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);