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Animation
Many times, animations may easily be described by simple mathematical functions like a constant rotation or translation. Others are entirely controlled by user input or by physics. But often games require complex animations controlled solely by time or some other dimension. FUDGE supports a key-animation system for this, using Mutation.
The term time
refers to the controlling dimension for the animation in this system, since this is a common use case. However, the system is agnostic and other values may be put in as time
.
The animation system consists of various parts describing and controlling animations and interactions with them.
Describes a single value at a specific point in time. The value gets interpolated between keys according to the time along a cubic function. To define that function, the key also holds information about the slope at the time of the key.
Is basically an array of animation keys to describe a complex animation.
Maps animation sequences to actual properties of a mutator (or a serialization at this point of time).
A string defining a specific point of time that may. It can be used to start the animation at or jump to this point using a readable mark.
A specific point in time. When this point is passed while processing the animation, the animation system dispatches the event given.
Bundles the structure, labels and events to a resource.
Can be used to attach an animation to a node to automatically mutate the values of other components according to the time and the animation.