AnimKeyCall: Base
Class
If AnimKey is a basic data value for a keyframe duration, an AnimKeyCall is a holder for a function callback. This type of keyframe value basically calls a function of any object you put as an actor and passes the parameters. This is very powerful and allows you to do real animation based logic: for example, the type of thing you could see on a game like Infinity Blade. In fact this is so powerful, that you can do an spritesheet animation based with this just calling setUV and changing the proper values. Magic.
Members
func
func : Function
The function callback.
Methods
constructor
constructor (obj : String, time : Number, func : Function, params : Array)
A quite simple key for calling any method of any of your actors.
- obj: the actor name
- time: the time to trigger the call
- func: the function callback we will execute
- params: extra magic, an array. The array can hold any data that your function accepts as parameters.
exec
exec : (who)
"Who" is any object or class you use as your "actor". This basically performs a call on that object for the given method this key is holding.
WARNING: There are no error checking things here, be careful.