# ============================================================================ # tween.ludic — fluent, stateful tween handles the engine advances (#48). # # The pure Tween.* namespace (emit_anim.ludic) interpolates a single value from a # game-managed timer. This adds the *sequenced* layer the follow-up asked for: a # disposable handle that chains several segments — tween, delay, tween — and that # the engine advances one tick per frame, so a game fires a multi-step motion once # and just reads the current value: # # var h = Tween.to(0, 100, 30, 2) # ease-out 0 -> 100 over 30 ticks # h = Tween.delay(h, 15) # hold 15 ticks # h = Tween.chain(h, 0, 30, 1) # then ease-in 100 -> 0 over 30 ticks # # ...each frame the engine advances it... # sprite.x = Tween.value(h) # if Tween.done(h) { ... } # # Everything is integer + Q16.16-free (the ease curves run in 0..1024 fixed-point, # like Motion), so a sequence plays identically on every run and headless — free # replays and lockstep. The handle pool is fixed-size; Tween.to reuses a finished # slot, so a game that starts and finishes tweens forever never runs out. # ============================================================================ const TW_MAX: int = 64 # concurrent handles const TW_SEGS: int = 8 # segments per handle (chain depth) # per-handle state export state RtTweenState { tw_used: words = null # slot in use (1) or free (0) tw_seg: words = null # index of the segment currently playing tw_nseg: words = null # number of segments queued tw_tick: words = null # ticks elapsed inside the current segment tw_value: words = null # OUTPUT: the value this frame tw_done: words = null # OUTPUT: 1 once every segment has finished tw_kind: words = null # 0 = tween (from->to), 1 = delay (hold) tw_from: words = null tw_to: words = null tw_dur: words = null # segment length in ticks tw_ease: words = null # 0 linear, 1 in, 2 out, 3 in-out (Motion's curves) } # per-segment state (flat: handle * TW_SEGS + seg) function tw_init(rt_tween_st: mut RtTweenState) -> void { if rt_tween_st.tw_used == null { rt_tween_st.tw_used = words(TW_MAX) rt_tween_st.tw_seg = words(TW_MAX) rt_tween_st.tw_nseg = words(TW_MAX) rt_tween_st.tw_tick = words(TW_MAX) rt_tween_st.tw_value = words(TW_MAX) rt_tween_st.tw_done = words(TW_MAX) rt_tween_st.tw_kind = words(TW_MAX * TW_SEGS) rt_tween_st.tw_from = words(TW_MAX * TW_SEGS) rt_tween_st.tw_to = words(TW_MAX * TW_SEGS) rt_tween_st.tw_dur = words(TW_MAX * TW_SEGS) rt_tween_st.tw_ease = words(TW_MAX * TW_SEGS) } } # claim a free handle (a finished or never-used slot). -1 if the pool is full. function tw_alloc(rt_tween_st: mut RtTweenState) -> int { tw_init(rt_tween_st) var i = 0 while i < TW_MAX { if rt_tween_st.tw_used[i] == 0 { return i } i += 1 } # none free: reuse the first finished handle so long-lived games don't leak. i = 0 while i < TW_MAX { if rt_tween_st.tw_done[i] != 0 { return i } i += 1 } return -1 } # append one segment to a handle (internal). Silently ignored past TW_SEGS. function tw_push(rt_tween_st: mut RtTweenState, h: int, kind: int, from: int, to: int, dur: int, ease: int) -> void { if (h < 0) or (h >= TW_MAX) { return } let n = rt_tween_st.tw_nseg[h] if n >= TW_SEGS { return } let s = h * TW_SEGS + n rt_tween_st.tw_kind[s] = kind rt_tween_st.tw_from[s] = from rt_tween_st.tw_to[s] = to rt_tween_st.tw_dur[s] = dur rt_tween_st.tw_ease[s] = ease rt_tween_st.tw_nseg[h] = n + 1 } # start a new tween handle: from -> to over `dur` ticks with easing `ease`. function tween_to(rt_tween_st: mut RtTweenState, from: int, to: int, dur: int, ease: int) -> int { let h = tw_alloc(rt_tween_st) if h < 0 { return -1 } rt_tween_st.tw_used[h] = 1 rt_tween_st.tw_seg[h] = 0 rt_tween_st.tw_nseg[h] = 0 rt_tween_st.tw_tick[h] = 0 rt_tween_st.tw_value[h] = from rt_tween_st.tw_done[h] = 0 tw_push(rt_tween_st, h, 0, from, to, dur, ease) return h } # chain a tween segment after the handle's current queue: continues from where the # previous segment ends, so the game only names the new target. Returns the handle # for fluent chaining. function tween_chain(rt_tween_st: mut RtTweenState, h: int, to: int, dur: int, ease: int) -> int { if (h < 0) or (h >= TW_MAX) { return h } var from = rt_tween_st.tw_value[h] let n = rt_tween_st.tw_nseg[h] if n > 0 { let last = h * TW_SEGS + (n - 1) if rt_tween_st.tw_kind[last] == 0 { from = rt_tween_st.tw_to[last] } # continue from the previous tween's end } tw_push(rt_tween_st, h, 0, from, from + (to - from), dur, ease) # `to` is the absolute target return h } # chain a pause of `ticks` ticks (the value holds). Returns the handle. function tween_delay(rt_tween_st: mut RtTweenState, h: int, ticks: int) -> int { if (h < 0) or (h >= TW_MAX) { return h } tw_push(rt_tween_st, h, 1, 0, 0, ticks, 0) return h } # the value of a handle this frame. function tween_value(rt_tween_st: RtTweenState, h: int) -> int { if (h < 0) or (h >= TW_MAX) { return 0 } return rt_tween_st.tw_value[h] } # has every segment of the handle finished? function tween_done(rt_tween_st: RtTweenState, h: int) -> bool { if (h < 0) or (h >= TW_MAX) { return true } return rt_tween_st.tw_done[h] != 0 } # are two handles both finished? — the completion of a parallel pair. Independent # handles advance together each frame, so running several at once *is* parallel; # this is the "all done" query over a pair. function tween_parallel(rt_tween_st: RtTweenState, a: int, b: int) -> bool { return tween_done(rt_tween_st, a) and tween_done(rt_tween_st, b) } # free a handle immediately (stop and dispose). Its value is frozen where it was. function tween_stop(rt_tween_st: mut RtTweenState, h: int) -> void { if (h < 0) or (h >= TW_MAX) { return } rt_tween_st.tw_used[h] = 0 rt_tween_st.tw_done[h] = 1 } # floor of a/b for non-negative a (the tick counter only ever rises). function tw_div(a: int, b: int) -> int { if b <= 0 { return 0 } return a / b } # the same integer easing curves Motion uses (progress carried in 0..1024). function tween_ease(t: int, ease: int) -> int { if ease == 1 { return t * t / 1024 } if ease == 2 { let u = 1024 - t; return 1024 - (u * u / 1024) } if ease == 3 { if t < 512 { return (t * t / 1024) * 2 } let u = 1024 - t return 1024 - (u * u / 1024) * 2 } return t } # advance one active handle by a tick: interpolate within the current segment, # roll over to the next when it ends, latch done past the last. function tw_advance_one(rt_tween_st: mut RtTweenState, h: int) -> void { if rt_tween_st.tw_done[h] != 0 { return } let n = rt_tween_st.tw_nseg[h] if n == 0 { rt_tween_st.tw_done[h] = 1; return } var seg = rt_tween_st.tw_seg[h] if seg >= n { rt_tween_st.tw_done[h] = 1; return } var tick = rt_tween_st.tw_tick[h] + 1 let s = h * TW_SEGS + seg let dur = rt_tween_st.tw_dur[s] let kind = rt_tween_st.tw_kind[s] if kind == 0 { # a tween segment var t = 1024 if dur > 0 { t = tw_div(tick * 1024, dur) } if t > 1024 { t = 1024 } let te = tween_ease(t, rt_tween_st.tw_ease[s]) rt_tween_st.tw_value[h] = rt_tween_st.tw_from[s] + (rt_tween_st.tw_to[s] - rt_tween_st.tw_from[s]) * te / 1024 } # (a delay segment holds tw_value unchanged.) if tick >= dur { # this segment finished: advance if kind == 0 { rt_tween_st.tw_value[h] = rt_tween_st.tw_to[s] } # rest exactly on the target seg += 1 rt_tween_st.tw_seg[h] = seg rt_tween_st.tw_tick[h] = 0 if seg >= n { rt_tween_st.tw_done[h] = 1 } } else { rt_tween_st.tw_tick[h] = tick } } # the engine-owned system: advance every active tween handle one tick. Inserted # into the Update phase when a game uses Tween.to (emit_game.ludic). function esys_tween(rt_tween_st: mut RtTweenState) -> void { if rt_tween_st.tw_used == null { return } var i = 0 while i < TW_MAX { if (rt_tween_st.tw_used[i] != 0) and (rt_tween_st.tw_done[i] == 0) { tw_advance_one(rt_tween_st, i) } i += 1 } }