---++!! !Motion Lib %TOC{title="Contents:"}% %STARTINCLUDE% ---+++ Member Functions ---++++ !AnimatorEngine:new <verbatim>timeline |1 2 3 4 5 6 7 8 ------------------------------------------------------------------------------------max| level 1 |-----animator-----|-----animator-----|-----animator-----|-----animator-----|-----animator-----| level 2 |-----animator----------------|-----animator-----|-----animator-----|-----animator-----| level 3 |-----animator----------------|-----animator-----|-----animator-----|----------------------animator-----| 渚嬪瓙瑙侊細 1 涓や釜寮曟搸锛? -------------------------------------------------------- NPL.load("(gl)script/ide/Motion/test/motion_test.lua"); CommonCtrl.Motion.motion_test.show(); -------------------------------------------------------- engine 1 : 鍖呭惈3涓?levelManager锛屾瘡涓猯evelManager 鍖呭惈1涓?animator engine 2 : 鍖呭惈1涓?levelManager锛屾瘡涓猯evelManager 鍖呭惈3涓?animator 2 涓€涓紩鎿庯細 -------------------------------------------------------- NPL.load("(gl)script/ide/Motion/test/motion_test_2.lua"); CommonCtrl.Motion.motion_test_2.show(); -------------------------------------------------------- engine: 鍖呭惈4涓?levelManager锛屽墠3涓猯evelManager 姣忎釜鍖呭惈1涓?animator锛屾渶鍚?涓猯evelManager 鍖呭惈3涓?animator ------------------------------------------------------------ NPL.load("(gl)script/ide/Motion/AnimatorEngine.lua"); ------------------------------------------------------------ ]] NPL.load("(gl)script/ide/commonlib.lua"); NPL.load("(gl)script/ide/math/bit.lua"); NPL.load("(gl)script/ide/LuaXML.lua"); NPL.load("(gl)script/ide/Motion/ITween.lua"); NPL.load("(gl)script/ide/Motion/AnimatorManager.lua"); NPL.load("(gl)script/ide/Motion/LayerManager.lua"); NPL.load("(gl)script/ide/Motion/RotateDirection.lua"); NPL.load("(gl)script/ide/Motion/Point.lua"); NPL.load("(gl)script/ide/Motion/Source.lua"); NPL.load("(gl)script/ide/Motion/CustomEase.lua"); NPL.load("(gl)script/ide/Motion/Keyframe.lua"); NPL.load("(gl)script/ide/Motion/Motion.lua"); Leio: contact LiXizhi. This could randomly generate an error when loading an empty file. NPL.load("(gl)script/ide/Motion/BezierEase.lua"); NPL.load("(gl)script/ide/Motion/BezierSegment.lua"); NPL.load("(gl)script/ide/Motion/Animator.lua"); NPL.load("(gl)script/ide/Motion/DisplayObject.lua"); NPL.load("(gl)script/ide/Motion/Tweenables.lua"); NPL.load("(gl)script/ide/Motion/SimpleEase.lua"); NPL.load("(gl)script/ide/Motion/ColorTransform.lua"); NPL.load("(gl)script/ide/Motion/Color.lua"); local AnimatorEngine = { name = "", totalFrame = 1, _elapsedtime = 0, autoRewind = false, -- if this is 0, it will repeat infinitly. repeatCount = 1, _isPlaying = false, _target = nil, _lastRenderedTime = -1, _time = 0, playCount = 0, framerate = 12, firstFrame = 0, --event --鍔ㄧ敾鍋滄锛屽苟杩斿洖鍒扮涓€甯? OnMotionStop = nil, --鍔ㄧ敾鍋滄锛屽仠姝㈠湪鏈€鍚庝竴甯? OnMotionEnd = nil, OnMotionStart = nil, OnTimeChange = nil, OnMotionRewind = nil, OnMotionPause = nil, OnMotionResume = nil, OnFail = nil, -- animatorManager = nil, }</verbatim> commonlib.setfield("CommonCtrl.Motion.AnimatorEngine",AnimatorEngine); local AnimatorPool={}; commonlib.setfield("CommonCtrl.Motion.AnimatorPool",AnimatorPool); __syntax__ <verbatim>function AnimatorEngine:new(o)</verbatim> __parameters__ | *o* | | ---++++ !AnimatorEngine:doPause Pauses the animation until you call the <code>resume()</code> method. __syntax__ <verbatim>function AnimatorEngine:doPause()</verbatim> ---++++ !AnimatorEngine:rewind Sets Flash Player to the first frame of the animation. If the animation was playing, it continues playing from the first frame. If the animation was stopped, it remains stopped at the first frame. __syntax__ <verbatim>function AnimatorEngine:rewind()</verbatim> ---+++ Member Functions ---++++ !Animator.OnMotionEnd event __syntax__ <verbatim>function Animator.OnMotionEnd(layerManager)</verbatim> __parameters__ | *layerManager* | | ---++++ !Animator:Init Creates an Animator object to apply the XML-based motion tween description to a display object. * _param_ __dataPath__ : motion xml path * _param_ __targetName__ : the name of ParaUIObject __syntax__ <verbatim>function Animator:Init(dataPath,targetName)</verbatim> __parameters__ | *dataPath* | motion xml path | | *targetName* | | ---++++ !Animator:InitFromMotion creates an animator object * _param_ __motionStr__ : motion xml string * _param_ __targetName__ : the name of ParaUIObject __syntax__ <verbatim>function Animator:InitFromMotion(motionStr,targetName)</verbatim> __parameters__ | *motionStr* | motion xml string | | *targetName* | | ---++++ !Animator:GetMotion The object that contains the motion tween properties for the animation. __syntax__ <verbatim>function Animator:GetMotion()</verbatim> ---++++ !Animator:isPlaying Indicates whether the animation is currently playing. __syntax__ <verbatim>function Animator:isPlaying()</verbatim> ---++++ !Animator:GetTarget The display object being animated. Any subclass of flash.display.DisplayObject can be used, such as a <code>MovieClip</code>, <code>Sprite</code>, or <code>Bitmap</code>. __syntax__ <verbatim>function Animator:GetTarget()</verbatim> ---++++ !Animator:GetTime A zero-based integer that indicates and controls the time in the current animation. At the animation's first frame <code>time</code> is <code>0</code>. If the animation has a duration of 10 frames, at the last frame <code>time</code> is <code>9</code>. __syntax__ <verbatim>function Animator:GetTime()</verbatim> ---++++ !Animator:getTotalFrame __syntax__ <verbatim>function Animator:getTotalFrame()</verbatim> ---++++ !Animator:nextFrame Advances Flash Player to the next frame in the animation sequence. __syntax__ <verbatim>function Animator:nextFrame()</verbatim> ---++++ !Animator:play [[ /** * Begins the animation. Call the <code>end()</code> method * before you call the <code>play()</code> method to ensure that any previous * instance of the animation has ended before you start a new one. * @playerversion Flash 9.0.28.0 * @langversion 3.0 * @keyword play, begin * @see #end() */ ]] __syntax__ <verbatim>function Animator:play()</verbatim> ---++++ !Animator:doEnd [[ /** * Stops the animation and Flash Player goes immediately to the last frame in the animation sequence. * If the <code>autoRewind</code> property is set to <code>true</code>, Flash Player goes to the first * frame in the animation sequence. * @playerversion Flash 9.0.28.0 * @langversion 3.0 * @keyword end, stop * @see #autoRewind */ ]] __syntax__ <verbatim>function Animator:doEnd()</verbatim> ---++++ !Animator:pause Pauses the animation until you call the <code>resume()</code> method. __syntax__ <verbatim>function Animator:pause()</verbatim> ---++++ !Animator:resume Resumes the animation after it has been paused by the <code>pause()</code> method. __syntax__ <verbatim>function Animator:resume()</verbatim> ---++++ !Animator:rewind Sets Flash Player to the first frame of the animation. If the animation was playing, it continues playing from the first frame. If the animation was stopped, it remains stopped at the first frame. __syntax__ <verbatim>function Animator:rewind()</verbatim> ---+++ Member Functions ---++++ !AnimatorManager:new <verbatim>timeline |1 2 3 4 5 6 7 8 ---------------------------------------------------------------------------max| level 1 |-----animator-----|-----animator-----|-----animator-----|-----animator-----|-----animator-----| level 2 |-----animator----------------|-----animator-----|-----animator-----|-----animator-----| ------------------------------------------------------------ NPL.load("(gl)script/ide/Motion/AnimatorManager.lua"); ------------------------------------------------------------ ]] local MotionResource = {}; commonlib.setfield("CommonCtrl.Motion.MotionResource",MotionResource); local AnimatorManager = { name = "AnimatorManager.instance", -- his parent is a AnimatorEngine parent = nil, -- all of animators is in AnimatorPool levelList = {}, --event OnFail = nil, }</verbatim> commonlib.setfield("CommonCtrl.Motion.AnimatorManager",AnimatorManager); __syntax__ <verbatim>function AnimatorManager:new(o)</verbatim> __parameters__ | *o* | | ---++++ !AnimatorManager:GetFrameLength return the max length in whole levels __syntax__ <verbatim>function AnimatorManager:GetFrameLength()</verbatim> ---++++ !AnimatorManager:DoPlay DoPlay __syntax__ <verbatim>function AnimatorManager:DoPlay()</verbatim> ---+++ Member Functions ---++++ !BezierSegment:getValue [[ /** * Calculates the location of a two-dimensional cubic Bezier curve at a specific time. * * @param t The <code>time</code> or degree of progress along the curve, as a decimal value between <code>0</code> and <code>1</code>. * <p><strong>Note:</strong> The <code>t</code> parameter does not necessarily move along the curve at a uniform speed. For example, a <code>t</code> value of <code>0.5</code> does not always produce a value halfway along the curve.</p> * * @return A point object containing the x and y coordinates of the Bezier curve at the specified time. * @playerversion Flash 9.0.28.0 * @langversion 3.0 * @keyword Bezier curve, node, Copy Motion as ActionScript */ --]] __syntax__ <verbatim>function BezierSegment:getValue(t)</verbatim> __parameters__ | *t* | | ---++++ !CommonCtrl.Motion.BezierSegment.getSingleValue [[ /** * Calculates the value of a one-dimensional cubic Bezier equation at a specific time. * By contrast, a Bezier curve is usually two-dimensional * and uses two of these equations, one for the x coordinate and one for the y coordinate. * * @param t The <code>time</code> or degree of progress along the curve, as a decimal value between <code>0</code> and <code>1</code>. * <p><strong>Note:</strong> The <code>t</code> parameter does not necessarily move along the curve at a uniform speed. For example, a <code>t</code> value of <code>0.5</code> does not always produce a value halfway along the curve.</p> * * @param a The first value of the Bezier equation. * * @param b The second value of the Bezier equation. * * @param c The third value of the Bezier equation. * * @param d The fourth value of the Bezier equation. * * @return The value of the Bezier equation at the specified time. * @playerversion Flash 9.0.28.0 * @langversion 3.0 * @keyword Bezier curve, node, Copy Motion as ActionScript */ ]] __syntax__ <verbatim>function CommonCtrl.Motion.BezierSegment.getSingleValue(t, a, b, c, d)</verbatim> __parameters__ | *t* | | | *a* | | | *b* | | | *c* | | | *d* | | ---++++ !CommonCtrl.Motion.BezierSegment.getCubicCoefficients [[ /** * Calculates the coefficients for a cubic polynomial equation, * given the values of the corresponding cubic Bezier equation. * * @param a The first value of the Bezier equation. * * @param b The second value of the Bezier equation. * * @param c The third value of the Bezier equation. * * @param d The fourth value of the Bezier equation. * * @return An array containing four number values, * which are the coefficients for a cubic polynomial. * The coefficients are ordered from the highest degree to the lowest, * so the first number in the array would be multiplied by t^3, the second by t^2, and so on. * * @playerversion Flash 9.0.28.0 * @langversion 3.0 * @keyword Bezier curve, node, Copy Motion as ActionScript * @see #getCubicRoots() */ ]] __syntax__ <verbatim>function CommonCtrl.Motion.BezierSegment.getCubicCoefficients(a, b, c, d)</verbatim> __parameters__ | *a* | | | *b* | | | *c* | | | *d* | | ---++++ !CommonCtrl.Motion.BezierSegment.getCubicRoots [[ /** * Finds the real solutions, if they exist, to a cubic polynomial equation of the form: at^3 + bt^2 + ct + d. * This method is used to evaluate custom easing curves. * * @param a The first coefficient of the cubic equation, which is multiplied by the cubed variable (t^3). * * @param b The second coefficient of the cubic equation, which is multiplied by the squared variable (t^2). * * @param c The third coefficient of the cubic equation, which is multiplied by the linear variable (t). * * @param d The fourth coefficient of the cubic equation, which is the constant. * * @return An array of number values, indicating the real roots of the equation. * There may be no roots, or as many as three. * Imaginary or complex roots are ignored. * @playerversion Flash 9.0.28.0 * @langversion 3.0 * @keyword Bezier curve, node, Copy Motion as ActionScript */ ]] __syntax__ <verbatim>function CommonCtrl.Motion.BezierSegment.getCubicRoots(a, b, c, d)</verbatim> __parameters__ | *a* | | | *b* | | | *c* | | | *d* | | ---++++ !CommonCtrl.Motion.BezierSegment.getQuadraticRoots [[ /** * Finds the real solutions, if they exist, to a quadratic equation of the form: at^2 + bt + c. * * @param a The first coefficient of the quadratic equation, which is multiplied by the squared variable (t^2). * * @param b The second coefficient of the quadratic equation, which is multiplied by the linear variable (t). * * @param c The third coefficient of the quadratic equation, which is the constant. * * @return An array of number values, indicating the real roots of the equation. * There may be no roots, or as many as two. * Imaginary or complex roots are ignored. * @playerversion Flash 9.0.28.0 * @langversion 3.0 * @keyword Bezier curve, node, Copy Motion as ActionScript */ ]] __syntax__ <verbatim>function CommonCtrl.Motion.BezierSegment.getQuadraticRoots(a, b, c)</verbatim> __parameters__ | *a* | | | *b* | | | *c* | | ---+++ Member Functions ---++++ !Color:setTint [[ /** * Sets the tint color and amount at the same time. * * @param tintColor The tinting color value in the 0xRRGGBB format. * * @param tintMultiplier The percentage to apply the tint color, as a decimal value between <code>0</code> and <code>1</code>. * When <code>tintMultiplier = 0</code>, the target object is its original color and no tint color is visible. * When <code>tintMultiplier = 1</code>, the target object is completely tinted and none of its original color is visible. * @playerversion Flash 9.0.28.0 * @langversion 3.0 * @keyword brightness, Copy Motion as ActionScript */ ]] __syntax__ <verbatim>function Color:setTint(tintColor, tintMultiplier)</verbatim> __parameters__ | *tintColor* | | | *tintMultiplier* | | ---++++ !Color:GetTintColor [[ /** * The tinting color value in the 0xRRGGBB format. * * * @default 0x000000 (black) * @playerversion Flash 9.0.28.0 * @langversion 3.0 * @keyword tint, Copy Motion as ActionScript */ ]] __syntax__ <verbatim>function Color:GetTintColor()</verbatim> ---++++ !Color:deriveTintColor [[ // Capable of deriving a tint color from the color offsets, // but the accuracy decreases as the tint multiplier decreases (rounding issues). /** * @private */ ]] __syntax__ <verbatim>function Color:deriveTintColor()</verbatim> ---++++ !Color:GetTintMultiplier [[ /** * The percentage to apply the tint color, as a decimal value between <code>0</code> and <code>1</code>. * When <code>tintMultiplier = 0</code>, the target object is its original color and no tint color is visible. * When <code>tintMultiplier = 1</code>, the target object is completely tinted and none of its original color is visible. * @default 0 * @playerversion Flash 9.0.28.0 * @langversion 3.0 * @keyword tint, Copy Motion as ActionScript */ ]] __syntax__ <verbatim>function Color:GetTintMultiplier()</verbatim> ---++++ !CommonCtrl.Motion.Color.interpolateTransform [[ /** * Blends smoothly from one ColorTransform object to another. * * @param fromColor The starting ColorTransform object. * * @param toColor The ending ColorTransform object. * * @param progress The percent of the transition as a decimal, where <code>0</code> is the start and <code>1</code> is the end. * * @return The interpolated ColorTransform object. * @playerversion Flash 9.0.28.0 * @langversion 3.0 * @keyword blend, Copy Motion as ActionScript */ ]] __syntax__ <verbatim>function CommonCtrl.Motion.Color.interpolateTransform(fromColor, toColor, progress)</verbatim> __parameters__ | *fromColor* | | | *toColor* | | | *progress* | | ---+++ Member Functions ---++++ !CustomEase:GetTarget [[ /** * The name of the animation property to target. * @default "" * @playerversion Flash 9.0.28.0 * @langversion 3.0 * @keyword Animation, target, Copy Motion as ActionScript * @see fl.motion.ITween#target */ ]] __syntax__ <verbatim>function CustomEase:GetTarget()</verbatim> ---+++ Member Functions ---++++ !DisplayObject:Init function DisplayObject:InitObjectProperty() --local display = self:GetDisplayObj(); --if(display)then --self.translationx = display.x; --self.translationy = display.y; --self.rotation = display.rotation; --self.defaultColor = display.color; -- --self.scaleX = display.scalingx; --self.scaleY = display.scalingy; --end -- end __syntax__ <verbatim>function DisplayObject:Init()</verbatim> ---+++ Member Functions ---++++ !Keyframe:GetIndex The keyframe's unique time value in the motion tween. The first frame in a motion tween has an index of <code>0</code>. __syntax__ <verbatim>function Keyframe:GetIndex()</verbatim> ---++++ !Keyframe:GetRotation Indicates the rotation of the target object in degrees from its original orientation as applied from the transformation point. A value of <code>NaN</code> means that the keyframe does not affect self property. __syntax__ <verbatim>function Keyframe:GetRotation()</verbatim> ---++++ !Keyframe:getValue Retrieves the value of a specific tweenable property on the keyframe. * _param_ ____ :tweenableName The name of a tweenable property, such as <code>"x"</code> __syntax__ <verbatim>function Keyframe:getValue(tweenableName)</verbatim> __parameters__ | *tweenableName* | | ---++++ !Keyframe:getTween Retrieves an ITween object for a specific animation property. * _param_ ____ :target The name of the property being tweened. __syntax__ <verbatim>function Keyframe:getTween(target)</verbatim> __parameters__ | *target* | | ---++++ !Keyframe:affectsTweenable Indicates whether the keyframe has an influence on a specific animation property. * _param_ ____ :tweenableName The name of a tweenable property, such as <code>"x"</code> or <code>"rotation"</code>. __syntax__ <verbatim>function Keyframe:affectsTweenable(tweenableName)</verbatim> __parameters__ | *tweenableName* | | ---+++ Member Functions ---++++ !Motion:GetDuration Controls the Motion instance's length of time, measured in frames. The duration cannot be less than the time occupied by the Motion instance's keyframes. __syntax__ <verbatim>function Motion:GetDuration()</verbatim> ---++++ !Motion:getCurrentKeyframe [[ /** * Retrieves the keyframe that is currently active at a specific frame in the Motion instance. * A frame that is not a keyframe derives its values from the keyframe that preceded it. * * <p>This method can also filter values by the name of a specific tweenables property. * You can find the currently active keyframe for <code>x</code>, which may not be * the same as the currently active keyframe in general.</p> * * @param index The index of a frame in the Motion instance, as an integer greater than or equal to zero. * * @param tweenableName Optional name of a tweenable's property (like <code>"x"</code> or <code>"rotation"</code>). * * @return The closest matching keyframe at or before the supplied frame index. * @playerversion Flash 9.0.28.0 * @langversion 3.0 * @keyword Motion, Copy Motion as ActionScript * @see fl.motion.Tweenables */ ]] __syntax__ <verbatim>function Motion:getCurrentKeyframe(index, tweenableName)</verbatim> __parameters__ | *index* | | | *tweenableName* | | ---++++ !Motion:getNextKeyframe [[ /** * Retrieves the next keyframe after a specific frame in the Motion instance. * If a frame is not a keyframe, and is in the middle of a tween, * self method derives its values from both the preceding keyframe and the following keyframe. * * <p>This method can also filter by the name of a specific tweenables property. * This allows you to find the next keyframe for <code>x</code>, which may not be * the same as the next keyframe in general.</p> * * @param index The index of a frame in the Motion instance, as an integer greater than or equal to zero. * * @param tweenableName Optional name of a tweenable's property (like <code>"x"</code> or <code>"rotation"</code>). * * @return The closest matching keyframe after the supplied frame index. * @playerversion Flash 9.0.28.0 * @langversion 3.0 * @keyword Motion, Copy Motion as ActionScript * @see fl.motion.Tweenables */ ]] __syntax__ <verbatim>function Motion:getNextKeyframe(index, tweenableName)</verbatim> __parameters__ | *index* | | | *tweenableName* | | ---++++ !Motion:GetTableLen because some table set value like this way local t = {}; t[3] = 3; t[9] = 9; so the method of table.getn( t ) can't get the lenght of the table __syntax__ <verbatim>function Motion:GetTableLen(t)</verbatim> __parameters__ | *t* | | ---+++ Member Functions ---++++ !CommonCtrl.Motion.SimpleEase.easeQuadPercent [[ /** * Calculates an interpolated value for a numerical property of animation, * using a percentage of quadratic easing. * The function signature matches that of the easing functions in the fl.motion.easing package. * * @param time This value is between <code>0</code> and <code>duration</code>, inclusive. * You can choose any unit (for example, frames, seconds, milliseconds), * but your choice must match the <code>duration</code> unit. * * @param begin The value of the animation property at the start of the tween, when time is <code>0</code>. * * @param change The change in the value of the animation property over the course of the tween. * This value can be positive or negative. For example, if an object rotates from 90 to 60 degrees, the <code>change</code> is <code>-30</code>. * * @param duration The length of time for the tween. This value must be greater than zero. * You can choose any unit (for example, frames, seconds, milliseconds), * but your choice must match the <code>time</code> unit. * * @param percent A percentage between <code>-1</code> (100% ease in or acceleration) and <code>1</code> (100% ease out or deceleration). * * @return The interpolated value at the specified time. * @playerversion Flash 9.0.28.0 * @langversion 3.0 * @keyword SimpleEase, Copy Motion as ActionScript * @see fl.motion.easing */ ]] __syntax__ <verbatim>function CommonCtrl.Motion.SimpleEase.easeQuadPercent(time, begin, change, duration, percent) </verbatim> __parameters__ | *time* | | | *begin* | | | *change* | | | *duration* | | | *percent* | | ---++++ !CommonCtrl.Motion.SimpleEase.easeNone [[ /** * Calculates an interpolated value for a numerical property of animation, * using a linear tween of constant velocity. * The function signature matches that of the easing functions in the fl.motion.easing package. * * @param time This value is between <code>0</code> and <code>duration</code>, inclusive. * You can choose any unit(for example, frames, seconds, milliseconds), * but your choice must match the <code>duration</code> unit. * * @param begin The value of the animation property at the start of the tween, when time is <code>0</code>. * * @param change The change in the value of the animation property over the course of the tween. * This value can be positive or negative. For example, if an object rotates from 90 to 60 degrees, the <code>change</code> is <code>-30</code>. * * @param duration The length of time for the tween. This value must be greater than zero. * You can choose any unit (for example, frames, seconds, milliseconds), * but your choice must match the <code>time</code> unit. * * @return The interpolated value at the specified time. * @playerversion Flash 9.0.28.0 * @langversion 3.0 * @keyword SimpleEase, Copy Motion as ActionScript * @see fl.motion.easing */ ]] __syntax__ <verbatim>function CommonCtrl.Motion.SimpleEase.easeNone(time, begin, change, duration) </verbatim> __parameters__ | *time* | | | *begin* | | | *change* | | | *duration* | | ---++++ !SimpleEase:getValue [[ /** * Calculates an interpolated value for a numerical property of animation, * using a percentage of quadratic easing. * The percent value is read from the SimpleEase instance's <code>ease</code> property * rather than being passed into the method. * Using this property allows the function signature to match the ITween interface. * * @param time This value is between <code>0</code> and <code>duration</code>, inclusive. * You can choose any unit (for example, frames, seconds, milliseconds), * but your choice must match the <code>duration</code> unit. * * @param begin The value of the animation property at the start of the tween, when time is <code>0</code>. * * @param change The change in the value of the animation property over the course of the tween. * This value can be positive or negative. For example, if an object rotates from 90 to 60 degrees, the <code>change</code> is <code>-30</code>. * * @param duration The length of time for the tween. This value must be greater than zero. * You can choose any unit (for example, frames, seconds, milliseconds), * but your choice must match the <code>time</code> unit. * * @return The interpolated value at the specified time. * @playerversion Flash 9.0.28.0 * @langversion 3.0 * @keyword SimpleEase, Copy Motion as ActionScript * @see #ease */ ]] __syntax__ <verbatim>function SimpleEase:getValue(time, begin, change, duration)</verbatim> __parameters__ | *time* | | | *begin* | | | *change* | | | *duration* | | ---+++ Member Functions ---++++ !CommonCtrl.Motion.motion_test.onStart ----------------- __syntax__ <verbatim>function CommonCtrl.Motion.motion_test.onStart()</verbatim> ---++++ !CommonCtrl.Motion.motion_test.OnDlgResult called when dialog returns. __syntax__ <verbatim>function CommonCtrl.Motion.motion_test.OnDlgResult(dialogResult)</verbatim> __parameters__ | *dialogResult* | | %STOPINCLUDE%
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Topic revision: r1 - 2008-02-29
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