The animation tool now works and I used it to design an idle animation with the classic bounce.
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3 changed files with 9 additions and 15 deletions
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@ -81,7 +81,7 @@ namespace animate2 {
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bool frame_change = false;
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if(elapsed < duration) {
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// BUG: subframe will just run crazy because I don't actually do delta time difference here vvvvv
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// BUG: subframe will just run crazy because I don't actually do delta time difference here
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sequence.subframe = std::lerp(sequence.subframe, 1.0, sequence.timer.DELTA * transform.ease_rate);
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} else {
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sequence.timer.restart();
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@ -38,17 +38,17 @@
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"motion": "move_shake"
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},
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"breathe": {
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"min_x": 0.90,
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"min_y": 0.90,
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"max_x": 1.0,
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"max_y": 1.0,
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"min_x": 0,
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"min_y": 0,
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"max_x": 0,
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"max_y": -10,
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"flipped": false,
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"ease_rate": 3.5,
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"scaled": true,
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"ease_rate": 3.0,
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"scaled": false,
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"toggled": false,
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"looped": true,
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"easing": "in_out_back",
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"motion": "scale_squeeze"
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"easing": "sine",
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"motion": "move_bounce"
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}
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},
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"forms": {
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@ -12,12 +12,6 @@
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#include <ranges>
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#include <vector>
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/*
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* TODO:
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*
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* - Bring back shaders.
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*/
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using namespace std::chrono_literals;
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bool YES_SYNC=true;
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