Design
Animations
Presets, keyframes and what each element type can animate.
Select an element and open the Animate tab. An element can have several animations; their effects combine.
| Setting | Meaning |
|---|---|
| Preset | Fade in, Fade out, Slide in, Slide out, Scale, Pulse, Shake, Rotation, Progress, Typewriter or Custom. |
| Start, Delay | When the animation begins, measured from the moment the element appears. |
| Duration | Length of one run. |
| Repeat | A number of runs, or forever. |
| Easing | Linear, ease in, ease out, ease in and out, or step. |
| Direction | Normal, reverse, or alternate on each run. |
| Keyframes | Opacity, X, Y, scale and rotation at positions from 0 to 100 percent. Presets fill these in and you can change them. |
When animations run
An animation starts when its element becomes visible: when the player joins, when a visibility condition becomes true, or when the element's state activates. It restarts each time that happens again.
In game
| Element | Animates |
|---|---|
| Image, Icon, Shape, Divider, text background | Position, opacity, scale and rotation. Opacity moves in quarter steps, scale in eighths and rotation in 22.5 degree steps. Up to 48 variants per element. |
| Text | Position and typewriter reveal. Fades switch at half opacity. |
| Bars | Progress preset, and horizontal movement. |
| Player head, Item icon, Minimap | Horizontal movement only. |
The build lists a warning for every animation that an element type cannot play in game.