Files

133 lines
3.5 KiB
Markdown

---
id: aego/tween
summary: Animates a property of a node to a target value over time with an easing.
---
A tween returns a handle: chain `Delay`, `Loop`, `PingPong` or `Unscaled` right after creating it, `yield` it in a coroutine to wait for the end, or connect to `Completed`. A new tween on the same property replaces the running one. In a project, attach it to a node with a Sprite Renderer. See [Tweens](ref:tween).
## Example
```aes run
package demo
import (
"aego/curve"
"aego/log"
"aego/tween"
)
script Pickup {
var pulse tween.Tween
func Ready() {
pulse = tween.ToVec2(node, "transform.scale", Vec2{1.2, 1.2}, 0.25, curve.InOutSine).PingPong(-1)
start Fly()
}
func Fly() coroutine {
yield tween.Position(node, Vec2{3, -1}, 0.5, curve.OutCubic)
log.Info("arrived at " + string(node.Position().X) + ", " + string(node.Position().Y))
fade := tween.ToFloat(node, "SpriteRenderer.Tint.a", 0, 0.5, curve.Linear).Delay(0.25)
fade.Completed.Connect(OnFaded)
yield fade
pulse.Stop()
log.Info("pulse running: " + string(pulse.Running()))
}
func OnFaded(finished bool) {
log.Info("fade finished: " + string(finished))
}
}
```
---
id: aego/timer
summary: Timers in game or real time: one-shot, repeating and cooldowns.
---
A timer belongs to the node of the script that made it and is cancelled when that node is destroyed. `yield t` waits for the next fire, and `Fired` runs on every fire. See [Timers](ref:tween/timers).
## Example
```aes run
package demo
import (
"aego/log"
"aego/timer"
)
script Turret {
var reload timer.Timer
var waves timer.Timer
var shots int
func Ready() {
reload = timer.Cooldown(0.3)
waves = timer.New(0.5).Repeat(3)
waves.Fired.Connect(OnWave)
start Countdown()
}
func Update(dt float) {
if reload.Use() {
shots++
}
}
func OnWave(count int) {
log.Info("wave " + string(count) + ", shots so far " + string(shots) + ", reload ready in " + string(reload.Remaining()))
}
func Countdown() coroutine {
yield timer.Start(1.8)
log.Info("waves done: " + string(waves.Done()) + ", fired " + string(waves.Count()) + " times")
}
}
```
---
id: aego/action
summary: Runs tweens, timers and other actions one after another or at the same time.
---
Build the action in one frame: `Sequence` or `Parallel`, then `Then`, `ThenTimer`, `ThenAction` and `Wait`. It starts at the next tween update; `yield` it to wait for the end. In a project, attach it to a node with a Sprite Renderer. See [Actions](ref:tween/actions).
## Example
```aes run
package demo
import (
"aego/action"
"aego/curve"
"aego/log"
"aego/timer"
"aego/tween"
)
script Door {
func Ready() {
start Open()
}
func Open() coroutine {
shake := action.Parallel().
Then(tween.ToFloat(node, "transform.rotation", 0.1, 0.1, curve.OutQuad).PingPong(4)).
ThenTimer(timer.Start(0.3))
a := action.Sequence().
ThenAction(shake).
Wait(0.2).
Then(tween.Position(node, Vec2{0, -2}, 0.5, curve.InOutCubic))
a.Completed.Connect(OnOpened)
log.Info("opening, running: " + string(a.Running()))
yield a
log.Info("door at y=" + string(node.Position().Y) + ", done: " + string(a.Done()))
}
func OnOpened(finished bool) {
log.Info("action finished: " + string(finished))
}
}
```