to (number)
duration = The time the "animation" phase should take (number)
},
fade = {
alpha = Alpha value that is beeing animated to when fading (number)
color = {
r = Red color that is beeing animated to when fading (number)
g = Green color that is beeing animated to when fading (number)
b = Blue color that is beeing animated to when fading (number)
},
position = {
x = X-Position that is beeing animated to when fading (number)
y = Y-Position that is beeing animated to when fading (number)
},
scale = Scale that is beeing animated to when fading (number)
rotation = Rotations of texture that is beeing animated to when fading (number)
duration = The time it should take the frame to fade out after completion. (number)
},
misc = {
size = {
width = Width when its shown (number)
height = Height when its shown (number)
},
isAnimated = {
alpha = Should visibility be animated? (bool)
color = Should color be animated? (bool)
position = Should position be animated? (bool)
scale = Should scale be animated? (bool)
rotation = Should rotation be animated? (bool)
},
addRandom = {
alpha = Add some randomness to alpha animation (number)
color = Add some randomness to color animation (number)
position = Add some randomness to position animation (number)
scale = Add some randomness to scale animation (number)
rotation = Add some randomness to rotation animation (number)
}
animationFunc = {
alpha = Smoothness/speed of alpha animation (function)
color = Smoothness/speed of color animation (function)
position = Smoothness/speed of position animation (function)
scale = Smoothness/speed of scale animation (function)
rotation = Smoothness/speed of rotation animation (function)
},
NOTE: All of this functions HAVE to be pointers to function with head
"function (param, rnd)", where <param> is a value between 0 (start)
and 1 (end), depending on the time the animation has been running.
<rnd> is the value that can be set in the options dialogue under "Randomness",
its meant to add some random effect.
animationFunc_ = {
alpha = Used for saving which function to use in animationFunc.alpha (string) [OPTIONAL]
color = Used for saving which function to use in animationFunc.color (string) [OPTIONAL]
position = Used for saving which function to use in animationFunc.position (string) [OPTIONAL]
scale = Used for saving which function to use in animationFunc.scale (string) [OPTIONAL]
rotation = Used for saving which function to use in animationFunc.rotation (string) [OPTIONAL]
} [OPTIONAL]
NOTE: This is an optional setting, read more about it in LibAvionOptions-2.0!
fadeMode = How to fade the frame
NOTE: 0 means, use fade settings; 1 means fade and continue animation,
2 means inverting animation when fading out
showWhileWait = Allready show the frame/animation while
"waitTime" is yet running (bool)
textureFile = Texture file (file link, no SharedMedia!) to
the texture that should be used (string)
textureFile_ = Used for saving which texture to use in textureFile (string) [OPTIONAL]
NOTE: This is an optional setting, read more about it in LibAvionOptions-2.0!
soundFile = Sound file (file link, no SharedMedia!) to the sound that is
triggered as soon as the animation starts (string)
soundFile_ = Used for saving (!) which sound to use in soundFile (string) [OPTIONAL]
NOTE: This is an optional setting, read more about it in LibAvionOptions-2.0!
mirror = {
x = Mirror texture on x-axis (bool)
y = Mirror texture on y-axis (bool)
}
noEnd = The animation won't fade when its finished, but will rather need
to be stopped with LibAvion:StopAnimation(...) (bool)
},
}
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