Options tweak different aspects of your program.
#Transitions Adding a transitions between screens.
The information for the transition will be written in the Option class from
PixelEngine.Graphics.
To get started, copy the following example:
options
|> Transition.withTransitionFrom
ListOfArea
(Transition.customTransition
"death_transition"
[ ( 0, "opacity:1;filter:grayscale(0%) blur(0px);" )
, ( 1, "opacity:1;filter:grayscale(70%) blur(0px);" )
, ( 3, "opacity:0;filter:grayscale(70%) blur(5px);" )
])A transition between screens
The default constructor for a Transition.
For the future I have planed to make transitions modular, similar to a Msg or a Sub.
Transition.transition
"death_transition"
[ ( 0, "opacity:1;filter:grayscale(0%) blur(0px);" )
, ( 1, "opacity:1;filter:grayscale(70%) blur(0px);" )
, ( 3, "opacity:0;filter:grayscale(70%) blur(5px);" )
]The first value is the duration of the effect, the second is the CSS-command at that point in time. So the example will compile to something like this:
dealth_transition:
0% {opacity:1;filter:grayscale(0%) blur(0px);}
25% {opacity:1;filter:grayscale(70%) blur(0px);}
100% {opacity:0;filter:grayscale(70%) blur(5px);}Note: A screen will be automatically hidden after a transition, so the example would also work without the opacity-parameter.
Options for the render function
Defines the width of the game.
Sets the Frames per Seconds for Animations.
Value must be positv or else the function will be ignored.
Default value: 1
The speed of movement in seconds.
Default value: 0.2
Scales up everything.
Use only power of 2 as scale to ensure crisp pixels.
Default value: 1
adds the
Transitionto theOptions.The first argument is the List or Areas taken before the transition is applied. (e.g. the last state)