made animations extremely precise
parent
01d89bfc66
commit
6e35a531c7
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@ -86,10 +86,10 @@ void Player::addWeapon(std::shared_ptr<Weapon> weapon) {
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_weapons.back()->setReloadCallBack([this]() {
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Timeline::animate(AnimationListTag("reload_weapon"),
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std::make_shared<ARotateLeft>(_weapons[_selectedWeapon],
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10 * Consts::PI,
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_weapons[_selectedWeapon]->reloadTime() / 2,
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4 * Consts::PI,
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_weapons[_selectedWeapon]->reloadTime()/2,
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Animation::LoopOut::None,
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Animation::InterpolationType::Linear));
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Animation::InterpolationType::Cos));
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});
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// add call back function to create fire traces
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@ -15,6 +15,7 @@
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#include "engine/animation/ARotateRelativePoint.h"
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#include "engine/animation/ATranslateToPoint.h"
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#include "engine/animation/AWait.h"
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#include "engine/animation/ATranslate.h"
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using namespace std;
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@ -17,18 +17,6 @@ bool Animation::updateState() {
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// linear normalized time:
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_dtime = Time::deltaTime() / _duration;
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if(_time + _dtime < 1.0) {
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_time += _dtime;
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} else {
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_dtime = 1.0 - _time;
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_time = 1.0 - _dtime;
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_finished = true;
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}
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if (_looped == LoopOut::Continue && _time > 0.5) {
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_time = 0.5;
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}
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switch (_intType) {
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case InterpolationType::Bezier:
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_progress = Interpolation::Bezier(Consts::BEZIER[0], Consts::BEZIER[1], _time);
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@ -51,6 +39,22 @@ bool Animation::updateState() {
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"Animation::updateState: unknown interpolation type " + std::to_string(static_cast<int>(_intType))};
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}
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if(_time + _dtime < 1.0) {
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_time += _dtime;
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} else {
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_dtime = 1.0 - _time;
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_time = 1.0;
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_dprogress = 1 - _progress;
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_progress = 1.0;
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update();
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_finished = true;
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return false;
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}
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if (_looped == LoopOut::Continue && _time > 0.5) {
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_time = 0.5;
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}
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update();
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return !_finished;
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@ -20,7 +20,6 @@ public:
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};
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enum class LoopOut {
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None,
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Cycle,
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Continue
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};
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private:
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