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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