Difference between revisions of "MovieClip"

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__NOTOC__
 
__NOTOC__
'''Supported platforms:''' android, ios, mac, pc<br/>
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<!-- GIDEROSOBJ:MovieClip -->
 +
'''Supported platforms:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]][[File:Platform html5.png]][[File:Platform winrt.png]][[File:Platform win32.png]][[File:Platform linux.png]]<br/>
 
'''Available since:''' Gideros 2011.6<br/>
 
'''Available since:''' Gideros 2011.6<br/>
 +
'''Inherits from:''' [[Sprite]]<br/>
 +
 
=== Description ===
 
=== Description ===
<br />
+
The MovieClip class inherits from the following classes: [[Sprite]] > [[EventDispatcher]].
The `MovieClip` class inherits from the following classes: `Sprite` > `EventDispatcher`.<br />
+
 
<br />
+
The MovieClip class is used to create static timedlined animations. The timeline parameters are given as an array.
The `MovieClip` class is used create static timedlined animations. The timeline parameters are given as an array. <br />
+
 
Each array element specifies one timeline element and consists of the starting frame, ending frame, sprite and <br />
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Each array element specifies one timeline element and consists of: '''the starting frame''' (frame numbers start from 1)''', the ending frame, a sprite and an optional tweening parameters'''.
optional tweening parameters. Frame numbers start from 1.<br />
 
<br />
 
When a `MovieClip` object finishes it playing (by reaching its final frame or a frame with stop action), <br />
 
it dispatches an `Event.COMPLETE` event.<br />
 
<br />
 
The following properties can be tweened:<br />
 
<br />
 
<ul>
 
<li>`x`</li>
 
<li>`y`</li>
 
<li>`rotation`</li>
 
<li>`scale`</li>
 
<li>`scaleX`</li>
 
<li>`scaleY`</li>
 
<li>`alpha`</li>
 
</ul>
 
<br />
 
  
Additionally `MovieClip` uses set function to tween properties, so if you override provided object's set function by adding new parameters it can accept, then you can tween those new parameters too.
+
When a MovieClip object finishes playing (by reaching its final frame or a frame with stop action), it dispatches an [[Event.COMPLETE]] event.
  
 +
The following properties can be tweened:
 +
*''x''
 +
*''y''
 +
*''rotation''
 +
*''scale''
 +
*''scaleX''
 +
*''scaleY''
 +
*''alpha''
 +
*''anchorX''
 +
*''anchorY''
 +
 +
Additionally MovieClip uses a function to tween properties. If you override the default tween function then you can tween this parameter too. The following easing functions can be used:
 +
* ''"inBack"''
 +
* ''"outBack"''
 +
* ''"inOutBack"''
 +
* ''"inBounce"''
 +
* ''"outBounce"''
 +
* ''"inOutBounce"''
 +
* ''"inCircular"''
 +
* ''"outCircular"''
 +
* ''"inOutCircular"'
 +
* ''"inCubic"''
 +
* ''"outCubic"''
 +
* ''"inOutCubic"''
 +
* ''"inElastic"''
 +
* ''"outElastic"''
 +
* ''"inOutElastic"''
 +
* ''"inExponential"''
 +
* ''"outExponential"''
 +
* ''"inOutExponential"''
 +
* ''"linear"''
 +
* ''"inQuadratic"''
 +
* ''"outQuadratic"''
 +
* ''"inOutQuadratic"''
 +
* ''"inQuartic"''
 +
* ''"outQuartic"''
 +
* ''"inOutQuartic"''
 +
* ''"inQuintic"''
 +
* ''"outQuintic"''
 +
* ''"inOutQuintic"''
 +
* ''"inSine"''
 +
* ''"outSine"''
 +
* ''"inOutSine"''
 +
 +
=== Examples ===
 +
<syntaxhighlight lang="lua">
 +
local sprite = Pixel.new(0x0, 1, 32, 32)
 +
local sprite1 = Pixel.new(0xff0000, 1, 32, 32)
 +
local sprite2 = Pixel.new(0x0000ff, 1, 32, 32)
 +
 +
-- construct a 100 frame animation where x coordinate of sprite tweens from 0 to 200 linearly
 +
local mc = MovieClip.new{
 +
{1, 100, sprite, {x = {0, 200, "linear"}}},
 +
}
 +
--mc:play() -- play only once
 +
mc:setGotoAction(100, 1) -- play in a loop
 +
stage:addChild(mc)
 +
 +
-- construct a 100 frame animation where x coordinate of sprite is 50 (constant) and
 +
-- y coordinate of sprite tweens from 50 to 150 by using inBounce function
 +
local mc = MovieClip.new{
 +
{1, 100, sprite, {x = 50, y = {50, 150, "inBounce"}}},
 +
}
 +
--mc:play() -- play only once
 +
mc:setGotoAction(100, 1) -- play in a loop
 +
stage:addChild(mc)
 +
 +
-- construct a 200 frame animation where sprite1 and sprite2 tweens differently
 +
-- here sprite1 is visible between frames [1, 150]
 +
-- and sprite2 is visible between frames [100, 200]
 +
local mc = MovieClip.new{
 +
{1, 100, sprite1, {x = {0, 200, "linear"}}},
 +
{50, 150, sprite1, {y = {0, 100, "linear"}, alpha = {0, 1, "easeOut"}}},
 +
{100, 200, sprite2, {x = {0, 200, "linear"}}},
 +
}
 +
--mc:play() -- play only once
 +
mc:setGotoAction(200, 1) -- play in a loop
 +
stage:addChild(mc)
 +
 +
-- construct a looping 6 frame animation where each frame is a different sprite
 +
local mc = MovieClip.new{
 +
{1, 1, frame1},
 +
{2, 2, frame2},
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{3, 3, frame3},
 +
{4, 4, frame4},
 +
{5, 5, frame5},
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{6, 6, frame6},
 +
}
 +
mc:setGotoAction(6, 1) -- if the animation reaches frame 6 then go to frame 1
 +
stage:addChild(mc)
 +
 +
-- construct a looping 6 frame animation playing 5 times slower than the previous example
 +
local mc = MovieClip.new{
 +
{1, 5, frame1},
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{5, 10, frame2},
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{11, 15, frame3},
 +
{16, 20, frame4},
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{21, 25, frame5},
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{26, 30, frame6},
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}
 +
mc:setGotoAction(30, 1) -- if the animation reaches frame 30 then go to frame 1
 +
stage:addChild(mc)
 +
</syntaxhighlight>
  
<br />
 
The following easing functions can be used:<br />
 
<br />
 
* `"inBack"`<br />
 
* `"outBack"`<br />
 
* `"inOutBack"`<br />
 
* `"inBounce"`<br />
 
* `"outBounce"`<br />
 
* `"inOutBounce"`<br />
 
* `"inCircular"`<br />
 
* `"outCircular"`<br />
 
* `"inOutCircular"`<br />
 
* `"inCubic"`<br />
 
* `"outCubic"`<br />
 
* `"inOutCubic"`<br />
 
* `"inElastic"`<br />
 
* `"outElastic"`<br />
 
* `"inOutElastic"`<br />
 
* `"inExponential"`<br />
 
* `"outExponential"`<br />
 
* `"inOutExponential"`<br />
 
* `"linear"`<br />
 
* `"inQuadratic"`<br />
 
* `"outQuadratic"`<br />
 
* `"inOutQuadratic"`<br />
 
* `"inQuartic"`<br />
 
* `"outQuartic"`<br />
 
* `"inOutQuartic"`<br />
 
* `"inQuintic"`<br />
 
* `"outQuintic"`<br />
 
* `"inOutQuintic"`<br />
 
* `"inSine"`<br />
 
* `"outSine"`<br />
 
* `"inOutSine"`<br />
 
<br />
 
Following examples demonstrates the possible uses of MovieClip class.<br />
 
<br />
 
 
{|-
 
{|-
| style="width: 50%;"|
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| style="width: 50%; vertical-align:top;"|
 
=== Methods ===
 
=== Methods ===
[[MovieClip.new]] - creates a new MovieClip object<br/>
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[[MovieClip.getTweenFunction]] ''retrieves the specified tween/easing function''<br/><!--GIDEROSMTD:MovieClip.getTweenFunction(name) retrieves the specified tween/easing function-->
[[MovieClip:clearAction]] - clears the action at the specified frame<br/>
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[[MovieClip.new]] ''creates a new MovieClip object''<br/><!--GIDEROSMTD:MovieClip.new(timeline) creates a new MovieClip object-->
[[MovieClip:getFrame]] - <br/>
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[[MovieClip:gotoAndPlay]] - goes to the specified frame and starts playing<br/>
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[[MovieClip:clearAction]] ''clears the action at the specified frame''<br/><!--GIDEROSMTD:MovieClip:clearAction(frame) clears the action at the specified frame-->
[[MovieClip:gotoAndStop]] - goes to the specified frame and stops<br/>
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[[MovieClip:getFrame]] ''gets the current frame''<br/><!--GIDEROSMTD:MovieClip:getFrame() gets the current frame-->
[[MovieClip:play]] - starts playing the movie clip<br/>
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[[MovieClip:gotoAndPlay]] ''goes to the specified frame and starts playing''<br/><!--GIDEROSMTD:MovieClip:gotoAndPlay(frame,reverse) goes to the specified frame and starts playing-->
[[MovieClip:setGotoAction]] - sets a &quot;go to&quot; action to the specified frame<br/>
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[[MovieClip:gotoAndStop]] ''goes to the specified frame and stops''<br/><!--GIDEROSMTD:MovieClip:gotoAndStop(frame) goes to the specified frame and stops-->
[[MovieClip:setReverseAction]] - sets a &quot;reverse&quot; action to the specified frame<br/>
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[[MovieClip:play]] ''starts playing the movie clip''<br/><!--GIDEROSMTD:MovieClip:play(reverse) starts playing the movie clip-->
[[MovieClip:setStopAction]] - sets a &quot;stop&quot; action to the specified frame<br/>
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[[MovieClip:isPlaying]] ''returns whether or not current clip is playing''<br/><!--GIDEROSMTD:MovieClip:isPlaying() eturns whether or not current clip is playing-->
[[MovieClip:stop]] - stops playing the movie clip<br/>
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[[MovieClip:setGotoAction]] ''sets a "go to" action to the specified frame''<br/><!--GIDEROSMTD:MovieClip:setGotoAction(frame,destframe) sets a "go to" action to the specified frame-->
| style="width: 50%;"|
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[[MovieClip:setReverseAction]] ''sets a "reverse" action to the specified frame''<br/><!--GIDEROSMTD:MovieClip:setReverseAction(frame) sets a "reverse" action to the specified frame-->
 +
[[MovieClip:setStopAction]] ''sets a "stop" action to the specified frame''<br/><!--GIDEROSMTD:MovieClip:setStopAction(frame) sets a "stop" action to the specified frame-->
 +
[[MovieClip:stop]] ''stops playing the movie clip''<br/><!--GIDEROSMTD:MovieClip:stop() stops playing the movie clip-->
 +
 
 +
| style="width: 50%; vertical-align:top;"|
 +
 
 
=== Events ===
 
=== Events ===
[[Event.COMPLETE]]<br/>
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<!--[[Event.COMPLETE]]<br/>-->
 +
[[MovieClip_Event.COMPLETE]]<br/><!-- GIDEROSEVT:Event.COMPLETE movie clip complete event-->
 
=== Constants ===
 
=== Constants ===
 
|}
 
|}
 +
 +
{{GIDEROS IMPORTANT LINKS}}

Latest revision as of 05:29, 1 October 2023

Supported platforms: Platform android.pngPlatform ios.pngPlatform mac.pngPlatform pc.pngPlatform html5.pngPlatform winrt.pngPlatform win32.pngPlatform linux.png
Available since: Gideros 2011.6
Inherits from: Sprite

Description

The MovieClip class inherits from the following classes: Sprite > EventDispatcher.

The MovieClip class is used to create static timedlined animations. The timeline parameters are given as an array.

Each array element specifies one timeline element and consists of: the starting frame (frame numbers start from 1), the ending frame, a sprite and an optional tweening parameters.

When a MovieClip object finishes playing (by reaching its final frame or a frame with stop action), it dispatches an Event.COMPLETE event.

The following properties can be tweened:

  • x
  • y
  • rotation
  • scale
  • scaleX
  • scaleY
  • alpha
  • anchorX
  • anchorY

Additionally MovieClip uses a function to tween properties. If you override the default tween function then you can tween this parameter too. The following easing functions can be used:

  • "inBack"
  • "outBack"
  • "inOutBack"
  • "inBounce"
  • "outBounce"
  • "inOutBounce"
  • "inCircular"
  • "outCircular"
  • "inOutCircular"'
  • "inCubic"
  • "outCubic"
  • "inOutCubic"
  • "inElastic"
  • "outElastic"
  • "inOutElastic"
  • "inExponential"
  • "outExponential"
  • "inOutExponential"
  • "linear"
  • "inQuadratic"
  • "outQuadratic"
  • "inOutQuadratic"
  • "inQuartic"
  • "outQuartic"
  • "inOutQuartic"
  • "inQuintic"
  • "outQuintic"
  • "inOutQuintic"
  • "inSine"
  • "outSine"
  • "inOutSine"

Examples

local sprite = Pixel.new(0x0, 1, 32, 32)
local sprite1 = Pixel.new(0xff0000, 1, 32, 32)
local sprite2 = Pixel.new(0x0000ff, 1, 32, 32)

-- construct a 100 frame animation where x coordinate of sprite tweens from 0 to 200 linearly
local mc = MovieClip.new{
	{1, 100, sprite, {x = {0, 200, "linear"}}},
}
--mc:play() -- play only once
mc:setGotoAction(100, 1) -- play in a loop
stage:addChild(mc)

-- construct a 100 frame animation where x coordinate of sprite is 50 (constant) and 
-- y coordinate of sprite tweens from 50 to 150 by using inBounce function
local mc = MovieClip.new{
	{1, 100, sprite, {x = 50, y = {50, 150, "inBounce"}}},
}
--mc:play() -- play only once
mc:setGotoAction(100, 1) -- play in a loop
stage:addChild(mc)

-- construct a 200 frame animation where sprite1 and sprite2 tweens differently
-- here sprite1 is visible between frames [1, 150]
-- and sprite2 is visible between frames [100, 200]
local mc = MovieClip.new{
	{1, 100, sprite1, {x = {0, 200, "linear"}}},
	{50, 150, sprite1, {y = {0, 100, "linear"}, alpha = {0, 1, "easeOut"}}},
	{100, 200, sprite2, {x = {0, 200, "linear"}}},
}
--mc:play() -- play only once
mc:setGotoAction(200, 1) -- play in a loop
stage:addChild(mc)

-- construct a looping 6 frame animation where each frame is a different sprite
local mc = MovieClip.new{
	{1, 1, frame1},	
	{2, 2, frame2},	
	{3, 3, frame3},	
	{4, 4, frame4},	
	{5, 5, frame5},	
	{6, 6, frame6},
}
mc:setGotoAction(6, 1)	-- if the animation reaches frame 6 then go to frame 1
stage:addChild(mc)
						
-- construct a looping 6 frame animation playing 5 times slower than the previous example
local mc = MovieClip.new{
	{1, 5, frame1},	
	{5, 10, frame2},	
	{11, 15, frame3},	
	{16, 20, frame4},	
	{21, 25, frame5},	
	{26, 30, frame6},
}
mc:setGotoAction(30, 1)	-- if the animation reaches frame 30 then go to frame 1
stage:addChild(mc)

Methods

MovieClip.getTweenFunction retrieves the specified tween/easing function
MovieClip.new creates a new MovieClip object

MovieClip:clearAction clears the action at the specified frame
MovieClip:getFrame gets the current frame
MovieClip:gotoAndPlay goes to the specified frame and starts playing
MovieClip:gotoAndStop goes to the specified frame and stops
MovieClip:play starts playing the movie clip
MovieClip:isPlaying returns whether or not current clip is playing
MovieClip:setGotoAction sets a "go to" action to the specified frame
MovieClip:setReverseAction sets a "reverse" action to the specified frame
MovieClip:setStopAction sets a "stop" action to the specified frame
MovieClip:stop stops playing the movie clip

Events

MovieClip_Event.COMPLETE

Constants