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object --+ | timeline.Timeline --+ | ThingObjects.Thing --+ | LoopThing
A LoopThing is a way to control the frames of a Loop that you get from your BagOfStuff. Normally you simply draw() an item in the bag and you can't set the keys at which its sub-frames appear.
Use a LoopThing to set keys (etc.) on a loop. Each frame of your loop will appear once per keyframe, marching forward in time.
Now you can tween a walk-cycle (say) from one keyframe to the next.
Typical use:
class TweenLoopWalk(LoopThing): def __init__(self): LoopThing.__init__(self,"DuckWalking") ## Let's assume our walkloop has three frames. Here we choose to tween it between ## four keyframes, so that we get a smooth cycle. self.keys ( "#---#---#---#", Props(),Props(x=10),Props(x=10,y=10),Props(x=20,y=-20)) ## Now get a loop cycle from an SVG file: BOOP = BOS['rsvg:walkloop'] # Where BOS is an instance of a BagOfStuff. ## And add it to myself with the special method for this: self.addLoop(BOOP)
ends.
You don't have to have a draw() method, but if you do then be sure to call the draw() method of the LoopThing after you are done:
Example:
def draw(self,ctx,fr): someShape(ctx) # your own extra drawing # To continue the draw, call the parent's draw method. LoopThing.draw(self,ctx,fr)
ends.
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x.__init__(...) initializes x; see x.__class__.__doc__ for signature
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