PRActionCreateQAlphaFlash(startVisible, outDurationSecs, outDelaySecs, inDurationSecs, inDelaySecs, easeFunc)
Creates and returns an action that, when played by an oPRAction-derived object instance, that instance will flash by fading in and out of view using the instance's image_alpha property. When setting startVisible as true, for best results ensure that the instance is already fully faded in (i.e. set image_alpha to 1.) Likewise, with startVisible as false, the instance should already be faded out (i.e. set image_alpha to 0) before playing this action.
If true, will fade out first then in. If false will do the opposite.
The duration, in seconds, of the fade out effect
The duration, in seconds, that the instance stays faded out.
The duration, in seconds, of the fade in effect
The duration, in seconds, that the instance stays faded in.
The easing function to use for the fade in/out effects.
An action that can be played by a PRAction-derived object.
PRActionCreateQBlendFlash(colour1, colour2, durationSecs1, delaySecs1, durationSecs2, delaySecs2, easeFunc)
Creates and returns an action that, when played by an oPRAction-derived object instance, that instance will use colour blending to flash from colour1 to colour2 and back again. For best results, ensure that the image_blend property of the instance matches the colour specified in colour1 before playing this action.
The from colour to use in the blend flash effect.
The to colour to use in the blend flash effect.
The duration, in seconds, that it takes for colour1 to change to colour2.
The duration, in seconds, to wait after the 1st colour blend effect.
The duration, in seconds, that it takes for colour2 to change back to colour1.
The duration, in seconds, to wait after the 2nd colour blend effect.
The easing function to use for the blending effects.
An action that can be played by a PRAction-derived object.
PRActionCreateQBlink(startVisible, visDurationSecs, invisDurationSecs)
Creates and returns an action that, when played by an oPRAction-derived object instance, that instance will alternate between hidden and unhidden making it appear to be blinking.
The instance will start out as visible if true, invisible otherwise.
The duration, in seconds, that the instance stays visible during the blink.
The duration, in seconds, that the instance stays invisible during the blink.
An action that can be played by a PRAction-derived object.
PRActionCreateQBounce(travel, angle, durationSecs, repeatCount, easeUpFunc, easeDownFunc)
Creates and returns an action that, when played by an oPRAction-derived object instance, that instance will travel in one direction and then back in the opposite direction simulating a single bounce motion.
The distance, in pixels, that the bounce motion will travel in each direction.
The angle in degrees that the motion travels in. 90 for straight up.
The duration, in seconds, that the entire movement takes.
The number of times to play the bounce animation.
The easing function to use for the 1st half of the bounce movement.
The easing function to use for the 2nd half of the bounce movement.
An action that can be played by a PRAction-derived object.
PRActionCreateQBreathe(sizeBy, durationSecs, delaySecs, repeatCount, easeFunc)
Creates and returns an action that, when played by an oPRAction-derived object instance, that instance will use scaling and timing to create the appearance that it is taking breaths.
The amount that the instance will scale up by when taking a breath.
The duration, in seconds, that the entire breath animation takes to play out.
The duration, in seconds, between each breath.
The number of times to play the breath animation.
The easing function to use for the breathing effect.
An action that can be played by a PRAction-derived object.
PRActionCreateQFlipXY(xDurationSecs, yDurationSecs, repeatCount, easeFunc)
Creates and returns an action that, when played by an oPRAction-derived object instance, that instance will flip on its x and/or y axes (governed by its anchor point) using horizontal and vertical scaling to achieve the effect.
The duration, in seconds, that it takes for x-axis flip to occur. 0 for no x flip.
The duration, in seconds, that it takes for y-axis flip to occur. 0 for no y flip.
The number of times to repeat the flipping movement. Set to 0 to repeat indefinitely.
The easing function to use for the flipping effects.
An action that can be played by a PRAction-derived object.
PRActionCreateQFloat(hTravel, hDurationSecs, vTravel, vDurationSecs)
Creates and returns an action that, when played by an oPRAction-derived object instance, that instance will move using subtle up and down, and side to side motion like it is floating.
The horizontal distance, in pixels, of the floating motion.
The duration, in seconds, of the horizontal floating motion.
The vertical distance, in pixels, of the floating motion.
The duration, in seconds, of the vertical floating motion.
An action that can be played by a PRAction-derived object.
PRActionCreateQHeartbeat(sizeBy, durationSecs, delaySecs, repeatCount, easeFunc)
Creates and returns an action that, when played by an oPRAction-derived object instance, that instance will use scaling and timing to create a movement similar to how a heart beats.
The amount that the instance will scale up by when beating.
The duration, in seconds, per heartbeat.
The duration, in seconds, between each heartbeat.
The number of times to play the heartbeat animation.
The easing function to use for the heartbeat effect.
An action that can be played by a PRAction-derived object.
PRActionCreateQJumpBounce(travel, angle, bounceLoss, durationSecs, delaySecs, repeatCount, easeUpFunc, easeDownFunc)
Creates and returns an action that, when played by an oPRAction-derived object instance, that instance will bounce back and forth along the given angle and keep repeating until all of its bounce enrgy has been lost. Simulates a bouncing ball motion. The number of bounces that occurs depends on the value specified in bounceLoss, where a higher number results in less energy lost per bounce while a lower number represents more energy lost.
The distance, in pixels, that the initial bounce will travel.
The angle in degrees that the motion travels in. 90 for straight up.
The amount of energy lost per bounce. Range from 0 (total loss) to 0.99 (almost no loss)
The number of times to play the heartbeat animation.
The duration, in seconds, of the initial bounce.
The duration, in seconds, between each bounce.
The number of times to play the bounce animation.
The easing function to use for the 1st half of the bounce movement.
The easing function to use for the 2nd half of the bounce movement.
An action that can be played by a PRAction-derived object.
PRActionCreateQPopIn(sizeToMax, sizeToNormal, durationSecs, easeFunc1, easeFunc2)
Creates and returns an action that, when played by an oPRAction-derived object instance, that instance will "pop" into existence by first zooming from nothingness to the scale given in sizeToMax, and then zooming back down to the given sizeToNormal scale. For best results, ensure that your instance starts off at a scale of 0 before playing this action.
The scale size to zoom up to when popping into existence.
The scale size to zoom back down to when settling to normal size.
The duration, in seconds, for the entire effect.
The easing function to use for the zoom in part of the effect.
The easing function to use for the zooming down to normal size part of the effect.
An action that can be played by a PRAction-derived object.
PRActionCreateQPopOut(sizeTo, durationSecs, easeFunc1, easeFunc2)
Creates and returns an action that, when played by an oPRAction-derived object instance, that instance will "pop" out existence by first scaling up to the scale value given in sizeTo, and then zooming out quickly until it disappears into the distance. For best results, ensure that your instance starts off at its normal size before playing this action.
The scale size to zoom up to for the first part of the effect.
The duration, in seconds, for the entire effect.
The easing function to use for the zoom in part of the effect.
The easing function to use for the zooming away into the distance part of the effect.
An action that can be played by a PRAction-derived object.
PRActionCreateQShake(isHorz, travel, shakeCount, durationSecs)
Creates and returns an action that, when played by an oPRAction-derived object instance, that instance will move either side to side or up and down using abrupt, sharp movements. A virtual head nod/shake if you will.
Creates a horizontal shake action if true, a vertical shake if false.
The distance, in pixels, of the shake.
The number of times the shake will occur.
The duration, in seconds, of each shake.
An action that can be played by a PRAction-derived object.
PRActionCreateQSlideFade(moveXBy, moveYBy, alphaTo, easeFunc, durationSecs)
Creates and returns an action that, when played by an oPRAction-derived object instance, that instance will slide smoothly by the given directional amounts in moveXBy and moveYBy while fading in or out to the given alphaTo value.
The distance, in pixels, that the instance will move by along the x axis.
The distance, in pixels, that the instance will move by along the y axis.
The alpha value that the instance will fade in or out to.
The easing function to use for the movement.
The duration of the slide motion.
An action that can be played by a PRAction-derived object.
PRActionCreateQWobble(travelDegrees, durationSecs, repeatCount, easeFunc)
Creates and returns an action that, when played by an oPRAction-derived object instance, that instance will wobble clockwise and counter-clockwise at its anchor point using rotation to achieve the effect.
The distance in angles to use for the wobble effect.
The duration, in seconds, per wobble.
The number of times to repeat the wobble movement. Set to 0 to repeat indefinitely.
The easing function to use for the wobble effects.
An action that can be played by a PRAction-derived object.