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# cocos.actions.tiledgrid_actions module

Implementation of TiledGrid3DAction actions

class `FadeOutTRTiles`(*args, **kwargs)

  Bases: `cocos.actions.basegrid_actions.TiledGrid3DAction`

  Fades out each tile following a diagonal Top-Right path until all the tiles are faded out.

  Example:

      scene.do( FadeOutTRTiles( grid=(16,12), duration=10) )

  `test_func`(i, j, t)
  `transform_tile`(x, y, t)
  `turn_off_tile`(x, y)
  `turn_on_tile`(x, y)
  `update`(t)

class `FadeOutBLTiles`(*args, **kwargs)

  Bases: `cocos.actions.tiledgrid_actions.FadeOutTRTiles`

  Fades out each tile following an Bottom-Left path until all the tiles are faded out.

  Example:

      scene.do( FadeOutBLTiles( grid=(16,12), duration=5) )

  `test_func`(i, j, t)

class `FadeOutUpTiles`(*args, **kwargs)

  Bases: `cocos.actions.tiledgrid_actions.FadeOutTRTiles`

  Fades out each tile following an upwards path until all the tiles are faded out.

  Example:

      scene.do( FadeOutUpTiles( grid=(16,12), duration=5) )

  `test_func`(i, j, t)
  `transform_tile`(x, y, t)

class `FadeOutDownTiles`(*args, **kwargs)

  Bases: `cocos.actions.tiledgrid_actions.FadeOutUpTiles`

  Fades out each tile following an downwards path until all the tiles are faded out.

  Example:

      scene.do( FadeOutDownTiles( grid=(16,12), duration=5) )

  `test_func`(i, j, t)

class `ShuffleTiles`(*args, **kwargs)

  Bases: `cocos.actions.basegrid_actions.TiledGrid3DAction`

  ShuffleTiles moves the tiles randomly across the screen. To put them back use: Reverse( ShuffleTiles() ) with the same seed parameter.

  Example:

      scene.do( ShuffleTiles( grid=(4,4), seed=1, duration=10) )

  `init`(seed=-1, *args, **kw)

    Parameters: | seed : float Seed for the random in the shuffle.

  `place_tile`(i, j)
  `start`()
  `update`(t)

class `TurnOffTiles`(*args, **kwargs)

  Bases: `cocos.actions.basegrid_actions.TiledGrid3DAction`

  TurnOffTiles turns off each in random order

  Example:

      scene.do( TurnOffTiles( grid=(16,12), seed=1, duration=10) )

  `get_tile_pos`(idx)
  `init`(seed=-1, *args, **kw)
  `start`()
  `turn_off_tile`(t)
  `turn_on_tile`(t)
  `update`(t)

class `SplitRows`(*args, **kwargs)

  Bases: `cocos.actions.basegrid_actions.TiledGrid3DAction`

  Split the screen in a number of rows, and move these rows away from the screen.

  The odds rows are moved to the left, while the even rows are moved to the right.

  Example:

      scene.do( SplitRows( rows=3, duration=2) )

  `init`(rows=9, grid=(-1, -1), *args, **kw)

    Parameters: | rows : int Number of rows that will have the effect. Default: 9

  `update`(t)

class `SplitCols`(*args, **kwargs)

  Bases: `cocos.actions.basegrid_actions.TiledGrid3DAction`

  Split the screen in a number of columns, and move these columns away from the screen.

  The odds columns are moved to the upwards, while the even columns are moved to the downwards.

  Example:

      scene.do( SplitCols( cols=3, duration=2) )

  `init`(cols=9, grid=(-1, -1), *args, **kw)

    Parameters: | cols : int Number of columns that will have the effect. Default: 9

  `update`(t)

class `ShakyTiles3D`(*args, **kwargs)

  Bases: `cocos.actions.basegrid_actions.TiledGrid3DAction`

  Simulates a shaky floor composed of tiles

  Example:

      scene.do( ShakyTiles3D( randrange=6, grid=(4,4), duration=10) )

  `init`(randrange=6, *args, **kw)

    Parameters: | randrange : int Number that will be used in random.randrange( -randrange, randrange) to do the effect

  `update`(t)

class `ShatteredTiles3D`(*args, **kwargs)

  Bases: `cocos.actions.basegrid_actions.TiledGrid3DAction`

  ShatterTiles shatters the tiles according to a random value. It is similar to shakes (see ShakyTiles3D) the tiles just one frame, and then continue with that state for duration time.

  Example:

      scene.do( ShatteredTiles3D( randrange=12 ) )

  `init`(randrange=6, *args, **kw)

    Parameters: | randrange : int Number that will be used in random.randrange( -randrange, randrange) to do the effect

  `update`(t)

class `WavesTiles3D`(*args, **kwargs)

  Bases: `cocos.actions.basegrid_actions.TiledGrid3DAction`

  Simulates waves using the math.sin() function in the z-axis of each tile

  Example:

      scene.do( WavesTiles3D( waves=5, amplitude=120, grid=(16,16), duration=10) )

  `init`(waves=4, amplitude=120, *args, **kw)

    Parameters: | waves : int Number of waves (2 * pi) that the action will perform. Default is 4 amplitude : int Wave amplitude (height). Default is 20

  `update`(t)

class `JumpTiles3D`(*args, **kwargs)

  Bases: `cocos.actions.basegrid_actions.TiledGrid3DAction`

  Odd tiles will perform a jump in the z-axis using the sine function, while the even tiles will perform a jump using sine+pi function

  Example:

      scene.do( JumpTiles3D( jumps=5, amplitude=40, grid=(16,16), duration=10) )

  `init`(jumps=4, amplitude=20, *args, **kw)

    Parameters: | jumps : int Number of jumps(2 * pi) that the action will perform. Default is 4 amplitude : int Wave amplitude (height). Default is 20

  `update`(t)

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