#+title: Tweens #+author: Downstroke Contributors * Overview The =downstroke-tween= module interpolates **numeric** entity properties over wall-clock time. It is **decoupled** from the engine: you create tween values, call =tween-step= each frame from your =update:= hook, and store the returned entity back into the scene. Durations and delays are in **milliseconds**, matching the =dt= argument to =update:=. * Import #+begin_src scheme (import downstroke-tween) #+end_src * Core API ** ~make-tween~ #+begin_src scheme (make-tween entity #!key props duration (delay 0) ease (on-complete #f) (repeat 0) (yoyo? #f)) #+end_src | Keyword | Meaning | |---------+---------| | ~props~ | Alist =((#:x . 200) (#:y . 40))= — keyword keys, numeric targets | | ~duration~ | Positive integer, milliseconds of interpolation (after ~delay~) | | ~delay~ | Non-negative integer ms before interpolation starts (first cycle only) | | ~ease~ | Easing symbol (see table below) or ~(lambda (t) ...)= with ~t~ in $[0,1]$ | | ~on-complete~ | Optional ~(lambda (entity) ...)=, called **once** when the tween fully ends (not called with ~repeat: -1~) | | ~repeat~ | ~0~ = play once (default), ~N~ = replay N additional times, ~-1~ = loop forever | | ~yoyo?~ | ~#f~ (default) = replay same direction, ~#t~ = reverse direction each cycle | Start values are captured from ~entity~ at construction time. While the tween runs, intermediate values may be **inexact** (flonums) even if starts and ends are integers. *** Repeat and yoyo ~repeat:~ controls how many extra times the tween replays after the initial play. ~yoyo?: #t~ swaps start and end values on each cycle, creating a ping-pong effect. | ~repeat~ | ~yoyo?~ | Behavior | |------+-------+----------| | ~0~ | either | Play once and finish (default) | | ~1~ | ~#f~ | Play forward twice, then finish | | ~1~ | ~#t~ | Play forward, then backward, then finish | | ~-1~ | ~#f~ | Play forward forever | | ~-1~ | ~#t~ | Ping-pong forever | ~delay:~ only applies before the first cycle. ~on-complete~ fires once when the last repeat finishes; it never fires with ~repeat: -1~. Overflow time from a completed cycle carries into the next cycle for smooth transitions. ** ~tween-step~ #+begin_src scheme (tween-step tween entity dt) #+end_src Returns ~(values new-tween new-entity)~. Advance time by ~dt~ (ms). Before ~delay~ elapses, ~entity~ is unchanged. After completion, further steps return the same values (idempotent). When the tween completes, ~on-complete~ runs with the **final** entity (targets applied), then the callback slot is cleared. With ~repeat:~ / ~yoyo?:~, the tween automatically resets for the next cycle. ** ~tween-finished?~ / ~tween-active?~ Predicates on the tween struct. ** ~step-tweens~ (pipeline step) #+begin_src scheme (step-tweens entity dt) #+end_src Auto-advances ~#:tween~ on an entity. If the entity has no ~#:tween~ key, returns the entity unchanged. When the tween finishes (no more repeats), ~#:tween~ is removed from the entity. Respects ~#:skip-pipelines~: skipped when ~'tweens~ is in the list. This is the recommended way to run tweens in most games. Attach a tween to an entity and include ~step-tweens~ in your per-entity pipeline: #+begin_src scheme (scene-update-entities scene (lambda (e) (step-tweens e dt))) #+end_src ** Entity key: ~#:tween~ Attach a tween directly to an entity for automatic advancement by ~step-tweens~: #+begin_src scheme (list #:type 'platform #:x 100 #:y 300 #:width 48 #:height 16 #:solid? #t #:immovable? #t #:gravity? #f #:tween (make-tween (list #:x 100) props: '((#:x . 300)) duration: 3000 ease: 'sine-in-out repeat: -1 yoyo?: #t)) #+end_src The platform ping-pongs between x=100 and x=300 forever. No manual tween management needed. * Easing Each ease maps normalized time ~t ∈ [0,1]~ to an interpolation factor (usually in ~[0,1]~; ~back-out~ may exceed ~1~ briefly). | Symbol | Procedure | |--------|-----------| | ~linear~ | ~ease-linear~ | | ~quad-in~, ~quad-out~, ~quad-in-out~ | quadratic | | ~cubic-in~, ~cubic-out~, ~cubic-in-out~ | cubic | | ~sine-in-out~ | smooth sine | | ~expo-in~, ~expo-out~, ~expo-in-out~ | exponential | | ~back-out~ | overshoot then settle (Robert Penner–style) | ** ~ease-named~ / ~ease-resolve~ ~ease-named~ turns a symbol into a procedure. ~ease-resolve~ accepts a symbol or procedure (identity for procedures) for use in custom tooling. All easing procedures are exported if you want to compose curves manually. * Order of operations with physics Tweens usually **fight** velocity and gravity if both update ~#:x~ / ~#:y~. Typical pattern: 1. Set the entity’s ~#:skip-pipelines~ to skip integration steps you do not want (see [[physics.org][Physics]]). 2. Run ~tween-step~ for that entity. 3. Run your normal physics pipeline (collisions can still run). Clear ~#:skip-pipelines~ in ~on-complete~ when the tween ends. Example skip list for “kinematic shove” while keeping tile collisions: #+begin_src scheme (entity-set player #:skip-pipelines '(jump acceleration gravity velocity-x velocity-y)) #+end_src * Demo =bin/demo-tweens= (source =demo/tweens.scm=) shows one row per easing and a crate that tweens horizontally while integration is skipped and tile resolution still runs. * Limitations (current version) - Single segment per tween (no built-in chains or sequences). - Numeric properties only.