Animation motion() almost works but need to tweak the calculations so they go for the length of the animation?
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3 changed files with 23 additions and 17 deletions
12
animate2.cpp
12
animate2.cpp
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@ -21,6 +21,7 @@ namespace animate2 {
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void Animate2::play() {
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dbc::check(!playing, "can't call play while playing?");
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$sequence.current = 0;
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$sequence.subframe = 0.0f;
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$sequence.loop_count = 0;
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playing = true;
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$sequence.timer.start();
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@ -65,6 +66,7 @@ namespace animate2 {
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}
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void Animate2::update() {
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$sequence.subframe += $transform.speed;
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update_frame();
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}
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@ -74,15 +76,13 @@ namespace animate2 {
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}
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float Transform::twitching(Sequence& seq) {
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float subframe = seq.timer.getElapsedTime().asSeconds();
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float tick = 1 - std::powf(ease_rate, subframe + 0.0001);
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fmt::println("TICK {}; subframe: {}", tick, subframe);
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float tick = 1 - std::powf(ease_rate, seq.subframe + 0.0001);
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switch(easing) {
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case ease::NONE:
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return 0.0;
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case ease::SINE:
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return std::abs(std::sin(subframe * ease_rate));
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return std::abs(std::sin(seq.subframe * ease_rate));
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case ease::OUT_CIRC:
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return ease::out_circ(tick);
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case ease::OUT_BOUNCE:
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@ -102,7 +102,7 @@ namespace animate2 {
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}
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}
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void Transform::lerp(Sequence& seq, sf::Vector2f& scale_out, sf::Vector2f& pos_out) {
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void Transform::lerp(Sequence& seq, sf::Vector2f& pos_out, sf::Vector2f& scale_out) {
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float tick = twitching(seq);
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if(stationary) {
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@ -120,7 +120,6 @@ namespace animate2 {
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} break;
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case ease::SQUEEZE: {
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scale_out.x *= std::lerp(min_x, max_x, tick);
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} break;
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case ease::SQUASH: {
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scale_out.y *= std::lerp(min_y, max_y, tick);
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@ -139,6 +138,7 @@ namespace animate2 {
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dbc::sentinel("Unknown animation.motion setting.");
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}
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} else {
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dbc::sentinel("scale should not run");
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scale_out.x = std::lerp(scale_out.x * min_x, scale_out.x * max_x, tick);
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scale_out.y = std::lerp(scale_out.y * min_y, scale_out.y * max_y, tick);
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}
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@ -23,6 +23,7 @@ namespace animate2 {
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int loop_count{0};
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size_t frame_count{frames.size()};
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sf::Clock timer{};
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float subframe{0.0f};
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};
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struct Transform {
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@ -34,6 +35,7 @@ namespace animate2 {
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bool simple{true};
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bool flipped{false};
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float ease_rate{0.5f};
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float speed{0.1f};
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bool scaled{false};
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bool stationary{false};
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// these can handled by the onLoop, same as ganim8 does it
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@ -75,7 +77,7 @@ namespace animate2 {
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void apply(sf::Sprite& sprite);
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void update_frame();
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void update();
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void motion(sf::Vector2f& pos, sf::Vector2f& scale);
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void motion(sf::Vector2f& pos_out, sf::Vector2f& scale_out);
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};
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}
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@ -25,24 +25,27 @@ Animate2 crafter() {
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Sequence sequence{
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.frames{0,1},
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.durations{Random::milliseconds(1, 100), Random::milliseconds(1, 100)}
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.durations{Random::milliseconds(33, 100), Random::milliseconds(33, 100)}
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};
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REQUIRE(sequence.frame_count == sequence.frames.size());
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REQUIRE(sequence.frame_count == sequence.durations.size());
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Transform transform{
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.min_x{1.0f},
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.min_y{1.0f},
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.max_x{1.0f},
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.max_y{1.0f},
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.min_x{0.6f},
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.min_y{0.6f},
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.max_x{0.8f},
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.max_y{0.8f},
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.simple{true},
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.flipped{false},
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.ease_rate{0.5f},
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.speed{0.1f},
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.scaled{false},
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.stationary{false},
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.stationary{true},
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.toggled{false},
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.looped{false},
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.easing = ease::IN_OUT_BACK,
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.motion = ease::RUSH,
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};
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return {sheet, sequence, transform};
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@ -154,8 +157,8 @@ TEST_CASE("confirm transition changes work", "[animation-new]") {
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auto anim = crafter();
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sf::Vector2f pos{0,0};
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sf::Vector2f scale{0,0};
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sf::Vector2f pos{10,10};
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sf::Vector2f scale{0.6, 0.6};
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// also testing that onFrame being null means it's not run
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REQUIRE(anim.onFrame == nullptr);
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@ -165,10 +168,11 @@ TEST_CASE("confirm transition changes work", "[animation-new]") {
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while(anim.playing) {
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anim.update();
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anim.motion(pos, scale);
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fmt::println("POSITION: {},{}; SCALE: {},{}; current: {}; subframe: {}",
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pos.x, pos.y, scale.x, scale.y, anim.$sequence.current, anim.$sequence.subframe);
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}
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REQUIRE(anim.playing == false);
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REQUIRE(scale != sf::Vector2f{0,0});
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REQUIRE(pos != sf::Vector2f{0,0});
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REQUIRE(scale != sf::Vector2f{0,0});
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}
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