/ld27

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1 by Josh C
zoetrope 1.4
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-- Class: Tween
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-- A tween transitions a property from one state to another
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-- in in-game time. A tween instance is designed to manage
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-- many of these transitions at once, in fact. In order for it
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-- to work properly, it must receive update events, so it must
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-- be added somewhere in the current view or app. If you are using
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-- the <View> class, this is already done for you.
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Tween = Sprite:extend{
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	tweens = {},
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	visible = false,
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	active = false,
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	solid = false,
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	-- Property: easers
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	-- These are different methods of easing a tween, and
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	-- can be set via the ease property of an individual tween.
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	-- They should be referred to by their key name, not the property
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	-- (e.g. 'linear', no Tweener.easers.linear).
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	-- See http://www.gizma.com/easing/ for details.
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	easers =
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	{
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		linear = function (elapsed, start, change, duration)
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			return change * elapsed / duration + start
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		end,
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		quadIn = function (elapsed, start, change, duration)
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			elapsed = elapsed / duration
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			return change * elapsed * elapsed + start
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		end,
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		quadOut = function (elapsed, start, change, duration)
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			elapsed = elapsed / duration
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			return - change * elapsed * (elapsed - 2) + start
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		end,
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		quadInOut = function (elapsed, start, change, duration)
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			elapsed = elapsed / (duration / 2)
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			if (elapsed < 1) then
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				return change / 2 * elapsed * elapsed + start
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			else
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				elapsed = elapsed - 1
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				return - change / 2 * (elapsed * (elapsed - 2) - 1) + start
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			end
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		end
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	},
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	-- Method: reverseForever
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	-- A utility function; if set via <Promise.andAfter()> for an individual
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	-- tween, it reverses the tween that just happened. Use this to get a tween
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	-- to repeat back and forth indefinitely (e.g. to have something glow).
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	reverseForever = function (tween, tweener)
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		tween.to = tween.from
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		tweener:start(tween.target, tween.property, tween.to, tween.duration, tween.ease):andThen(Tween.reverseForever)
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	end,
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	-- Method: reverseOnce
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	-- A utility function; if set via <Promise.andAfter()> for an individual
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	-- tween, it reverses the tween that just happened-- then stops the tween after that.
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	reverseOnce = function (tween, tweener)
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		tween.to = tween.from
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		tweener:start(tween.target, tween.property, tween.to, tween.duration, tween.ease)
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	end,
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	-- Method: start
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	-- Begins a tweened transition, overriding any existing tween.
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	--
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	-- Arguments:
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	--		target - target object
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	--		property - Usually, this is a string name of a property of the target object.
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	--				   You may also specify a table of getter and setter methods instead,
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	--				   i.e. { myGetter, mySetter }. In either case, the property or functions
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	--				   must work with either number values, or tables of numbers.
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	--		to - destination value, either number or color table
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	--		duration - how long the tween should last in seconds, default 1
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	--		ease - function name (in Tween.easers) to use to control how the value changes, default 'linear'
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	--
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	-- Returns:
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	--		A <Promise> that is fulfilled when the tween completes. If the object is already
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	--		in the state requested, the promise resolves immediately. The tween object returns two
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	--		things to the promise: a table of properties about the tween that match the arguments initially
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	--		passed, and a reference to the Tween that completing the tween.
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	start = function (self, target, property, to, duration, ease)
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		duration = duration or 1
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		ease = ease or 'linear'
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		local propType = type(property)
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		if STRICT then
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			assert(type(target) == 'table' or type(target) == 'userdata', 'target must be a table or userdata')
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			assert(propType == 'string' or propType == 'number' or propType == 'table', 'property must be a key or table of getter/setter methods')
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			if propType == 'string' or propType == 'number' then
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				assert(target[property], 'no such property ' .. tostring(property) .. ' on target') 
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			end
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			assert(type(duration) == 'number', 'duration must be a number')
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			assert(self.easers[ease], 'easer ' .. ease .. ' is not defined')
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		end
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35 by Josh C
cluke009 zoetrope + my spritebatch changes
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		local tween = { target = target, property = property, propType = propType, to = to, duration = duration, ease = ease }
1 by Josh C
zoetrope 1.4
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		tween.from = self:getTweenValue(tween)
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		tween.type = type(tween.from)
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		-- calculate change; if it's trivial, skip the tween
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		if tween.type == 'number' then
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			tween.change = tween.to - tween.from
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			if math.abs(tween.change) < NEARLY_ZERO then
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				return Promise:new{ state = 'fulfilled', _resolvedWith = { tween, self } }
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			end
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		elseif tween.type == 'table' then
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			tween.change = {}
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			local skip = true
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			for i, value in ipairs(tween.from) do
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				tween.change[i] = tween.to[i] - tween.from[i]
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				if math.abs(tween.change[i]) > NEARLY_ZERO then
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					skip = false
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				end
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			end
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			if skip then
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				return Promise:new{ state = 'fulfilled', _resolvedWith = { tween, self } }
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			end
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		else
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			error('tweened property must either be a number or a table of numbers, is ' .. tween.type)
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		end
35 by Josh C
cluke009 zoetrope + my spritebatch changes
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		-- check for an existing tween for this target and property
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		for i, existing in ipairs(self.tweens) do
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			if target == existing.target and property == existing.property then
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				if to == existing.to then
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					return existing.promise
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				else
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					existing.promise:fail('Overridden by a later tween')
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					table.remove(self.tweens, i)
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				end
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			end
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		end
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1 by Josh C
zoetrope 1.4
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		tween.elapsed = 0
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		tween.promise = Promise:new()
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		table.insert(self.tweens, tween)
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		self.active = true
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		return tween.promise
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	end,
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	-- Method: status
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	-- Returns how much time is left for a particular tween to run.
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	--
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	-- Arguments:
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	--		target - target object
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	--		property - name of the property being tweened, or getter
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	--				   (as set in the orignal <start()> call)
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	--
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	-- Returns:
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	--		Either the time left in the tween, or nil if there is
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	--		no tween matching the arguments passed.
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	status = function (self, target, property)
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		for _, t in pairs(self.tweens) do
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			if t.target == target then
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				if t.property == property or (type(t.property) == 'table' and t.property[1] == property) then
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					return t.duration - t.elapsed
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				end
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			end
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		end
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		return nil
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	end,
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	-- Method: stop
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	-- Stops a tween. The promise associated with it will be failed.
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	--
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	-- Arguments:
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	--		target - tween target
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	-- 		property - name of property being tweened, or getter (as set in the original <start()> call); 
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	--				   if omitted, stops all tweens on the target
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	--
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	-- Returns:
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	--		nothing
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	stop = function (self, target, property)
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		local found = false
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		for i, tween in ipairs(self.tweens) do
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			if tween.target == target and (tween.property == property or
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			   (type(tween.property) == 'table' and tween.property[1] == property) or
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			   not property) then
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			   	found = true
35 by Josh C
cluke009 zoetrope + my spritebatch changes
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				tween.promise:fail('Stopped')
1 by Josh C
zoetrope 1.4
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				table.remove(self.tweens, i)
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			end
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		end
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		if STRICT and not found then
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			local info = debug.getinfo(2, 'Sl')
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			print('Warning: asked to stop a tween, but no active tweens match it (' ..
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				  info.short_src .. ', line ' .. info.currentline .. ')')
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		end
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	end,
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	update = function (self, elapsed)	
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		for i, tween in ipairs(self.tweens) do
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			self.active = true
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			tween.elapsed = tween.elapsed + elapsed
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			if tween.elapsed >= tween.duration then
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				-- tween is completed
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				self:setTweenValue(tween, tween.to)
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				table.remove(self.tweens, i)
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				tween.promise:fulfill(tween, self)
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			else
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				-- move tween towards finished state
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				if tween.type == 'number' then
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					self:setTweenValue(tween, self.easers[tween.ease](tween.elapsed,
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									   tween.from, tween.change, tween.duration))
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				elseif tween.type == 'table' then
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					local now = {}
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					for i, value in ipairs(tween.from) do
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						now[i] = self.easers[tween.ease](tween.elapsed, tween.from[i],
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														 tween.change[i], tween.duration)
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					end
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					self:setTweenValue(tween, now)
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				end
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			end
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		end
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		self.active = (#self.tweens > 0)
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	end,
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	getTweenValue = function (self, tween)
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		if tween.propType == 'string' or tween.propType == 'number' then
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			return tween.target[tween.property]
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		else
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			return tween.property[1](tween.target)
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		end
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	end,
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	setTweenValue = function (self, tween, value)
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		if tween.propType == 'string' or tween.propType == 'number' then
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			tween.target[tween.property] = value
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		else
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			tween.property[2](tween.target, value)
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		end
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	end,
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	__tostring = function (self)
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		local result = 'Tween ('
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		if self.active then
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			result = result .. 'active, '
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			result = result .. #self.tweens .. ' tweens running'
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		else
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			result = result .. 'inactive'
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		end
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		return result .. ')'
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	end
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}