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) } } }) }
func touchingStaticImg(t touch.Event, s *staticimg.StaticImg, u *uistate.UIState) bool { withinXBounds := t.X/u.PixelsPerPt >= s.GetCurrent().X && t.X/u.PixelsPerPt <= s.GetDimensions().X+s.GetCurrent().X withinYBounds := t.Y/u.PixelsPerPt >= s.GetCurrent().Y && t.Y/u.PixelsPerPt <= s.GetDimensions().Y+s.GetCurrent().Y return withinXBounds && withinYBounds }