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tips:movehands

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tips:movehands [2016/02/25 21:49] – [Smoothly Move Analog Hands from Current Time to Zero (12:00) and Back] jt3tips:movehands [2016/02/25 21:55] (current) jt3
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 In each hand's rotation field, The normal rotation value of the hands is simply multiplied by the value of tweens.move.  Remember, we earlier initialized this as "1" That's because anything multiplied by one is equal to itself, so if you multiply the rotational tag value by one, you get the rotational tag value; in this case: the current time.  As the animation (tween) moves toward zero, that rotational value is instead multiplied by a decreasing fraction between 1 and 0.  The result is that the hands slowly move counterclockwise back to zero. As it ramps from 0 to 1, the hands slowly move clockwise to the current time again.  Cool, huh? In each hand's rotation field, The normal rotation value of the hands is simply multiplied by the value of tweens.move.  Remember, we earlier initialized this as "1" That's because anything multiplied by one is equal to itself, so if you multiply the rotational tag value by one, you get the rotational tag value; in this case: the current time.  As the animation (tween) moves toward zero, that rotational value is instead multiplied by a decreasing fraction between 1 and 0.  The result is that the hands slowly move counterclockwise back to zero. As it ramps from 0 to 1, the hands slowly move clockwise to the current time again.  Cool, huh?
  
-Then, all we need is a tap action.  This one simply moves (over the course of one second) the tween from 0 to 1, or from 1 to zero, depending on its current value.  (If you're not sure how the tween function works, [[:lua|that's explained elsewhere in this wiki]].) Once the tween reaches the endpoint, it stays there until you tap again.  That's all there is to it.  +Then, all we need is a tap action.  This one simply moves (over the course of one second) the tween from 0 to 1, or from 1 to 0, depending on its current value.  (If you're not sure how the tween function works, [[:lua|that's explained elsewhere in this wiki]].) Once the tween reaches the endpoint, it stays there until you tap again.  That's all there is to it.  
  
 One last thing:  Capitalization and auto-correct can get you into trouble.  You'll notice there is no capitalization in any of the example code.  That's because you have to be VERY careful with capitalization in any coding language.  There's nothing wrong with it, but you'll find that most coders only use it for clarification, and avoid it otherwise.  For example, a variable name like VarToMakeThingsEasierToRead kind of needs capitalization (or at least a good slap upside the head to the programmer that insists on using such long freaking variable names). Remember, Var_Num is not the same as var_num, when coding.  If you're having issues, check to make sure that something didn't get capitalized or auto-corrected against your will. One last thing:  Capitalization and auto-correct can get you into trouble.  You'll notice there is no capitalization in any of the example code.  That's because you have to be VERY careful with capitalization in any coding language.  There's nothing wrong with it, but you'll find that most coders only use it for clarification, and avoid it otherwise.  For example, a variable name like VarToMakeThingsEasierToRead kind of needs capitalization (or at least a good slap upside the head to the programmer that insists on using such long freaking variable names). Remember, Var_Num is not the same as var_num, when coding.  If you're having issues, check to make sure that something didn't get capitalized or auto-corrected against your will.
tips/movehands.txt · Last modified: 2016/02/25 21:55 by jt3