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authorHugo Locurcio <hugo.locurcio@hugo.pro>2020-04-17 23:08:01 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2020-04-17 23:20:59 +0200
commit5972a9138ebfd34401067b1f1b27efc923a21d2a (patch)
tree9e99eb4f6502fd37293afc56b519403c6badd2d6 /doc/classes/Tween.xml
parentd817be92c2d9edce842ab37ab13117743f8a3bee (diff)
Add an easing/transition type cheatsheet to the Tween documentation
Related to https://github.com/godotengine/godot-docs/pull/3403.
Diffstat (limited to 'doc/classes/Tween.xml')
-rw-r--r--doc/classes/Tween.xml5
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>