Beispiel #1
0
func AnimateImageNoChannel(animImage *staticimg.StaticImg, endPos, endDim *coords.Vec, u *uistate.UIState) {
	node := animImage.GetNode()
	startPos := animImage.GetCurrent()
	startDim := animImage.GetDimensions()
	iteration := 0
	node.Arranger = arrangerFunc(func(eng sprite.Engine, node *sprite.Node, t clock.Time) {
		iteration++
		if iteration < animationFrameCount {
			curXY := animImage.GetCurrent()
			curDim := animImage.GetDimensions()
			XYStep := endPos.MinusVec(startPos).DividedBy(animationFrameCount)
			dimStep := endDim.MinusVec(startDim).DividedBy(animationFrameCount)
			newVec := curXY.PlusVec(XYStep)
			dimVec := curDim.PlusVec(dimStep)
			animImage.Move(newVec, dimVec, eng)
			card := animImage.GetCardHere()
			if card != nil {
				card.Move(newVec, dimVec, eng)
			}
		} else if iteration == animationFrameCount {
			animImage.Move(endPos, endDim, eng)
			card := animImage.GetCardHere()
			if card != nil {
				card.Move(endPos, endDim, eng)
			}
		}
	})
}
Beispiel #2
0
func animateCardMovement(c chan bool, animCard *card.Card, endPos, endDim *coords.Vec, u *uistate.UIState) {
	node := animCard.GetNode()
	startPos := animCard.GetCurrent()
	startDim := animCard.GetDimensions()
	iteration := 0
	node.Arranger = arrangerFunc(func(eng sprite.Engine, node *sprite.Node, t clock.Time) {
		iteration++
		if iteration < animationFrameCount {
			curXY := animCard.GetCurrent()
			curDim := animCard.GetDimensions()
			XYStep := endPos.MinusVec(startPos).DividedBy(animationFrameCount)
			dimStep := endDim.MinusVec(startDim).DividedBy(animationFrameCount)
			newVec := curXY.PlusVec(XYStep)
			dimVec := curDim.PlusVec(dimStep)
			animCard.Move(newVec, dimVec, eng)
		} else if iteration == animationFrameCount {
			animCard.Move(endPos, endDim, eng)
			c <- true
		}
	})
}