Actions are used to animate properties of nodes or any other type of objects. The actions are powered by an ActionController, typically associated with a Node. The most commonly used action is the ActionTween which interpolates a property between two values over time.

Actions can be nested in different ways; played in sequence using the ActionSequence, or looped using the ActionRepeat.

You should typically not override this class directly, instead override ActionInterval or ActionInstant if you need to create a new action class.

Implemented by

Constructors

Action()

Properties

duration double

The total time it will take to complete the action, in seconds.

read-only
hashCode int

Get a hash code for this object.

read-only, inherited
runtimeType Type

A representation of the runtime type of the object.

read-only, inherited

Operators

operator ==(other) bool

The equality operator.

inherited

Methods

noSuchMethod(Invocation invocation) → dynamic

Invoked when a non-existent method or property is accessed.

inherited
step(double dt) → void

Moves to the next time step in an action, dt is the delta time since the last time step in seconds. Typically this method is called from the ActionController.

toString() String

Returns a string representation of this object.

inherited
update(double t) → void

Sets the action to a specific point in time. The t value that is passed in is a normalized value 0.0 to 1.0 of the duration of the action. Every action will always recieve a callback with the end time point (1.0), unless it is cancelled.