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author | Max Hilbrunner <mhilbrunner@users.noreply.github.com> | 2020-04-26 18:06:23 +0200 |
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committer | GitHub <noreply@github.com> | 2020-04-26 18:06:23 +0200 |
commit | e68012f4c9c27ec97f7dae0f5a1bfe4f0c716b0e (patch) | |
tree | 0bc3d1b8084bc6b4f5787963934ac99af64ddbbc | |
parent | c3689783faab13527d1e92f77cf3b3cff7d7cf2c (diff) | |
parent | 5972a9138ebfd34401067b1f1b27efc923a21d2a (diff) |
Merge pull request #37973 from Calinou/doc-tween-add-easing-cheatsheet
Add an easing/transition type cheatsheet to the Tween documentation
-rw-r--r-- | doc/classes/Tween.xml | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml index 371b027534..f9320ac55e 100644 --- a/doc/classes/Tween.xml +++ b/doc/classes/Tween.xml @@ -6,7 +6,7 @@ <description> Tweens are useful for animations requiring a numerical property to be interpolated over a range of values. The name [i]tween[/i] comes from [i]in-betweening[/i], an animation technique where you specify [i]keyframes[/i] and the computer interpolates the frames that appear between them. [Tween] is more suited than [AnimationPlayer] for animations where you don't know the final values in advance. For example, interpolating a dynamically-chosen camera zoom value is best done with a [Tween] node; it would be difficult to do the same thing with an [AnimationPlayer] node. - Here is a brief usage example that causes a 2D node to move smoothly between two positions: + Here is a brief usage example that makes a 2D node move smoothly between two positions: [codeblock] var tween = get_node("Tween") tween.interpolate_property($Node2D, "position", @@ -15,7 +15,8 @@ tween.start() [/codeblock] Many methods require a property name, such as [code]"position"[/code] above. You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using [code]"property:component"[/code] (eg. [code]position:x[/code]), where it would only apply to that particular component. - Many of the methods accept [code]trans_type[/code] and [code]ease_type[/code]. The first accepts an [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [code]http://easings.net/[/code] for some examples). The second accepts an [enum EaseType] constant, and controls the where [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best. + Many of the methods accept [code]trans_type[/code] and [code]ease_type[/code]. The first accepts an [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls the where [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best. + [b][url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url][/b] </description> <tutorials> </tutorials> |