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Support property anim, based on timeline #368

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31 changes: 21 additions & 10 deletions game.go
Original file line number Diff line number Diff line change
Expand Up @@ -54,21 +54,24 @@ const (
DbgFlagInstr
DbgFlagEvent
DbgFlagPerf
DbgFlagAll = DbgFlagLoad | DbgFlagInstr | DbgFlagEvent | DbgFlagPerf
DbgFlagTimeline
DbgFlagAll = DbgFlagLoad | DbgFlagInstr | DbgFlagEvent | DbgFlagPerf | DbgFlagTimeline
)

var (
debugInstr bool
debugLoad bool
debugEvent bool
debugPerf bool
debugInstr bool
debugLoad bool
debugEvent bool
debugPerf bool
debugTimeline bool
)

func SetDebug(flags dbgFlags) {
debugLoad = (flags & DbgFlagLoad) != 0
debugInstr = (flags & DbgFlagInstr) != 0
debugEvent = (flags & DbgFlagEvent) != 0
debugPerf = (flags & DbgFlagPerf) != 0
debugTimeline = (flags & DbgFlagTimeline) != 0
}

// -------------------------------------------------------------------------------------
Expand All @@ -81,11 +84,12 @@ type Game struct {
fs spxfs.Dir
shared *sharedImages

sounds soundMgr
turtle turtleCanvas
typs map[string]reflect.Type // map: name => sprite type, for all sprites
sprs map[string]Sprite // map: name => sprite prototype, for loaded sprites
items []Shape // shapes on stage (in Zorder), not only sprites
sounds soundMgr
turtle turtleCanvas
typs map[string]reflect.Type // map: name => sprite type, for all sprites
sprs map[string]Sprite // map: name => sprite prototype, for loaded sprites
items []Shape // shapes on stage (in Zorder), not only sprites
timelines TimelineMgr

tickMgr tickMgr
input inputMgr
Expand Down Expand Up @@ -625,16 +629,23 @@ func (p *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeigh
return p.windowSize_()
}

var ts int64

func (p *Game) Update() error {
if !p.isLoaded {
return nil
}

old := ts
ts = time.Now().UnixMilli()
p.updateColliders()
p.input.update()
p.updateMousePos()
p.sounds.update()
p.tickMgr.update()
if old != 0 {
p.timelines.Update((float64(ts-old) / 1000.0))
}
return nil
}

Expand Down
31 changes: 31 additions & 0 deletions internal/timeline/interval.go
Original file line number Diff line number Diff line change
@@ -0,0 +1,31 @@
package timeline

import "fmt"

type Interval struct {
Offset float64
Duration float64
}

func (i Interval) End() float64 {
return i.Offset + i.Duration
}

func (i *Interval) Step(time float64) {
i.Offset -= time
}

func (i Interval) Scale(scale float32) Interval {
return Interval{
Offset: float64(float64(i.Offset) * float64(scale)),
Duration: float64(float64(i.Duration) * float64(scale)),
}
}

func (i Interval) Contains(time float64) bool {
return i.Offset <= time && time <= i.End()
}

func (i Interval) String() string {
return fmt.Sprintf("Interval{offset:%.3f, duration:%.3f}", i.Offset, i.Duration)
}
192 changes: 192 additions & 0 deletions internal/timeline/timeline.go
Original file line number Diff line number Diff line change
@@ -0,0 +1,192 @@
package timeline

import (
"fmt"
"log"
"sync"
)

const EPSILON float64 = 0.0001
const DEFAULT_TRANSITION float64 = 0.5

var debugTimeline bool = false
var idSeed int64
var idSeedM sync.Mutex

type ITimeline interface {
GetTimeline() *Timeline
Step(time *float64) ITimeline
SetActive(bool)
}

type Timeline struct {
ID int64
active bool
offset float64
speed float64
fadeIn *Interval
fadeOut *Interval
freezingTime float64
next ITimeline
group *TimelineGroup
onStep func(*float64) ITimeline
onActive func(bool)
}

func (t *Timeline) Init() *Timeline {
idSeedM.Lock()
defer idSeedM.Unlock()
t.ID = idSeed
idSeed++
if debugTimeline {
log.Printf("Timeline %X", t.ID)
}
t.speed = 1.0
return t
}

func (t *Timeline) GetTimeline() *Timeline {
return t
}

func (t *Timeline) SetActive(on bool) {
if t.active == on {
return
}
if debugTimeline {
log.Println("SetActive", on, t.ID)
}
t.active = on
if t.onActive != nil {
t.onActive(on)
}
}

func (t *Timeline) Step(time *float64) ITimeline {
if *time < 0.0 {
*time = 0.0
}

var running ITimeline = t
var loopLimit int = 10000
for running != nil && *time > EPSILON && loopLimit > 0 {
loopLimit--
var realStep, scaledTime, oldScaledTime float64
var oldRunning ITimeline
r := running.GetTimeline()

// step until time <= 0 || offset <= 0
var min float64 = *time // minimum step in consideration of time, offset, fadeout.end, freezingTime
if r.offset > EPSILON {
if min > r.offset {
min = r.offset
}
*time -= min
r.offset -= min
continue
}

r.SetActive(true)

if r.fadeOut != nil {
end := r.fadeOut.End()
if end < 0.0 {
end = 0.0
}
if min > end {
min = end
}
}

// step until time <= 0 || fadeOut.end <= 0 || freezingTime <= 0
if r.freezingTime > EPSILON {
if min > r.freezingTime {
min = r.freezingTime
}
*time -= min
r.freezingTime -= min
if r.fadeIn != nil {
r.fadeIn.Step(min)
}
if r.fadeOut != nil {
r.fadeOut.Step(min)
}

goto CHECK_FADE_OUT
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Collaborator

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Please do not use goto.

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Contributor Author

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In most cases, the use of goto should be avoided. The exception is when it is the only clear and concise way to handle control flow. By ensuring that all cases ultimately check for a fade-out condition, the control flow remains clear and understandable.

}

// step until time <= 0 || fadeOut.end <= 0 || runOut.end <= 0
scaledTime = min * r.speed
oldScaledTime = scaledTime
oldRunning = running
running = r.onStep(&scaledTime)
if r.speed > EPSILON {
realStep = (oldScaledTime - scaledTime) / r.speed
} else {
realStep = min
}
*time -= realStep
if r.fadeIn != nil {
r.fadeIn.Step(realStep)
}
if r.fadeOut != nil {
r.fadeOut.Step(realStep)
}

if running != oldRunning {
if running != nil {
continue
}

// running == null, means the timeline has run out, should check whether fade out
if r.fadeOut == nil || r.fadeOut.End() <= EPSILON {
oldRunning.SetActive(false)
running = r.next
continue
}

// step until time <= 0 || fadeOut.end <= 0
end2 := r.fadeOut.End()
if end2 < 0.0 {
end2 = 0.0
}
min2 := *time
if min2 > end2 {
min2 = end2
}
*time -= min2
if r.fadeIn != nil {
r.fadeIn.Step(min2)
}
if r.fadeOut != nil {
r.fadeOut.Step(min2)
}
running = oldRunning
}

CHECK_FADE_OUT:
t2 := running.GetTimeline()
if t2.fadeOut != nil && t2.fadeOut.End() <= EPSILON {
t2.SetActive(false)
running = t2.next
}
}

if loopLimit <= 0 {
panic("LOOP LIMIT")
}
return running
}

func (t *Timeline) String() string {
var nID int64 = 0
if t.next != nil {
nID = t.next.GetTimeline().ID
}
var gID int64 = 0
if t.group != nil {
gID = t.group.ID
}
return fmt.Sprintf("{id:%x,active:%t,offset:%.3f,speed:%.3f,in:%s,out:%s,frz:%.3f,next:%x,group:%x}",
t.ID, t.active, t.offset, t.speed, t.fadeIn, t.fadeOut, t.freezingTime, nID, gID)
}
16 changes: 16 additions & 0 deletions internal/timeline/timeline_group.go
Original file line number Diff line number Diff line change
@@ -0,0 +1,16 @@
package timeline

type TimelineGroup struct {
Timeline
Tracks []ITimeline
}

func (tg *TimelineGroup) Step(time *float64) ITimeline {
tg.Timeline.Step(time)
return nil
}

// AddTrack 方法
func (tg *TimelineGroup) AddTrack(track ITimeline) {
tg.Tracks = append(tg.Tracks, track)
}
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