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#+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))
#+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 |
| ~ease~ | Easing symbol (see table below) or ~(lambda (t) ...)= with ~t~ in $[0,1]$ |
| ~on-complete~ | Optional ~(lambda (entity) ...)=, called **once** when the tween reaches its targets |
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.
** ~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.
** ~tween-finished?~ / ~tween-active?~
Predicates on the tween struct.
* 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 yoyo).
- Numeric properties only.
- No engine integration — you wire ~tween-step~ yourself.
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