const root = @import("root.zig"); const rl = @cImport(@cInclude("raylib.h")); const Animation = @This(); world_from: rl.Vector2, world_to: rl.Vector2, //distance: f32, // TODO frame independent durations //speed: f32, // TODO frame independent durations duration: u32, tick: u32, active: bool, // this is wrong, just do per tile/node animations between path finding nodes pub fn init(world_from: rl.Vector2, world_to: rl.Vector2, speed: u32) Animation { return Animation{ .world_from = world_from, .world_to = world_to, //.distance = calc_distance(world_from, world_to), //.speed = speed, .duration = root.HexCoord.fakeDistance(root.HexCoord.worldToQr(world_from), root.HexCoord.worldToQr(world_to)) * 10 / speed, // TODO speed based duration .tick = 0, .active = true, }; } pub fn next(self: *Animation) rl.Vector2 { if (self.tick >= self.duration) { self.active = false; return self.world_to; } self.tick += 1; return self.lerp(); } inline fn calc_distance(from: rl.Vector2, to: rl.Vector2) f32 { return @abs(from.x - to.x) + @abs(from.x - to.y); } inline fn lerp(self: *Animation) rl.Vector2 { const t: f32 = @as(f32, @floatFromInt(self.tick)) / @as(f32, @floatFromInt(self.duration)); const v1 = self.world_from; const v2 = self.world_to; return .{ .x = v1.x + (t * (v2.x - v1.x)), .y = v1.y + (t * (v2.y - v1.y)), }; }