Entities in the world are now animated like before using the new animation system.
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9 changed files with 85 additions and 79 deletions
32
ease2.hpp
32
ease2.hpp
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#include <functional>
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#include "animation.hpp"
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namespace animation {
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struct Transform;
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}
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namespace ease2 {
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using EaseFunc = std::function<double(double)>;
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using MotionFunc = std::function<void(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative)>;
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EaseFunc get_easing(const std::string& name);
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MotionFunc get_motion(const std::string& name);
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double sine(double x);
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double out_circle(double x);
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double out_bounce(double x);
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double in_out_back(double x);
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double random(double tick);
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double normal_dist(double tick);
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void move_bounce(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
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void move_rush(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
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void scale_squeeze(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
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void scale_squash(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
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void scale_stretch(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
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void scale_grow(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
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void move_slide(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
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void move_none(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
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void scale_only(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
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void move_shake(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
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}
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