Mercurial > games > semicongine
changeset 382:e76822e943af
Merge branch 'main' of github.com:saemideluxe/semicongine
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--- a/semicongine/animation.nim Sat Dec 02 22:23:29 2023 +0700 +++ b/semicongine/animation.nim Sat Dec 02 22:26:26 2023 +0700 @@ -34,7 +34,7 @@ iterations: int AnimationPlayer*[T] = object animation*: Animation[T] - currentTime: float32 + currentTime*: float32 playing*: bool currentDirection: int currentIteration: int @@ -125,17 +125,18 @@ iterations: iterations ) -func resetPlayer*(player: var AnimationPlayer) = +proc reset*(player: var AnimationPlayer) = + player.currentValue = player.animation.animationFunction(0) player.currentTime = 0 player.currentDirection = if player.animation.direction == Backward: -1 else : 1 player.currentIteration = player.animation.iterations -func newAnimationPlayer*[T](animation: Animation[T]): AnimationPlayer[T] = +proc newAnimationPlayer*[T](animation: Animation[T]): AnimationPlayer[T] = result = AnimationPlayer[T](animation: animation, playing: false) - result.resetPlayer() + result.reset() -func newAnimationPlayer*[T](value: T = default(T)): AnimationPlayer[T] = +proc newAnimationPlayer*[T](value: T = default(T)): AnimationPlayer[T] = newAnimationPlayer[T](newAnimation[T]((t: AnimationTime) => value, 0)) func start*(player: var AnimationPlayer) = @@ -148,11 +149,12 @@ # TODO: check this function, not 100% correct I think if player.playing: player.currentTime += float32(player.currentDirection) * dt - if abs(player.currentTime) > player.animation.duration: + if not (0 <= player.currentTime and player.currentTime < player.animation.duration): dec player.currentIteration + # last iteration reached if player.currentIteration <= 0 and player.animation.iterations != 0: player.stop() - player.resetPlayer() + # more iterations else: case player.animation.direction: of Forward: @@ -163,5 +165,7 @@ player.currentDirection = -player.currentDirection player.currentTime += float32(player.currentDirection) * dt * 2'f32 - player.currentValue = player.animation.animationFunction((abs(player.currentTime) / player.animation.duration) mod high(AnimationTime)) + player.currentValue = player.animation.animationFunction( + max(low(AnimationTime), min(player.currentTime / player.animation.duration, high(AnimationTime))) + ) return player.currentValue