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- local horizontal = "bee1" -- < 1 >
- local vertical = "bee2"
- local function bee_flip(go_id) -- < 2 >
- if go_id == horizontal then
- local bee_position = go.get_position(horizontal)
- if bee_position.x == 400 then
- sprite.set_hflip("bee1#sprite", false)
- go.animate(horizontal,"position.x",go.PLAYBACK_ONCE_FORWARD,120,go.EASING_INOUTCUBIC,3.5,0,function()bee_flip(horizontal)end)
- else
- sprite.set_hflip("bee1#sprite", true)
- go.animate(horizontal,"position.x",go.PLAYBACK_ONCE_FORWARD,400,go.EASING_INOUTCUBIC,3.5,0,function()bee_flip(horizontal)end)
- end
- else
- local bee_position = go.get_position(vertical)
- if bee_position.y == 520 then
- sprite.set_vflip("bee2#sprite", true)
- go.animate(vertical,"position.y",go.PLAYBACK_ONCE_FORWARD,200,go.EASING_INOUTCUBIC,3.5,0.6,function()bee_flip(vertical)end)
- else
- sprite.set_vflip("bee2#sprite", false)
- go.animate(vertical,"position.y",go.PLAYBACK_ONCE_FORWARD,520,go.EASING_INOUTCUBIC,3.5,0.6,function()bee_flip(vertical)end)
- end
- end
- end
- function init(self) -- < 3 >
- bee_flip(horizontal)
- bee_flip(vertical)
- end
- --[[
- 1. 2 game object id's are set as local strings for horizontal and vertical examples.
- 2. bee_flip() function takes in the go's id then an if statement is used to determine go's
- position and sets horizontal or vertical flip to sprite accordingly. Then go.animate is
- used and a callback to bee_flip() occurs at the end of the animation.
- 3. In the initialize function we call bee_flip() for both horizontal and vertical bee
- game objects.
- --]]
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