Adding animations using entity modifiers
We used animations in Chapter 5, Basic Interactions, and in Chapter 6, Physics, we learned how to use the physics engine to move objects. We are going to use the same techniques from Chapter 5, Basic Interactions, to create simple animated effects and we will use them in the menu scene. We are going to cover entity modifiers in more detail here.
As we already learned, entity modifiers are used for tweening: changing a position, rotation, or size of an object from one state to another. We also know that the tweening can be linear, which means the same speed of change from state A to state B for the whole duration, or we can use easing functions to change the behavior of the tween.
Chaining modifiers
The entity modifiers can also be chained together. A sprite can rotate and move at the same time. There are two ways of chaining: parallel and sequence.
The following figure shows how parallel chaining looks. All the modifiers will run at the same time, but...