OK... I am coming up against an issue that I think it beyond my ability. I've managed to get the behavior I want ... but only in one direction (if I choose the "next" game it works fine as the "last" game image continues on and then zooms out as intended)... but if I go the other direction and choose the "prior" game, instead of the current logo animating out of existence, the code pulls up the wrong image...
The code in question is:
local marquee2 = fe.add_artwork( "wheel", flx*0.150, 5, flw*0.700, flh*0.200 );
marquee2.index_offset = -1
local marquee2_scale_cfg = {
when =Transition.ToNewSelection,
property = "scale",
start = 0.9,
end = 0.1,
time = 0700,
tween = Tween.Linear,
}
local marquee2_move_cfg = {
when =Transition.ToNewSelection,
property = "y",
start = fly*0.090,
end = fly*-0.120,
time = 0700 ,
}
animation.add( PropertyAnimation( marquee2, marquee2_scale_cfg ) );
animation.add( PropertyAnimation( marquee2, marquee2_move_cfg ) );
The marquee.index_offset works great going forward... as it's moving to the next game, it reads the last game, which happens to be the game that is being switched from and supplies the artwork for that game... GREAT! If going the other direction though, it then starts to switch over to the PRIOR game... then reads that -1 setting and supplies up the artwork for the game prior to IT when it needs to be doing the exact opposite and supply up the artwort from the game AFTER (ie: index_offset = 1 rather than -1).