Commit Graph
5 Commits
Author SHA1 Message Date
adminandClaude Opus 5 bf02c9e8b3 Timeline keys can be copied and pasted at the playhead, duplicated with Ctrl+drag, and frames inserted or removed from a right-click menu (#102)
game-maker / gate (push) Successful in 1m34s
game-maker / suite (push) Successful in 5m38s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 12:53:56 +02:00
adminandClaude Opus 5 beeea355d9 Animation rows can target behavior variables and shader parameters (#104)
game-maker / gate (push) Successful in 1m33s
game-maker / suite (push) Successful in 5m38s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 09:04:29 +02:00
adminandClaude Opus 5 b278605c53 Keys carry an easing for the span to the next key: linear, step, ease in, ease out, ease in-out (#101)
game-maker / gate (push) Successful in 1m32s
game-maker / suite (push) Successful in 5m36s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 07:27:44 +02:00
adminandClaude Opus 5 193378e6a9 An animation is a timeline of rows over one asset, played on an object rather than worn as a picture (#97)
Part (a) of the animation rework: model, commands, saving, runtime and nodes.

- AnimationAsset holds a root (sprite, text, container or scene) and rows; a row keys one
  property of the root or of an object inside it, keys sit on whole frames.
- The last key decides the length (its frame counts as a frame of its own). The playhead runs
  between frames, so numbers and colors blend every tick even at 10 fps; everything else holds.
- Playback gains `once-reset`, which puts back what was there before the start. A row can be
  relative, adding to where its target stood.
- Play / Pause / Stop animation act on an object; each instance plays on its own, the later
  start wins on a shared property, and a behavior writing the same property still writes last.
- A sprite no longer wears an animation through `texture`. "Create animation from texture"
  builds a sprite plus a texture row keyed frame by frame instead.
- The Animation tab shows a placeholder until the timeline editor (part b) lands.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 20:02:25 +02:00
rootandClaude Opus 5 1135bf4562 Play sprite animations from an animation asset worn through texture
An animation asset is a list of pictures (whole textures or frames) with
frames per second and Loop/Once/Ping-pong playback. A sprite wears it
through its texture property, so the picker, instance overrides and the
Properties node work unchanged; there is no dedicated play node.

A different animation starts from its first frame, the same one set again
runs on, so a graph may choose Run or Idle every frame. The clock lives on
the entity, not in props, which the world writes back as overrides. The
AnimationSystem ticks before behaviors, and On animation finished fires
once when a Once animation reaches its end.

The Animation tab plays a preview above a frame strip: reorder by dragging,
Delete, duplicate, + Frames, pause/resume, and wheel zoom about the pointer
with pan and Fit. Scene and Container tabs show the first frame; edit mode
has no clock. Right-clicking a texture creates an animation from its frames.

Button now measures its label with the bold font it draws in, which cut
the Animation tab and red dialog buttons short.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 23:52:34 +02:00