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Jitter for transition into block
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f079c51ccf
commit
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@ -99,6 +99,7 @@ export default class TxBlockScene extends TxMondrianPoolScene {
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},
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},
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duration: this.laidOut ? 1000 : 1500,
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duration: this.laidOut ? 1000 : 1500,
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delay: 0,
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delay: 0,
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jitter: this.laidOut ? 0 : 1000,
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state: 'block'
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state: 'block'
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})
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})
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}
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}
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@ -2,9 +2,9 @@ import TxSprite from './TxSprite.js'
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// converts from this class's update format to TxSprite's update format
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// converts from this class's update format to TxSprite's update format
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// now, id, value, layer, position, size, palette, color, alpha, duration, adjust
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// now, id, value, layer, position, size, palette, color, alpha, duration, adjust
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function toSpriteUpdate(display, duration, start, adjust) {
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function toSpriteUpdate(display, duration, delay, start, adjust) {
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return {
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return {
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now: start || Date.now(),
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now: (start || Date.now()) + (delay || 0),
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duration: duration,
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duration: duration,
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...display,
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...display,
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...(display.color != null ? { palette: display.color.palette, color: display.color.index, alpha: display.color.alpha } : { color: null }),
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...(display.color != null ? { palette: display.color.palette, color: display.color.index, alpha: display.color.alpha } : { color: null }),
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@ -37,17 +37,18 @@ export default class TxView {
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delay: for queued transitions, how long to wait after current transition
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delay: for queued transitions, how long to wait after current transition
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completes to start.
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completes to start.
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*/
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*/
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update ({ display, duration, delay, state, start, adjust }) {
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update ({ display, duration, delay, jitter, state, start, adjust }) {
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this.state = state
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this.state = state
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if (jitter) delay += (Math.random() * jitter)
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if (!this.initialised || !this.sprite) {
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if (!this.initialised || !this.sprite) {
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this.initialised = true
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this.initialised = true
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const update = toSpriteUpdate(display, duration, start)
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const update = toSpriteUpdate(display, duration, delay, start)
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update.id = this.id
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update.id = this.id
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update.value = this.value
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update.value = this.value
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this.sprite = new TxSprite(update, this.vertexArray)
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this.sprite = new TxSprite(update, this.vertexArray)
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} else {
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} else {
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const update = toSpriteUpdate(display, duration, start, adjust)
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const update = toSpriteUpdate(display, duration, delay, start, adjust)
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this.sprite.update(update)
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this.sprite.update(update)
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}
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}
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}
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}
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