Animations now have an easing/ease_rate setting that will do a dynamic scaling effect on them during the animation sequence.

This commit is contained in:
Zed A. Shaw 2025-03-01 00:24:19 -05:00
parent 6e363ba78d
commit 033358749f
8 changed files with 42 additions and 14 deletions

View file

@ -1,5 +1,6 @@
#include "components.hpp"
#include "point.hpp"
#include "easings.hpp"
namespace components {
ENROLL_COMPONENT(Position, location.x, location.y);
@ -7,7 +8,7 @@ namespace components {
ENROLL_COMPONENT(Motion, dx, dy, random);
ENROLL_COMPONENT(Combat, hp, max_hp, damage, dead);
ENROLL_COMPONENT(Device, config, events);
ENROLL_COMPONENT(Animation, scale, simple, frames, speed);
ENROLL_COMPONENT(Animation, scale, simple, frames, speed, easing, ease_rate);
ENROLL_COMPONENT(Sound, attack, death);
void configure_entity(const ComponentMap& component_map, DinkyECS::World& world, DinkyECS::Entity ent, json& data) {
@ -41,11 +42,28 @@ namespace components {
}
}
float Animation::twitching() {
switch(easing) {
case ease::SINE:
return ease::sine(float(frames) / subframe * ease_rate);
case ease::OUT_CIRC:
return ease::sine(ease::out_circ(float(frames) / subframe * ease_rate));
case ease::OUT_BOUNCE:
return ease::sine(ease::out_bounce(float(frames) / subframe * ease_rate));
case ease::IN_OUT_BACK:
return ease::sine(ease::in_out_back(float(frames) / subframe * ease_rate));
default:
dbc::sentinel(
fmt::format("Invalid easing {} given to animation",
int(easing)));
}
}
void Animation::step(sf::Vector2f& scale_out, sf::IntRect& rect_out) {
if(playing && current < frames) {
scale_out.x += scale;
scale_out.y += scale;
float tick = twitching();
scale_out.x = std::lerp(scale_out.x, scale_out.x + scale, tick);
scale_out.y = std::lerp(scale_out.y, scale_out.y + scale, tick);
if(!simple) {
rect_out.position.x += current * TEXTURE_WIDTH;
}