FlatRedBall.Instructions.InstructionManager.Pulse

Introduction

The Pulse method creates a recurring set of instructions used to change the argument IScalable’s Scale and Scale Velocity. The result is a pulsing effect.

Code Example

The following creates a Sprite which pulses using a set of defined parameters.

Add the following using statements:

 using FlatRedBall;
 using FlatRedBall.Instructions;

Add the following to Initialize after initializing FlatRedBall;

 Sprite sprite = SpriteManager.AddSprite("redball.bmp");

 float smallScaleX = 1;
 float smallScaleY = 1;
 float largeScaleX = 3;
 float largeScaleY = 3;
 double period = 1; // how many seconds the grow/shrink lasts

 InstructionManager.Pulse<Sprite>(
     sprite,
     smallScaleX,
     smallScaleY,
     largeScaleX,
     largeScaleY,
     period);

InstructionManagerPulse.png