Use AnimateNodeOnPath

This topic contains 3 replies, has 2 voices, and was last updated by  Steve Flatt 4 months, 4 weeks ago.

  • March 23, 2017 at 1:19 pm #163732

    Hi everybody,

    AnimateNodeOnPath moves a sprite to the next Path point. Does the kit offer a way to move a sprite down all points on a path in one action? Possibly looping or repeating? I know I can animate that motion but I’m curious whether it can be setup using the property list. Thanks!

  • March 23, 2017 at 1:27 pm #163735

    Yeah you should be able to do that with a timer…
    https://cartoonsmart.com/event-timers-story-tellers-ios-starter-kit-documentation/

    So at the end of the timer, you’d run that event.

  • March 23, 2017 at 1:41 pm #163736

    Please disregard my question, since the answer is in the documentation (Section 6: Event Timers). I added an EventTimers dictionary below the Page dictionary. I put a Timer1 dictionary inside EventTimers, and set up Delay, Repeat, Frequency, and Enabled properties. Inside Timer1, I added an Events dictionary with a AnimateNodeOnPath event inside it. Bingo! The animation starts with page load, and hits every path point, looping as many times as I want. Cool beans man!

    • March 23, 2017 at 1:45 pm #163741

      Sorry Justin, I didn’t notice your quick response. This kit rocks!

You must be logged in to reply to this topic.