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Animation system #3

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LetsMelon opened this issue Jul 13, 2022 · 1 comment · Fixed by #7
Closed

Animation system #3

LetsMelon opened this issue Jul 13, 2022 · 1 comment · Fixed by #7
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0.1 Collection for 0.1 release

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@LetsMelon
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LetsMelon commented Jul 13, 2022

Ideas:

  • start_frame and end_frame, TODO make frame a type
  • curve (trait?)
  • called every time before a new png is rendered
struct Animation {
  start_frame: usize,
  end_frame: usize,
  curve: &'a Curve,
}

fn main() {
  // 60fps, 2s
  let animation = Animation {
     start_frame: 60,
     end_frame: 180,
     curve: todo!(),
  };
}
@LetsMelon LetsMelon mentioned this issue Jul 13, 2022
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@LetsMelon LetsMelon added the 0.1 Collection for 0.1 release label Jul 16, 2022
@LetsMelon LetsMelon changed the title Animation system (for 0.1) Animation system Jul 16, 2022
@LetsMelon LetsMelon linked a pull request Jul 16, 2022 that will close this issue
@LetsMelon
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I think the current system from animation works fine enough for version 0.1. In the future I want to have the animation on the "path" and not on the renderer.

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