remove naturalSpeed property of animation function

This commit is contained in:
printempw 2018-02-12 12:23:05 +08:00
parent 5b215cdcca
commit a0730f8da8
2 changed files with 18 additions and 21 deletions

View File

@ -15,7 +15,6 @@ class AnimationHandle {
this.speed = this._speed = 1.0;
this._lastChange = null;
this._lastChangeX = null;
this._animationNaturalSpeed = animation.naturalSpeed || 1.0;
}
play(player, time) {
if (this._lastChange === null) {
@ -32,7 +31,7 @@ class AnimationHandle {
}
if (this.paused === false) {
let dt = time - this._lastChange;
let x = this._lastChangeX + (this.speed * this._animationNaturalSpeed) * dt;
let x = this._lastChangeX + this.speed * dt;
invokeAnimation(this.animation, player, x);
}
}
@ -59,40 +58,43 @@ class CompositeAnimation {
let WalkingAnimation = (player, time) => {
let skin = player.skin;
// Multiply by animation's natural speed
time *= 8;
// Leg swing
skin.leftLeg.rotation.x = Math.sin(time) * 0.3;
skin.rightLeg.rotation.x = Math.sin(time + Math.PI) * 0.3;
skin.leftLeg.rotation.x = Math.sin(time) * 0.5;
skin.rightLeg.rotation.x = Math.sin(time + Math.PI) * 0.5;
// Arm swing
skin.leftArm.rotation.x = Math.sin(time + Math.PI) * 0.5;
skin.leftArm.rotation.x = Math.sin(time + Math.PI) * 0.5;
skin.rightArm.rotation.x = Math.sin(time) * 0.5;
let basicArmRotationZ = Math.PI * 0.02;
skin.leftArm.rotation.z = Math.cos(time) * 0.03 + basicArmRotationZ;
let basicArmRotationZ = Math.PI * 0.02;
skin.leftArm.rotation.z = Math.cos(time) * 0.03 + basicArmRotationZ;
skin.rightArm.rotation.z = Math.cos(time + Math.PI) * 0.03 - basicArmRotationZ;
// Head shaking with different frequency & amplitude
skin.head.rotation.y = Math.sin(time / 2) * 0.2;
skin.head.rotation.x = Math.sin(time / 3) * 0.15;
skin.head.rotation.y = Math.sin(time / 4) * 0.2;
skin.head.rotation.x = Math.sin(time / 5) * 0.1;
// Always add an angle for cape around the x axis
let basicCapeRotationX = Math.PI * 0.06;
player.cape.rotation.x = Math.sin(time / 1.5) * 0.06 + basicCapeRotationX;
};
WalkingAnimation.naturalSpeed = 5;
let RunningAnimation = (player, time) => {
let skin = player.skin;
time *= 15;
// Leg swing with larger amplitude
skin.leftLeg.rotation.x = Math.cos(time + Math.PI) * 1.3;
skin.leftLeg.rotation.x = Math.cos(time + Math.PI) * 1.3;
skin.rightLeg.rotation.x = Math.cos(time) * 1.3;
// Arm swing
skin.leftArm.rotation.x = Math.cos(time) * 1.5;
skin.leftArm.rotation.x = Math.cos(time) * 1.5;
skin.rightArm.rotation.x = Math.cos(time + Math.PI) * 1.5;
let basicArmRotationZ = Math.PI * 0.1;
skin.leftArm.rotation.z = Math.cos(time) * 0.1 + basicArmRotationZ;
let basicArmRotationZ = Math.PI * 0.1;
skin.leftArm.rotation.z = Math.cos(time) * 0.1 + basicArmRotationZ;
skin.rightArm.rotation.z = Math.cos(time + Math.PI) * 0.1 - basicArmRotationZ;
// Jumping
@ -112,14 +114,10 @@ let RunningAnimation = (player, time) => {
// You shouldn't glance right and left when running dude :P
};
RunningAnimation.naturalSpeed = 13;
let RotatingAnimation = (player, time) => {
player.rotation.y = time;
};
RotatingAnimation.naturalSpeed = 1;
export {
CompositeAnimation,
invokeAnimation,

View File

@ -1,10 +1,9 @@
import { PlayerObject } from "./model";
export interface IAnimation {
naturalSpeed?: number;
play(player: PlayerObject, time: number): void;
}
export type AnimationFn = ((player: PlayerObject, time: number) => void) & { naturalSpeed?: number };
export type AnimationFn = (player: PlayerObject, time: number) => void;
export type Animation = AnimationFn | IAnimation;
export function invokeAnimation(