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Create prototype of animation subsystem #1

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nickiannone opened this issue Aug 26, 2015 · 2 comments
Open

Create prototype of animation subsystem #1

nickiannone opened this issue Aug 26, 2015 · 2 comments
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@nickiannone
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Implement the base classes and animation system, and get a simple prototype running.

Goals:

  • Implement animation system prototype, based on what is described in /docs/animation.md.
  • Create a stick figure Mesh.
  • Create stock skin assets.
  • Create a simple AnimSet consisting of "Idle_RightForward" and "Walking_RightForward" animations, with a couple of frames each.
  • Create an AnimatedObject which uses the Mesh and AnimSet.
  • Bind some keys to switch back and forth between "Idle_RightForward" and "Walking_RightForward".
  • Implement an FPS counter to render to the screen.
  • Hook up the animation system to the GameWindow, and start rendering.
  • (Optional) Add pause, slowdown, speedup, and reverse controls.
@nickiannone
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Frame tweening complete, untested. Need to work on other aspects of animation pipeline (namely, injecting animation timing, applying Frames to a Mesh, and generating AnimBlocks), integrate into Gosu draw/update model, and build first prototype.

@nickiannone
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Created Mesh, Vertex and Edge classes, and incorporated application of Frame to Mesh, and generation of AnimBlocks. Need to incorporate into Gosu GameWindow, create prototype assets and mesh/animation structures, and build rest of prototype code.

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