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October 21, 2012 22:54
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--# Animator | |
-- Animation class | |
-- | |
-- Create with Animator(start, stop, time, easing, callback) | |
-- "start" is the start value | |
-- "end" is the end value | |
-- "time" is the time taken, in seconds, to complete the animation | |
-- "easing" is the easing of the animation (how it slows down/speeds up) | |
-- use EASENONE, EASEIN, EASEOUT, or EASEBOTH | |
-- "callback" is the function that is called once the animation is | |
-- complete | |
-- | |
-- Get the current value of the animation with | |
-- Animator:value() | |
-- This will call the callback function if the function is complete | |
-- (it only calls it once) | |
-- | |
-- You can also get the value at any time t between 0 and 1 using | |
-- Animator:valueAt(t, [easing]) | |
EASENONE = 1 | |
EASEIN = 2 | |
EASEOUT = 3 | |
EASEBOTH = 4 | |
Animator = class() | |
function Animator:init(start, stop, time, easing, callback) | |
self.start = start | |
self.stop = stop | |
self.stopTime = time | |
self.startTime = ElapsedTime | |
self.easing = easing or EASENONE | |
self.complete = false | |
self.callback = callback or function() end | |
end | |
function Animator:valueAt(t, easing) | |
easing = easing or self.easing | |
if self.easing == EASENONE then | |
value = t * (self.stop - self.start) + self.start | |
elseif self.easing == EASEOUT then | |
value = math.sin(math.pi/2 * t)* | |
(self.stop-self.start)+self.start | |
elseif self.easing == EASEIN then | |
value = (-math.cos(math.pi/2 * t)+1)* | |
(self.stop-self.start)+self.start | |
elseif self.easing == EASEBOTH then | |
value = (-math.cos(math.pi * t)+1)/2* | |
(self.stop-self.start)+self.start | |
end | |
return value | |
end | |
function Animator:value() | |
time = (ElapsedTime - self.startTime)/self.stopTime | |
time = math.min(time, 1) | |
if time == 1 then | |
if not self.complete then | |
self.complete = true | |
self.callback() | |
end | |
return self.stop | |
else | |
return self:valueAt(time) | |
end | |
end | |
--# Main | |
-- Animation | |
-- Use this function to perform your initial setup | |
function setup() | |
tests = {Test1(), Test2()} | |
iparameter("testNumber", 1, #tests) | |
currentTest = tests[1] | |
currentTestNum = 1 | |
end | |
-- This function gets called once every frame | |
function draw() | |
if currentTestNum ~= testNumber then | |
currentTestNum = testNumber | |
currentTest = tests[currentTestNum] | |
currentTest:reset() | |
end | |
currentTest:draw() | |
end | |
--# Test1 | |
Test1 = class() | |
function Test1:init() | |
-- you can accept and set parameters here | |
self:reset() | |
end | |
function Test1:reset() | |
self.firstflipdone = function() | |
self.anim2 = Animator(-90, 0, 0.5, EASEOUT, self.secondflipdone) | |
self.flipstate = 1 | |
end | |
self.secondflipdone = function() | |
self.flipstate = 2 | |
end | |
self.anim1 = Animator(0, 90, 0.5, EASEIN, self.firstflipdone) | |
self.flipstate = 0 | |
end | |
function Test1:draw() | |
-- Codea does not automatically call this method | |
-- This sets a dark background color | |
background(0, 0, 0, 255) | |
-- This sets the line thickness | |
strokeWidth(5) | |
-- Do your drawing here | |
pushMatrix() | |
pushStyle() | |
rectMode(CENTER) | |
if self.flipstate == 0 then | |
perspective() | |
translate(0, 0, -930) | |
fill(255, 0, 0, 255) | |
rotate(self.anim1:value(), 1, 0, 0) | |
rect(0, 0, 200, 200) | |
fill(0, 0, 0, 255) | |
translate(0, 0, 1) | |
text("Red!", 0,0) | |
elseif self.flipstate == 1 then | |
perspective() | |
translate(0, 0, -930) | |
fill(0, 131, 255, 255) | |
rotate(self.anim2:value(), 1, 0, 0) | |
rect(0, 0, 200, 200) | |
fill(0, 0, 0, 255) | |
translate(0, 0, 1) | |
text("Blue!", 0,0) | |
else | |
ortho() | |
translate(WIDTH/2, HEIGHT/2) | |
fill(0, 131, 255, 255) | |
rect(0, 0, 200, 200) | |
fill(0, 0, 0, 255) | |
text("Blue!", 0,0) | |
end | |
popStyle() | |
popMatrix() | |
end | |
--# Test2 | |
Test2 = class() | |
function Test2:init() | |
-- you can accept and set parameters here | |
self:reset() | |
end | |
function Test2:reset() | |
self.dokey1 = function() self:key1() end | |
self.dokey2 = function() self:key2() end | |
self.dokey3 = function() self:key3() end | |
self.dokey1() | |
end | |
function Test2:draw() | |
-- Codea does not automatically call this method | |
background(0, 0, 0, 255) | |
ortho() | |
pushMatrix() | |
translate(200+self.translateAnim:value(), 200) | |
scale(self.scaleAnim:value(), self.scaleAnim:value()) | |
fill(255, 255, 255, 255) | |
rectMode(CENTER) | |
rect(0, 0, 100, 100) | |
popMatrix() | |
end | |
function Test2:key1() | |
self.translateAnim = Animator(50, 100, 0.5, EASEIN, self.dokey2) | |
self.scaleAnim = Animator(1, 0.7, 0.5, EASEIN) | |
end | |
function Test2:key2() | |
self.translateAnim = Animator(100, 300, 1, EASENONE, self.dokey3) | |
self.scaleAnim = Animator(0.7, 2, 0.5, EASEOUT) | |
end | |
function Test2:key3() | |
self.translateAnim = Animator(300, 50, 1.5, EASEBOTH, self.dokey1) | |
self.scaleAnim = Animator(2, 1, 0.5, EASEIN) | |
end |
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