Example #1
0
        // execute action for every frame
        // if action is finished, return true;
        public override bool step(FrmEmulator emulator, long time)
        {
            float elapsed = time - run_startTime;

            if (elapsed > duration)
            {
                elapsed = duration;
            }

            TLayer layer = sequence.animation.layer;

            if (layer is TActor)
            {
                TActor target = (TActor)layer;
                float  width  = run_easingFunction.ease(easingType, easingMode, duration, elapsed, run_startScale.Width, run_endScale.Width);
                float  height = run_easingFunction.ease(easingType, easingMode, duration, elapsed, run_startScale.Height, run_endScale.Height);
                target.scale = new SizeF(width, height);
            }

            return(base.step(emulator, time));
        }
        // execute action for every frame
        // if action is finished, return true;
        public override bool step(FrmEmulator emulator, long time)
        {
            float elapsed = time - run_startTime;

            if (elapsed > duration)
            {
                elapsed = duration;
            }

            TLayer layer = sequence.animation.layer;

            if (layer is TActor)
            {
                TActor target = (TActor)layer;
                float  x      = run_easingFunction.ease(easingType, easingMode, duration, elapsed, run_startPos.X, run_endPos.X);
                float  y      = run_easingFunction.ease(easingType, easingMode, duration, elapsed, run_startPos.Y, run_endPos.Y);
                target.position = new PointF(x, y);
            }

            return(base.step(emulator, time));
        }
Example #3
0
        // execute action for every frame
        // if action is finished, return true;
        public override bool step(FrmEmulator emulator, long time)
        {
            float elapsed = time - run_startTime;

            if (elapsed > duration)
            {
                elapsed = duration;
            }

            TLayer layer = sequence.animation.layer;

            layer.alpha = run_easingFunction.ease(easingType, easingMode, duration, elapsed, run_startAlpha, run_endAlpha);

            return(base.step(emulator, time));
        }
        // execute action for every frame
        // if action is finished, return true;
        public override bool step(FrmEmulator emulator, long time)
        {
            float elapsed = time - run_startTime;

            if (elapsed > duration)
            {
                elapsed = duration;
            }

            TLayer layer = sequence.animation.layer;

            if (layer is TActor)
            {
                TActor target = (TActor)layer;
                target.rotation = TUtil.normalizeDegreeAngle(run_easingFunction.ease(easingType, easingMode, duration, elapsed, run_startAngle, run_endAngle));
            }

            return(base.step(emulator, time));
        }
Example #5
0
        // execute action for every frame
        // if action is finished, return true;
        public override bool step(FrmEmulator emulator, long time)
        {
            float elapsed = time - run_startTime;

            if (elapsed > duration)
            {
                elapsed = duration;
            }

            TLayer layer = sequence.animation.layer;

            if (layer is TActor)
            {
                TActor target = (TActor)layer;
                float  t      = run_easingFunction.ease(easingType, easingMode, duration, elapsed, 0, 1);
                target.position = bezier(t);
            }

            return(base.step(emulator, time));
        }