--- a/LuaLibraryAnimate.wiki Wed Jun 21 13:10:24 2023 +0000
+++ b/LuaLibraryAnimate.wiki Wed Jun 21 13:33:14 2023 +0000
@@ -86,19 +86,21 @@
Inserts `step` after the current step (read: action) in the cinematic array. Useful when an action depends on variables (e.g. positions). It can be used mostly with `AnimCustomFunction`. Note: In case of multiple consecutive calls, steps need to be added in reverse order.
Example:
-<code language="lua">function BlowHog(deadHog)
- AnimInsertStepNext({func = DeleteGear, args = {deadHog}, swh = false})
- AnimInsertStepNext({func = AnimVisualGear, args = {deadHog, GetX(deadHog), GetY(deadHog), vgtBigExplosion, 0, true}, swh = false})
- AnimInsertStepNext({func = AnimWait, args = {deadHog, 1200}})
- AnimInsertStepNext({func = AnimVisualGear, args = {deadHog, GetX(deadHog) + 20, GetY(deadHog), vgtExplosion, 0, true}, swh = false})
- AnimInsertStepNext({func = AnimWait, args = {deadHog, 100}})
- AnimInsertStepNext({func = AnimVisualGear, args = {deadHog, GetX(deadHog) + 10, GetY(deadHog), vgtExplosion, 0, true}, swh = false})
- AnimInsertStepNext({func = AnimWait, args = {deadHog, 100}})
- AnimInsertStepNext({func = AnimVisualGear, args = {deadHog, GetX(deadHog) - 10, GetY(deadHog), vgtExplosion, 0, true}, swh = false})
- AnimInsertStepNext({func = AnimWait, args = {deadHog, 100}})
- AnimInsertStepNext({func = AnimVisualGear, args = {deadHog, GetX(deadHog) - 20, GetY(deadHog), vgtExplosion, 0, true}, swh = false})
+<code language="lua">-- Show explosion effects around hedgehog `liveHog`, then delete it
+function BlowHog(deadHog)
+ AnimInsertStepNext({func = DeleteGear, args = {deadHog}, swh = false})
+ AnimInsertStepNext({func = AnimVisualGear, args = {deadHog, GetX(deadHog), GetY(deadHog), vgtBigExplosion, 0, true}, swh = false})
+ AnimInsertStepNext({func = AnimWait, args = {deadHog, 1200}})
+ AnimInsertStepNext({func = AnimVisualGear, args = {deadHog, GetX(deadHog) + 20, GetY(deadHog), vgtExplosion, 0, true}, swh = false})
+ AnimInsertStepNext({func = AnimWait, args = {deadHog, 100}})
+ AnimInsertStepNext({func = AnimVisualGear, args = {deadHog, GetX(deadHog) + 10, GetY(deadHog), vgtExplosion, 0, true}, swh = false})
+ AnimInsertStepNext({func = AnimWait, args = {deadHog, 100}})
+ AnimInsertStepNext({func = AnimVisualGear, args = {deadHog, GetX(deadHog) - 10, GetY(deadHog), vgtExplosion, 0, true}, swh = false})
+ AnimInsertStepNext({func = AnimWait, args = {deadHog, 100}})
+ AnimInsertStepNext({func = AnimVisualGear, args = {deadHog, GetX(deadHog) - 20, GetY(deadHog), vgtExplosion, 0, true}, swh = false})
end
-cinem = {{func = AnimCustomFunction, args = {liveHog, BlowHog, {deadHog}}}}</code>
+cinem = {{func = AnimCustomFunction, args = {liveHog, BlowHog, {deadHog}}}}
+AddAnim(cinem)</code>
==== `ShowAnimation()` ====
Performs the current action in the cinematic and returns `true` if finished, otherwise `false`. It needs to be used in `onGameTick`. Cut-scenes need to be added with `AddAnim(steps)`.