Sorted out the animation vs. easing contradiction I believe. Now there's a separate easing_duration that's calculated from the total duration of all frames. Then a easing_position determines where in the total the animation is, which is fed to the asing functions as a ration of easing_position / easing_duration.
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9 changed files with 47 additions and 75 deletions
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@ -22,7 +22,7 @@ Animate2 load_animation(const string& name) {
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anim.set_form("attack");
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anim.transform.looped = false;
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anim.sequence.durations = {Random::milliseconds(5, 33), Random::milliseconds(5, 33)};
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anim.sequence.durations = {Random::uniform(1, 5), Random::uniform(1, 5)};
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return anim;
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}
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