Better easings and motion but I need better data.
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10 changed files with 75 additions and 17 deletions
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@ -1,4 +1,5 @@
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#include "animation.hpp"
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#include "rand.hpp"
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namespace components {
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void Animation::play() {
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@ -10,7 +11,7 @@ namespace components {
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}
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float Animation::twitching() {
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float tick = ease::sine(float(frames) / subframe * ease_rate);
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float tick = ease::sine(float(frames) / (subframe + 0.0001) * ease_rate);
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switch(easing) {
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case ease::NONE:
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@ -23,6 +24,10 @@ namespace components {
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return ease::sine(ease::out_bounce(tick));
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case ease::IN_OUT_BACK:
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return ease::sine(ease::in_out_back(tick));
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case ease::RANDOM:
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return Random::uniform_real(0.0001f, 1.0f);
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case ease::NORM_DIST:
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return Random::normal(0.5f, 0.1f);
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default:
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dbc::sentinel(
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fmt::format("Invalid easing {} given to animation",
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@ -38,9 +43,36 @@ namespace components {
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float tick = twitching();
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if(stationary) {
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scale_out.x = std::lerp(scale_x, max_scale, tick);
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scale_out.y = std::lerp(scale_y, max_scale, tick);
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pos_out.y = pos_out.y - (pos_out.y * scale_out.y - pos_out.y);
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switch(motion) {
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case ease::SHAKE: {
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pos_out.x += std::lerp(scale_x, max_scale, tick);
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} break;
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case ease::BOUNCE: {
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pos_out.y -= std::lerp(scale_y, max_scale, tick);
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} break;
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case ease::RUSH: {
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scale_out.x = std::lerp(scale_x, max_scale, tick);
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scale_out.y = std::lerp(scale_y, max_scale, tick);
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pos_out.y = pos_out.y - (pos_out.y * scale_out.y - pos_out.y);
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} break;
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case ease::SQUEEZE: {
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scale_out.x *= std::lerp(scale_x, max_scale, tick);
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} break;
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case ease::SQUASH: {
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scale_out.y *= std::lerp(scale_y, max_scale, tick);
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} break;
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case ease::STRETCH: {
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scale_out.x = std::lerp(scale_x, max_scale, tick);
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fmt::println("scale_x: {} max_scale: {} tick: {} scale_out.x: {}",
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scale_x, max_scale, tick, scale_out.x);
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} break;
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case ease::GROW: {
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scale_out.y = std::lerp(scale_y, max_scale, tick);
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} break;
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default:
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dbc::sentinel("Unknown animation.motion setting.");
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}
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} else {
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scale_out.x = std::lerp(scale_out.x * scale_x, scale_out.x * max_scale, tick);
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scale_out.y = std::lerp(scale_out.y * scale_y, scale_out.y * max_scale, tick);
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@ -86,7 +118,11 @@ namespace animation {
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sprite.setTextureRect(rect);
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sprite.setPosition(pos);
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sprite.setScale(scale);
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// BUG: make this an option: apply_scale, apply_position and ranges for x y
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if(anim.motion != ease::SHAKE && anim.motion != ease::BOUNCE && anim.motion != ease::RUSH) {
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sprite.setScale(scale);
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}
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return anim.playing;
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}
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@ -2,6 +2,7 @@
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"burning_animation": {
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"_type": "Animation",
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"easing": 0,
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"motion": 0,
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"ease_rate": 0.5,
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"scale_x": 1.0,
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"scale_y": 1.0,
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@ -16,6 +17,7 @@
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"male_hand": {
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"_type": "Animation",
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"easing": 0,
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"motion": 0,
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"ease_rate": 0.5,
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"scale_x": 1.0,
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"scale_y": 1.0,
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@ -30,6 +32,7 @@
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"female_hand": {
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"_type": "Animation",
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"easing": 0,
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"motion": 0,
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"ease_rate": 0.5,
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"scale_x": 1.0,
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"scale_y": 1.0,
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@ -44,6 +47,7 @@
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"lightning_animation": {
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"_type": "Animation",
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"easing": 0,
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"motion": 0,
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"ease_rate": 0.5,
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"scale_x": 1.0,
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"scale_y": 1.0,
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@ -58,6 +62,7 @@
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"ritual_crafting_area": {
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"_type": "Animation",
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"easing": 0,
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"motion": 0,
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"ease_rate": 0.5,
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"scale_x": 1.0,
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"scale_y": 1.0,
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@ -72,6 +77,7 @@
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"peasant_girl_rear_view": {
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"_type": "Animation",
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"easing": 3,
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"motion": 0,
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"ease_rate": 0.2,
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"scale_x": 0.5,
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"scale_y": 0.5,
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@ -86,6 +92,7 @@
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"gold_savior": {
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"_type": "Animation",
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"easing": 1,
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"motion": 0,
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"ease_rate": 0.2,
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"scale_x": 1.1,
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"scale_y": 1.1,
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@ -100,6 +107,7 @@
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"armored_knight" : {
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"_type": "Animation",
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"easing": 1,
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"motion": 0,
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"ease_rate": 0.2,
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"scale_x": 1.1,
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"scale_y": 1.1,
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@ -114,6 +122,7 @@
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"axe_ranger": {
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"_type": "Animation",
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"easing": 3,
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"motion": 0,
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"ease_rate": 0.5,
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"scale_x": 1.1,
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"scale_y": 1.1,
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@ -128,6 +137,7 @@
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"rat_with_sword": {
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"_type": "Animation",
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"easing": 3,
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"motion": 0,
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"ease_rate": 0.5,
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"scale_x": 1.0,
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"scale_y": 1.0,
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@ -142,6 +152,7 @@
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"hairy_spider": {
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"_type": "Animation",
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"easing": 2,
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"motion": 0,
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"ease_rate": 0.5,
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"scale_x": 0.9,
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"scale_y": 0.9,
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@ -156,6 +167,7 @@
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"test_boss": {
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"_type": "Animation",
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"easing": 1,
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"motion": 0,
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"ease_rate": 0.5,
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"scale_x": 0.4,
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"scale_y": 0.4,
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@ -170,10 +182,11 @@
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"rat_king_boss": {
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"_type": "Animation",
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"easing": 4,
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"ease_rate": 0.9,
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"motion": 0,
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"ease_rate": 0.5,
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"scale_x": 0.6,
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"scale_y": 0.6,
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"max_scale": 0.7,
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"max_scale": 2.0,
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"simple": false,
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"frames": 2,
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"speed": 0.02,
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@ -184,6 +197,7 @@
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"torch_fixture": {
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"_type": "Animation",
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"easing": 0,
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"motion": 0,
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"ease_rate": 0.5,
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"scale_x": 0.5,
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"scale_y": 0.5,
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@ -198,6 +212,7 @@
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"test_floor": {
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"_type": "Animation",
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"easing": 2,
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"motion": 0,
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"ease_rate": 0.5,
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"scale_x": 1.0,
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"scale_y": 1.0,
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@ -105,7 +105,7 @@ namespace boss {
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break;
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case ATTACK: {
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$ui.status(L"BOSS TURN");
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$ui.move_actor("boss", run % 10 < 5 ? "boss5" : "boss6");
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// $ui.move_actor("boss", run % 10 < 5 ? "boss5" : "boss6");
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$ui.animate_actor("boss");
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int attack_id = std::any_cast<int>(data);
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boss::System::combat(attack_id);
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@ -1,8 +1,6 @@
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#include "boss/ui.hpp"
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#include "scene.hpp"
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#include "constants.hpp"
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#include <chrono>
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#include <thread>
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namespace boss {
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using namespace guecs;
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@ -122,6 +122,7 @@ namespace components {
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int frames = 10;
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float speed = 0.3f;
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ease::Style easing = ease::IN_OUT_BACK;
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ease::Motion motion = ease::RUSH;
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float ease_rate = 0.5f;
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bool stationary = false;
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bool toggled = false;
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@ -161,7 +162,7 @@ namespace components {
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ENROLL_COMPONENT(Combat, hp, max_hp, damage, dead);
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ENROLL_COMPONENT(Device, config, events);
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ENROLL_COMPONENT(Animation, scale_x, scale_y, max_scale, simple, frames,
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speed, easing, ease_rate, stationary, toggled, looped);
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speed, easing, motion, ease_rate, stationary, toggled, looped);
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ENROLL_COMPONENT(Sound, attack, death);
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ENROLL_COMPONENT(Collision, has);
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13
easings.hpp
13
easings.hpp
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@ -9,7 +9,18 @@ namespace ease {
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OUT_CIRC=2,
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OUT_BOUNCE=3,
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IN_OUT_BACK=4,
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FUCKFACE
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RANDOM=5,
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NORM_DIST=6
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};
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enum Motion {
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RUSH=0,
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SHAKE=1,
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BOUNCE=2,
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SQUEEZE=3,
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SQUASH=4,
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STRETCH=5,
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GROW=6
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};
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inline double sine(double x) {
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@ -3,7 +3,6 @@
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#include <ranges>
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const bool DEBUG=false;
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const bool YOU_REMOVED_MID_CELL_IDIOT=false;
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namespace scene {
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Element config_scene_element(nlohmann::json& config, bool and_play, bool duped) {
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@ -18,8 +17,6 @@ namespace scene {
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// BUG: need to make animation optional
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auto anim = animation::load(sprite_name);
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if(and_play) anim.play();
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anim.scale_x = scale_x;
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anim.scale_y = scale_y;
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std::string cell = config["cell"];
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std::string name = config["name"];
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@ -28,9 +28,9 @@ function Build-Images {
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# Build-Images -Source "Textures" -pixel_count 12
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# Build-Images -Source "Sprites" -pixel_count 6
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# Build-Images -Source "Items" -pixel_count 2
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Build-Images -Source "Animations" -pixel_count 24
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# Build-Images -Source "Animations" -pixel_count 24
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# Build-Images -Source "Hands" -pixel_count 6
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# Build-Images -Source "Boss2" -pixel_count 4
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Build-Images -Source "Boss2" -pixel_count 4
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# Build-Images -Source "Fixtures" -pixel_count 24
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