Animations blend out on Stop and at the end of Once (reset), and Play can restart a running animation (#106)
game-maker / gate (push) Successful in 1m33s
game-maker / suite (push) Successful in 5m37s

Stop animation gets a blend (s) port that fades the animation back to what
lies underneath. Play animation gets blend out (s) for Once (reset) and a
restart port that starts a running, paused or fading animation from frame 0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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adminandClaude Opus 5 committed 2026-09-17 11:50:10 +02:00
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@@ -703,6 +703,189 @@ describe('blending into an animation that takes over (#106)', () => {
});
});
describe('fading an animation out (#106)', () => {
it('blends a once-reset pass back to where it started, while another animation runs on', () => {
const { f, walk, box } = slide({ playback: 'once-reset' });
const bob = addAnimation(f, f.spriteId, { fps: 10, playback: 'pingpong' }, 'Bob');
addRow(f, bob, 'y', [
[0, 0],
[4, 40],
]);
const world = World.instantiate(f.project, f.sceneId);
const system = new AnimationSystem();
world.addSystem(system);
const sprite = world.findByObjectId(box)!;
sprite.x = 10;
playAnimation(sprite, bob.id);
playAnimation(sprite, walk.id, 0, 0.4);
const reports: number[] = [];
const tick = () => {
world.tick(0.1);
reports.push(system.finished.length);
};
for (let i = 0; i < 11; i++) tick();
expect(sprite.x).toBe(90);
const xs: number[] = [];
const ys: number[] = [];
for (let i = 0; i < 4; i++) {
tick();
xs.push(sprite.x);
ys.push(sprite.y);
}
// From the last key's 90 back to the starting 10 by 1/4 steps; the bob turns on at 40 meanwhile.
[70, 50, 30, 10].forEach((x, i) => expect(xs[i]).toBeCloseTo(x));
[30, 40, 30, 20].forEach((y, i) => expect(ys[i]).toBeCloseTo(y));
expect(reports.filter((n) => n > 0)).toEqual([1]);
expect(sprite.animations?.map((p) => p.animationId)).toEqual([bob.id]);
});
it('fades a stopped animation back to what an earlier animation writes there, live', () => {
const { f, walk, sprite, frame } = slide();
const duck = addAnimation(f, f.spriteId, { fps: 10 }, 'Duck');
addRow(f, duck, 'x', [[0, -100]]);
playAnimation(sprite, walk.id);
frame(0.1);
playAnimation(sprite, duck.id);
frame(0.1);
frame(0.1);
expect(sprite.x).toBe(-100);
stopAnimation(sprite, duck.id, 0.4);
const seen: number[] = [];
for (let i = 0; i < 5; i++) {
frame(0.1);
seen.push(sprite.x);
}
// The walk runs on at 30, 40, 50, 60, 70; the duck gives way by 1/4, 1/2, 3/4, all – then is gone.
[-67.5, -30, 12.5, 60, 70].forEach((x, i) => expect(seen[i]).toBeCloseTo(x));
expect(sprite.animations?.map((p) => p.animationId)).toEqual([walk.id]);
});
it('fades back to the starting value with nothing below, switches what cannot blend at once, also paused', () => {
const { f, walk, sprite, frame } = slide();
addRow(f, walk, 'mirrorX', [[0, true]]);
sprite.x = 100;
playAnimation(sprite, walk.id);
frame(0.1);
frame(0.2);
expect(sprite.props.mirrorX).toBe(true);
pauseAnimation(sprite, walk.id);
stopAnimation(sprite, walk.id, 0.2);
frame(0.1);
// Held at 20 by the pause, half way back to 100.
expect(sprite.x).toBeCloseTo(60);
expect(sprite.props.mirrorX).toBe(false);
frame(0.1);
expect(sprite.x).toBeCloseTo(100);
expect(sprite.animations).toEqual([]);
});
it('ends one that has not reached anything yet at once, blend or not', () => {
const { walk, sprite } = slide();
playAnimation(sprite, walk.id);
stopAnimation(sprite, walk.id, 0.5);
expect(sprite.animations).toEqual([]);
});
it('turns a fade round without a jump when played again', () => {
const { walk, sprite, frame } = slide();
sprite.x = 100;
playAnimation(sprite, walk.id);
frame(0.1);
frame(0.2);
stopAnimation(sprite, walk.id, 0.8);
frame(0.1);
// The walk at 30, 1/8 of the way back to 100.
expect(sprite.x).toBeCloseTo(38.75);
playAnimation(sprite, walk.id, 1.6);
expect(sprite.animations?.[0]?.fade).toBeUndefined();
const seen: number[] = [];
for (let i = 0; i < 2; i++) {
frame(0.1);
seen.push(sprite.x);
}
// Blending in from 100 it stands at 7/8 – where the fade left it – and runs on from there: walk 40
// at 15/16, walk 50 all in.
[43.75, 50].forEach((x, i) => expect(seen[i]).toBeCloseTo(x));
});
it('starts a once-reset pass over when played again while it fades back, from where it stands', () => {
const { walk, sprite, frame } = slide({ playback: 'once-reset' });
sprite.x = 10;
playAnimation(sprite, walk.id, 0, 0.4);
for (let i = 0; i < 13; i++) frame(0.1);
expect(sprite.x).toBeCloseTo(50);
playAnimation(sprite, walk.id, 0.2, 0.4);
const player = sprite.animations?.[0];
expect(player).toMatchObject({ time: 0, blendOut: 0.4 });
expect(player?.fade).toBeUndefined();
frame(0.1);
// Frame 1 of the walk (10), blended in half way from the 50 the fade had reached.
expect(sprite.x).toBeCloseTo(30);
// Relative to the same start: it still goes back to 10 at the end.
expect(player?.bases).toEqual({ [`${sprite.id} x`]: 10 });
});
});
describe('restarting an animation that already runs', () => {
/** `walk` played for 0.4 s: frame 4, x 40. */
function walked() {
const s = slide();
s.sprite.x = 5;
playAnimation(s.sprite, s.walk.id);
s.frame(0.1);
s.frame(0.2);
s.frame(0.2);
expect(s.sprite.x).toBeCloseTo(40);
return s;
}
it('starts a running one over from its first frame, keeping its starting values', () => {
const { walk, sprite, frame } = walked();
const bases = { ...sprite.animations?.[0]?.bases };
playAnimation(sprite, walk.id);
frame(0.1);
expect(sprite.x).toBeCloseTo(50);
playAnimation(sprite, walk.id, 0, 0, true);
expect(sprite.animations?.[0]?.time).toBe(0);
frame(0.1);
expect(sprite.x).toBeCloseTo(10);
expect(sprite.animations?.[0]?.bases).toEqual(bases);
});
it('starts a paused one over and lets it run', () => {
const { walk, sprite, frame } = walked();
pauseAnimation(sprite, walk.id);
frame(0.1);
playAnimation(sprite, walk.id, 0, 0, true);
frame(0.1);
frame(0.1);
expect(sprite.x).toBeCloseTo(20);
});
it('blends the new start in from where it stands', () => {
const { walk, sprite, frame } = walked();
playAnimation(sprite, walk.id, 0.2, 0, true);
const seen: number[] = [];
for (let i = 0; i < 2; i++) {
frame(0.1);
seen.push(sprite.x);
}
// Walk 10 half blended in from 40, then walk 20 all in.
[25, 20].forEach((x, i) => expect(seen[i]).toBeCloseTo(x));
});
it('starts a fading one over instead of turning it round', () => {
const { walk, sprite, frame } = walked();
stopAnimation(sprite, walk.id, 0.8);
frame(0.1);
playAnimation(sprite, walk.id, 0, 0, true);
expect(sprite.animations?.[0]).toMatchObject({ time: 0, playing: true });
expect(sprite.animations?.[0]?.fade).toBeUndefined();
frame(0.1);
expect(sprite.x).toBeCloseTo(10);
});
});
describe('the reach of a played row (#109)', () => {
/** A sprite packed into `Inner`, `Inner` packed into `Outer`, and `Outer` placed in the scene. */
function nested() {
@@ -942,13 +1125,76 @@ describe('the animation nodes', () => {
const edit = graphEditor(f, behavior);
const start = edit.addNode('OnStart');
const owner = edit.addNode('Owner');
const play = edit.addNode('PlayAnimation', { animation: walk.id, blend: 0.6 });
const play = edit.addNode('PlayAnimation', { animation: walk.id, blend: 0.6, blendOut: 0.3 });
edit.wire([
[start, 'exec', play, 'exec'],
[owner, 'object', play, 'object'],
]);
const { world, frame } = startWorld(f, { behaviors: true });
frame(0.1);
expect(world.findByObjectId(box)!.animations?.[0]?.blend?.seconds).toBe(0.6);
expect(world.findByObjectId(box)!.animations?.[0]).toMatchObject({
blend: { seconds: 0.6 },
blendOut: 0.3,
});
});
it('restarts the animation every time when Restart is on, and lets it run on when off', () => {
const run = (restart: boolean) => {
const f = makeSpriteScene();
const box = place(f, f.spriteId, { x: 0, y: 0 });
const walk = addAnimation(f, f.spriteId, { fps: 10 });
addRow(f, walk, 'x', [
[0, 0],
[9, 90],
]);
const behavior = makeBehavior(f, 'Logic', []);
place(f, behavior.id, { x: 0, y: 0 }, box);
const edit = graphEditor(f, behavior);
const update = edit.addNode('OnUpdate');
const owner = edit.addNode('Owner');
const play = edit.addNode('PlayAnimation', { animation: walk.id, restart });
edit.wire([
[update, 'exec', play, 'exec'],
[owner, 'object', play, 'object'],
]);
const { world, frame } = startWorld(f, { animations: true, behaviors: true });
for (let i = 0; i < 5; i++) frame(0.1);
return world.findByObjectId(box)!.animations?.[0]?.time;
};
expect(run(false)).toBeGreaterThan(0.3);
expect(run(true)).toBeLessThan(0.15);
});
it('passes Blend on to Stop animation, which fades the player out (#106)', () => {
const f = makeSpriteScene();
const box = place(f, f.spriteId, { x: 0, y: 0 });
const walk = addAnimation(f, f.spriteId, { fps: 10 });
addRow(f, walk, 'x', [
[0, 0],
[9, 90],
]);
const cue = addAnimation(f, f.spriteId, { fps: 10, playback: 'once' }, 'Cue');
const behavior = makeBehavior(f, 'Logic', []);
place(f, behavior.id, { x: 0, y: 0 }, box);
const edit = graphEditor(f, behavior);
const start = edit.addNode('OnStart');
const owner = edit.addNode('Owner');
const playWalk = edit.addNode('PlayAnimation', { animation: walk.id });
const playCue = edit.addNode('PlayAnimation', { animation: cue.id });
const finished = edit.addNode('OnAnimationFinished', { animation: cue.id });
const stop = edit.addNode('StopAnimation', { animation: walk.id, blend: 0.5 });
edit.wire([
[start, 'exec', playWalk, 'exec'],
[playWalk, 'exec', playCue, 'exec'],
[owner, 'object', playWalk, 'object'],
[owner, 'object', playCue, 'object'],
[finished, 'exec', stop, 'exec'],
[owner, 'object', stop, 'object'],
]);
const { world, frame } = startWorld(f, { animations: true, behaviors: true });
for (let i = 0; i < 3; i++) frame(0.1);
expect(world.findByObjectId(box)!.animations).toMatchObject([
{ animationId: walk.id, fade: { seconds: 0.5 } },
]);
});
});