module

Celestine::Modules::CommonAnimate

Gives animated elements like animate and animate_motion it's shared attributes.

Instance methods

accumulate=(accumulate)

The accumulate attribute controls whether or not an animation is cumulative. It is frequently useful for repeated animations to build upon the previous results, accumulating with each iteration.

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accumulate?

The accumulate attribute controls whether or not an animation is cumulative. It is frequently useful for repeated animations to build upon the previous results, accumulating with each iteration.

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additive=(additive)

The additive attribute controls whether or not an animation is additive. It is frequently useful to define animation as an offset or delta to an attribute's value, rather than as absolute values.

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additive?

The additive attribute controls whether or not an animation is additive. It is frequently useful to define animation as an offset or delta to an attribute's value, rather than as absolute values.

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animate_attribute(io : IO)
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calc_mode

Defines how the animation should interpolate values.

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calc_mode=(calc_mode : String | Nil)

Defines how the animation should interpolate values.

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duration

The duration of the animation

duration=(duration : IFNumber | Nil)

The duration of the animation

duration_units

What kind of unit duration should use when rendering

duration_units=(duration_units : String | Nil)

What kind of unit duration should use when rendering

freeze=(freeze)

The additive attribute controls whether or not an animation is additive. It is frequently useful to define animation as an offset or delta to an attribute's value, rather than as absolute values.

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freeze?

The additive attribute controls whether or not an animation is additive. It is frequently useful to define animation as an offset or delta to an attribute's value, rather than as absolute values.

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key_splines

This is an optional array of floats that describe at what times in an animation values should be used. This can only be used with values. TODO: Restrict this to only allow numbers between 0 and 1.0

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key_splines=(key_splines : Array(SIFNumber))

This is an optional array of floats that describe at what times in an animation values should be used. This can only be used with values. TODO: Restrict this to only allow numbers between 0 and 1.0

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key_times

This is an optional array of floats that describe at what times in an animation values should be used. This can only be used with values. TODO: Restrict this to only allow numbers between 0 and 1.0

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key_times=(key_times : Array(SIFNumber))

This is an optional array of floats that describe at what times in an animation values should be used. This can only be used with values. TODO: Restrict this to only allow numbers between 0 and 1.0

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max

The max attribute specifies the minimum value of the active animation duration

max=(max : IFNumber | Nil)

The max attribute specifies the minimum value of the active animation duration

max_units

What kind of unit max should use when rendering

max_units=(max_units : String | Nil)

What kind of unit max should use when rendering

min

The min attribute specifies the minimum value of the active animation duration

min=(min : IFNumber | Nil)

The min attribute specifies the minimum value of the active animation duration

min_units

What kind of unit min should use when rendering

min_units=(min_units : String | Nil)

What kind of unit min should use when rendering

repeat_count

How many times this animation should be repeated. This can be a number or the string "indefinite"

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repeat_count=(repeat_count : IFNumber | String | Nil)

How many times this animation should be repeated. This can be a number or the string "indefinite"

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repeat_duration

The duration that the animation should repeat.

repeat_duration=(repeat_duration : IFNumber | Nil)

The duration that the animation should repeat.

repeat_duration_units

What kind of unit repeat_duration should use when rendering

repeat_duration_units=(repeat_duration_units : String | Nil)

What kind of unit repeat_duration should use when rendering

values

An optional way to specify the values to animate between, for example, adding the numbers 0, 100, 0 it will animate the attribute from 0 to 100 in the first half # of the animation time and then go back to 0. Values in this

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values=(values : Array(SIFNumber))

An optional way to specify the values to animate between, for example, adding the numbers 0, 100, 0 it will animate the attribute from 0 to 100 in the first half # of the animation time and then go back to 0. Values in this

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Nested types