From bbd381c9874339bed1338e014d5954b84e050f8b Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Fri, 17 Apr 2020 23:08:01 +0200 Subject: [PATCH] Add an easing/transition type cheatsheet to the Tween documentation Related to https://github.com/godotengine/godot-docs/pull/3403. (cherry picked from commit 5972a9138ebfd34401067b1f1b27efc923a21d2a) --- doc/classes/Tween.xml | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml index 97d436c7070..42dd86d66ff 100644 --- a/doc/classes/Tween.xml +++ b/doc/classes/Tween.xml @@ -6,7 +6,7 @@ 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]