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- local up_down -- <1>
- local left_right
- function up_down(self) -- <2>
- go.animate(".", "position.y", go.PLAYBACK_ONCE_PINGPONG, 624, go.EASING_INOUTSINE, 2, 0, left_right)
- end
- function left_right(self) -- <3>
- go.animate(".", "position.x", go.PLAYBACK_ONCE_PINGPONG, 660, go.EASING_INOUTSINE, 2, 0, up_down)
- end
- function init(self)
- up_down(self) -- <4>
- go.animate(".", "scale.y", go.PLAYBACK_LOOP_PINGPONG, 0.5, go.EASING_INOUTSINE, 1) -- <5>
- go.animate("#sprite", "tint.x", go.PLAYBACK_LOOP_PINGPONG, 0.0, go.EASING_INOUTSINE, 1.5) -- <6>
- end
- --[[
- 1. In Lua, local variables must be declared prior to their use.
- Since the functions `up_down()` and `left_right()` refer to
- each other we "forward declare" the names `up_down` and
- `left_right` before the function definitions.
- 2. This function animates the game object position's y component,
- then calls the function `left_right()` on completion.
- 3. This function animates the game object position's x component,
- then calls the function `up_down()` on completion.
- 4. Start by calling the `up_down()` function.
- 5. In parallel, tween the scale y component.
- 6. And the sprite's tint x component (which is the red value).
- --]]
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