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@@ -1,18 +1,9 @@
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function init(self)
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function init(self)
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- local to = vmath.vector3(400, 400, 0)
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- go.animate(".", "position", go.PLAYBACK_LOOP_PINGPONG, to, go.EASING_INOUTSINE, 2)
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+ local to = vmath.vector3(400, 400, 0) -- <1>
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+ go.animate(".", "position", go.PLAYBACK_LOOP_PINGPONG, to, go.EASING_INOUTSINE, 2) -- <2>
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end
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end
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--[[
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--[[
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-1. In Lua, local variables must be declared prior to their use.
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- Since the functions `up_down()` and `left_right()` refer to
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- each other we "forward declare" the names `up_down` and
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- `left_right` before the function definitions.
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-2. This function animates the game object position's y component,
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- then calls the function `left_right()` on completion.
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-3. This function animates the game object position's x component,
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- then calls the function `up_down()` on completion.
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-4. Start by calling the `up_down()` function.
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-5. In parallell, tween the scale y component.
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-6. And the sprite's tint x component (which is the red value).
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---]]
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+1. The destination to move the game object to (x, y, z)
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+2. This function animates the game object position to the destination and back again repeatedly over a period of 2 seconds. The movement uses a sine-wave easing curve to slow down at the end points.
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+--]]
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