class Celestine::Animate
- Celestine::Animate
- Celestine::Drawable
- Reference
- Object
Included Modules
Defined in:
effects/animation/animate.crConstant Summary
-
TAG =
"animate"
Instance Method Summary
-
#attribute : String | Nil
The attribute that will be controlled by the animation.
-
#attribute=(attribute : String | Nil)
The attribute that will be controlled by the animation.
-
#by : IFNumber | Nil
An optional way to specify the amount an attribute should change by per frame
-
#by=(by : IFNumber | Nil)
An optional way to specify the amount an attribute should change by per frame
-
#by_units : String | Nil
What kind of unit
#by
should use when rendering -
#by_units=(by_units : String | Nil)
What kind of unit
#by
should use when rendering -
#draw(io : IO) : Nil
Main draw method for a drawable.
-
#from : IFNumber | Nil
An optional way to specify what value to start at in the animation.
-
#from=(from : IFNumber | Nil)
An optional way to specify what value to start at in the animation.
-
#from_units : String | Nil
What kind of unit
#from
should use when rendering -
#from_units=(from_units : String | Nil)
What kind of unit
#from
should use when rendering -
#to : IFNumber | Nil
An optional way to specify what value to end at in the animation.
-
#to=(to : IFNumber | Nil)
An optional way to specify what value to end at in the animation.
-
#to_units : String | Nil
What kind of unit
#to
should use when rendering -
#to_units=(to_units : String | Nil)
What kind of unit
#to
should use when rendering
Instance methods inherited from module Celestine::Modules::CommonAnimate
accumulate=(accumulate)
accumulate=,
accumulate?
accumulate?,
additive=(additive)
additive=,
additive?
additive?,
animate_attribute(io : IO)
animate_attribute,
calc_mode : String | Nil
calc_mode,
calc_mode=(calc_mode : String | Nil)
calc_mode=,
duration : IFNumber | Nil
duration,
duration=(duration : IFNumber | Nil)
duration=,
duration_units : String | Nil
duration_units,
duration_units=(duration_units : String | Nil)
duration_units=,
freeze=(freeze)
freeze=,
freeze?
freeze?,
key_splines : Array(SIFNumber)
key_splines,
key_splines=(key_splines : Array(SIFNumber))
key_splines=,
key_times : Array(SIFNumber)
key_times,
key_times=(key_times : Array(SIFNumber))
key_times=,
max : IFNumber | Nil
max,
max=(max : IFNumber | Nil)
max=,
max_units : String | Nil
max_units,
max_units=(max_units : String | Nil)
max_units=,
min : IFNumber | Nil
min,
min=(min : IFNumber | Nil)
min=,
min_units : String | Nil
min_units,
min_units=(min_units : String | Nil)
min_units=,
repeat_count : IFNumber | String | Nil
repeat_count,
repeat_count=(repeat_count : IFNumber | String | Nil)
repeat_count=,
repeat_duration : IFNumber | Nil
repeat_duration,
repeat_duration=(repeat_duration : IFNumber | Nil)
repeat_duration=,
repeat_duration_units : String | Nil
repeat_duration_units,
repeat_duration_units=(repeat_duration_units : String | Nil)
repeat_duration_units=,
values : Array(SIFNumber)
values,
values=(values : Array(SIFNumber))
values=
Instance methods inherited from module Celestine::Modules::Animate
animate(&block : Proc(Celestine::Animate, Nil))
animate
Instance methods inherited from class Celestine::Drawable
class_attribute(io : IO)
class_attribute,
classes : Array(String)
classes,
classes=(classes : Array(String))
classes=,
custom_attribute(io : IO)
custom_attribute,
custom_attrs : Hash(String, String)
custom_attrs,
custom_attrs=(custom_attrs : Hash(String, String))
custom_attrs=,
draw(io : IO) : Nil
draw,
id : String | Nil
id,
id=(id : String | Nil)
id=,
id_attribute(io : IO)
id_attribute,
inner_elements : IO::Memory
inner_elements,
inner_elements=(inner_elements : IO::Memory)
inner_elements=,
style : Hash(String, String)
style,
style=(style : Hash(String, String))
style=,
style_attribute(io : IO)
style_attribute
Instance Method Detail
The attribute that will be controlled by the animation. You can dig into any Celestine::Drawable
's Attrs
module (ex: Celestine::Circle::Attrs
) and it will contain a
list of all attributes the drawable has access to, however, not all attributes are animatable.
The attribute that will be controlled by the animation. You can dig into any Celestine::Drawable
's Attrs
module (ex: Celestine::Circle::Attrs
) and it will contain a
list of all attributes the drawable has access to, however, not all attributes are animatable.
An optional way to specify the amount an attribute should change by per frame
An optional way to specify the amount an attribute should change by per frame
Main draw method for a drawable. Takes in and interacts with an io.
An optional way to specify what value to start at in the animation.