A tweenline is like a timeline with multiple tweens inside it.
You can create a tweenline and then append multiple tween inside this timeline. Then, you can play it
alltogether with a single function, and control it like a movie (
This way, control multiple tweens to create complex animations is posible thanks to Tweenline Engine.
In Tweenline 2 you can also have nested Tweenlines (Tweenlines inside another tweenlines). This gives you the ability to create more
You have all your menu objects (buttons, logo, etc), but you need to create a complex menu animation sequence.
//create event obj_animation_controller tl = tweenline_create(); tweenline_to(obj_button_start, 1.2, ["x", 140]); tweenline_to(obj_button_exit, 1.2, ["x", 250], "-=1"); // Note the extra last argument "-=1" tweenline_from(obj_game_logo, 3.2, ["x", room_width/2, "y",room_height/2, "scale",0]);
With this code, we are creating a tweenline, and appending three tweens. Normally the tweens are appended one after another, but you can pass as a last argument, the position of the tween. See tweenline_add to see all the posibilities you have with the position parameter.
Then, you can control this tweenline:
anim_pause(tl); anim_stop(tl); anim_reverse(tl); anim_set_speed(tl); // etc
NOTE: You cannot have a tweenline with some tweens measured in seconds and other tweens measured in frames (steps) because it's imposible to synchronize tweens with diferent measures of time. So, when you add a tween to a tweenline the meassure type setted as default in tween_system_init is ussed.
- If you set seconds as default, and you append a tween that uses frames as measure type, the time is converted to seconds ussing the current room_speed.
- If you set frames as default, and you append a tween that uses seconds as measure type, the time is converted to frames ussing the current room_speed. The original tween is moddified to use the default measure type, so be careful.