Class: Yuki::Animation::FullyResolvedAnimation
- Inherits:
-
TimedAnimation
- Object
- TimedAnimation
- Yuki::Animation::FullyResolvedAnimation
- Defined in:
- docs/4_Systems_005_Animation.rb
Overview
The play command of all animation played before resolved animation will be called after all previous animation were called. It’s a good practice not to put something else than dispose command after a fully resolved animation.
Class that help to handle animations that depends on sprite creation commands
Instance Attribute Summary
Attributes inherited from TimedAnimation
#begin_time, #end_time, #parallel_animations, #root, #sub_animation, #time_source
Instance Method Summary collapse
-
#done? ⇒ Boolean
Tell if the animation is done.
-
#initialize ⇒ FullyResolvedAnimation
constructor
Create a new fully resolved animation.
-
#start(begin_offset = 0)
Start the animation (initialize it).
- #timed_animation_start
-
#update
Update the animation internal time and call update_internal with a parameter between 0 & 1 indicating the progression of the animation.
Methods inherited from TimedAnimation
#in_parallel_of, #parallel_add, #play_before, #resolver=
Constructor Details
#initialize ⇒ FullyResolvedAnimation
Create a new fully resolved animation
599 600 |
# File 'docs/4_Systems_005_Animation.rb', line 599 def initialize end |
Instance Method Details
#done? ⇒ Boolean
Tell if the animation is done
608 609 |
# File 'docs/4_Systems_005_Animation.rb', line 608 def done? end |
#start(begin_offset = 0)
Start the animation (initialize it)
604 605 |
# File 'docs/4_Systems_005_Animation.rb', line 604 def start(begin_offset = 0) end |
#timed_animation_start
601 |
# File 'docs/4_Systems_005_Animation.rb', line 601 alias timed_animation_start start |
#update
should always be called after start
Update the animation internal time and call update_internal with a parameter between 0 & 1 indicating the progression of the animation
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# File 'docs/4_Systems_005_Animation.rb', line 613 def update end |