Build your own easing curve and use it on keys and Lerp (#247)
game-maker / gate (push) Successful in 3m44s
game-maker / suite (push) Successful in 10m25s

The built-in eases cover the usual shapes, but a game often wants its
own: a coin that bounces twice, a door that overshoots and settles.
A new asset type holds such a curve, and keys and the Lerp node can
pick it instead of a built-in ease.

- New asset type "curve": points like in Vector art, x is t and y is
  the value. A new curve is the straight line from (0, 0) to (1, 1).
- One pure evaluation in src/core/model/curve.ts serves the timeline
  preview, the running game and the Lerp node.
- The curve always has one value per t. The end points stay at t 0
  and 1, points cannot pass each other, and a handle that reaches past
  its neighbour is shortened along its direction. Loading a hand-edited
  file applies the same rules.
- Curve tab: click on the line to insert a point that keeps the shape,
  click on free space to put one there, drag points and handles,
  double-click or Delete removes, Alt-click toggles round and sharp.
  Every step is one undo step.
- Presets: all 30 built-in eases plus Linear, fitted with adaptive
  subdivision. Each stays within 0.4 % of the built-in ease.
- Preview: a dot runs along the curve once a second, a second dot
  shows only the value. The Preview button stops it.
- Animation keys get "Curve" under Easing with a curve picker. Lerp
  gets "Curve" under Ease, and its result may overshoot b.
- A missing or unpicked curve runs linear. The inspector says so, the
  node shows it as a problem, and deleting a used curve warns with the
  number of keys and Lerp nodes.

Tests:
- ./check.sh: 180 files, 2612 tests, CHECK EXIT 0
- GM_STEPS=1-6,25,53: ALL PASSED, 309 checks
- New e2e module 53 with 13 checks, all with the real mouse. Expected
  values come from its own Bezier evaluation.
- Counter-checks bite: without Bezier evaluation 4 unit tests fail,
  without handle clamping 2. In the browser, a key that cannot find its
  curve, a click that sets no point and a handle drag that moves the
  point all turn checks red.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-09-27 15:58:05 +02:00
1 parent 320d3e27e1
commit 393b8ec7f9
41 files changed
+1981 -67

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@@ -70,6 +70,7 @@ import type { EditorState } from './state';
import { copySelection } from './clipboard';
import { PixelArtEditor } from './pixelart/PixelArtEditor';
import { VectorArtEditor } from './vectorart/VectorArtEditor';
import { CurveEditor } from './curve/CurveEditor';
import { TextureEditor } from './texture/TextureEditor';
import { installFileImport } from './fileImport';
import type { PluginManager } from './plugins/loader';
@@ -88,6 +89,7 @@ export type CentreTab =
| 'vectorart'
| 'pixelart'
| 'animation'
| 'curve'
| 'tile'
| 'container'
| 'list'
@@ -134,6 +136,7 @@ const PANE_ORDER = [
'vectorart',
'pixelart',
'animation',
'curve',
'tile',
'container',
'list',
@@ -152,6 +155,7 @@ const TAB_LABELS: Record<CentreTab, string> = {
vectorart: 'Vector art',
pixelart: 'Pixel art',
animation: 'Animation',
curve: 'Curve',
tile: 'Tile',
container: 'Container',
list: 'List',
@@ -197,6 +201,7 @@ export class Editor implements PlayHost {
readonly vectorArtEditor: VectorArtEditor;
readonly pixelArtEditor: PixelArtEditor;
readonly animationEditor: AnimationEditor;
readonly curveEditor: CurveEditor;
readonly tileEditor: TileEditor;
readonly containerEditor: ContainerEditor;
readonly listEditor: ListEditor;
@@ -276,6 +281,7 @@ export class Editor implements PlayHost {
this.vectorArtEditor = new VectorArtEditor(state);
this.pixelArtEditor = new PixelArtEditor(state);
this.animationEditor = new AnimationEditor(state);
this.curveEditor = new CurveEditor(state);
this.tileEditor = new TileEditor(state);
this.containerEditor = new ContainerEditor(state);
this.listEditor = new ListEditor(state);
@@ -380,6 +386,7 @@ export class Editor implements PlayHost {
vectorart: this.vectorArtEditor,
pixelart: this.pixelArtEditor,
animation: this.animationEditor,
curve: this.curveEditor,
tile: this.tileEditor,
container: this.containerEditor,
};
@@ -814,6 +821,8 @@ export class Editor implements PlayHost {
this.console.refresh();
if (this.tab === 'animation') this.animationEditor.tick(step);
if (this.tab === 'tile') this.tileEditor.tick(step);
// The preview is the editor's own, so it runs on while the game is paused.
if (this.tab === 'curve') this.curveEditor.tick(dt);
// Play repaints the machine tab itself (see `PlaySession.tick`); an editor run has no session
// to do it, and its states move just the same.
if (this.tab === 'statemachine' && this.editorRun.isRunning) this.stateMachineEditor.canvas.redraw();
@@ -837,7 +846,8 @@ export class Editor implements PlayHost {
this.tab === 'pixelart' ||
(this.tab === 'shader' && this.shaderEditor.animates) ||
(this.tab === 'animation' && this.animationEditor.isPlaying) ||
(this.tab === 'tile' && this.tileEditor.isPlaying)
(this.tab === 'tile' && this.tileEditor.isPlaying) ||
(this.tab === 'curve' && this.curveEditor.isPlaying)
);
}