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38 |
38 |
39 The step is the primary data structure of this library. A step is a single action in an animation specified in table form. A step table must have the following fields: |
39 The step is the primary data structure of this library. A step is a single action in an animation specified in table form. A step table must have the following fields: |
40 |
40 |
41 * `func` is the function to be executed. It can be any function that returns false when it needs to be called again in following game ticks (e.g. `AnimMove`). It could theoretically be any function, but usually you want to use one of the cinematic functions here. |
41 * `func` is the function to be executed. It can be any function that returns false when it needs to be called again in following game ticks (e.g. `AnimMove`). It could theoretically be any function, but usually you want to use one of the cinematic functions here. |
42 * `args` is a list containing the arguments that need to be passed to the function given, in the same order |
42 * `args` is a list containing the arguments that need to be passed to the function given, in the same order |
43 * `swh` is an optional boolean value that defaults to `true` and denotes whether the current hedgehog should be switched to the hog given as argument 1 in `args`. You *must* set this to `false` if argument 1 is not a hog or the argument list is empty. |
43 * `swh` is an optional boolean value that defaults to `true` and denotes whether the current hedgehog should be switched to the hog given as argument 1 in `args`. You *must* set this to `false` if argument 1 is not a hedgehog. |
44 |
44 |
45 Example 1: |
45 Example 1: |
46 <code language="lua"> |
46 <code language="lua"> |
47 -- This calls `AnimSay(myHog, "Snails! SNAILS!", SAY_SAY, 3000)`, |
47 -- This calls `AnimSay(myHog, "Snails! SNAILS!", SAY_SAY, 3000)`, |
48 -- meaning the hedgehog gear `myHog` will say "Snails!" and set the animation delay to 3000 milliseconds |
48 -- meaning the hedgehog gear `myHog` will say "Snails!" and set the animation delay to 3000 milliseconds |
166 Internally, the input mask you provide is simply AND-ed with the input mask used by the Animate library. Otherwise, this function works like `SetInputMask`. |
166 Internally, the input mask you provide is simply AND-ed with the input mask used by the Animate library. Otherwise, this function works like `SetInputMask`. |
167 |
167 |
168 If you call `SetInputMask` directly, note that it might get quickly overwritten by the Animate library! |
168 If you call `SetInputMask` directly, note that it might get quickly overwritten by the Animate library! |
169 |
169 |
170 === Cinematic functions === |
170 === Cinematic functions === |
171 These are the functions you can specify in animation steps. In all functions except `AnimWait`, the `gear` argument switches the `CurrentHedgehog` to `gear` and follows it. |
171 These are the functions you can specify in animation steps. In all functions except `AnimWait`, the `gear` argument switches the `CurrentHedgehog` to `gear` and follows it. Hedgehog switching can be disabled with `swh=false` (see definition of animation steps above). |
172 |
172 |
173 ==== `AnimSwitchHog(gear)` ==== |
173 ==== `AnimSwitchHog(gear)` ==== |
174 Switches the `CurrentHedgehog` to `gear` and follows it. |
174 Switches the `CurrentHedgehog` to `gear` and follows it. |
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175 |
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176 ==== `AnimFollowGear(gear)` ==== |
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177 Follows `gear`. |
175 |
178 |
176 ==== `AnimGiveState(gear, state)` ==== |
179 ==== `AnimGiveState(gear, state)` ==== |
177 Sets the [States gear state] of `gear` to `state` (full bitmask). |
180 Sets the [States gear state] of `gear` to `state` (full bitmask). |
178 |
181 |
179 ==== `AnimRemoveState(gear, state)` ==== |
182 ==== `AnimRemoveState(gear, state)` ==== |