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>
This commit is contained in:
adminandClaude Opus 5 committed 2026-09-17 11:50:10 +02:00
1 parent 8a377d9239
commit 195fc94e08
4 files changed
+369 -29

No files matched your search

+27 -8
View File
@@ -1,7 +1,7 @@
import { pauseAnimation, playAnimation, stopAnimation } from '../../../model/animation';
import type { NodeDef, PortDef } from '../../NodeRegistry';
import { asEntity, asNumber, asString } from '../../values';
import { exec, num, obj, withDefault } from '../shared';
import { asBoolean, asEntity, asNumber, asString } from '../../values';
import { bool, exec, num, obj, withDefault } from '../shared';
/**
* The `animation` input of the three animation nodes; unconnected it shows the animation picker, the
@@ -22,14 +22,31 @@ export const PlayAnimation: NodeDef = {
'Plays an animation on an object: its rows reach the object and what is placed inside it, so every ' +
'instance plays on its own. A paused one runs on from where it stands; one already running keeps its ' +
'frame but wins again over the others on the object. Blend fades numbers and colours over that many ' +
'seconds from what they held when it took over; everything else switches at once.',
inputs: [exec(), obj('object'), animationPort(), withDefault(num('blend', 'blend (s)'), 0)],
'seconds from what they held when it took over; everything else switches at once. Blend out is for ' +
'Once (reset): when its frames run out it fades back to where it started over that many seconds. ' +
'Restart starts one already running or paused over from its first frame – blended in from where it ' +
'stands when Blend is set.',
inputs: [
exec(),
obj('object'),
animationPort(),
withDefault(num('blend', 'blend (s)'), 0),
withDefault(num('blendOut', 'blend out (s)'), 0),
withDefault(bool('restart'), false),
],
outputs: [exec()],
params: [],
run: (_ctx, inputs) => {
const target = asEntity(inputs.object);
const animation = asString(inputs.animation);
if (target && animation) playAnimation(target, animation, Math.max(0, asNumber(inputs.blend)));
if (target && animation)
playAnimation(
target,
animation,
Math.max(0, asNumber(inputs.blend)),
Math.max(0, asNumber(inputs.blendOut)),
asBoolean(inputs.restart),
);
return { next: 'exec' };
},
};
@@ -39,13 +56,15 @@ export const StopAnimation: NodeDef = {
label: 'Stop animation',
category: 'action',
description:
'Ends an animation on an object where it stands – the values it set stay. Leave Animation at None to end every one.',
inputs: [exec(), obj('object'), animationPort()],
'Ends an animation on an object where it stands – the values it set stay. With a blend it fades out ' +
'over that many seconds instead, back to what another animation sets there or else to what the ' +
'values were when it started. Leave Animation at None to end every one.',
inputs: [exec(), obj('object'), animationPort(), withDefault(num('blend', 'blend (s)'), 0)],
outputs: [exec()],
params: [],
run: (_ctx, inputs) => {
const target = asEntity(inputs.object);
if (target) stopAnimation(target, asString(inputs.animation));
if (target) stopAnimation(target, asString(inputs.animation), Math.max(0, asNumber(inputs.blend)));
return { next: 'exec' };
},
};
+61 -8
View File
@@ -389,6 +389,9 @@ export interface AnimationPlayer {
order: number;
bases?: Record<string, PropertyValue>;
blend?: AnimationBlend;
/** Seconds a `once-reset` pass takes to blend back to its starting values when its frames run out. */
blendOut?: number;
fade?: AnimationFade;
}
/**
@@ -403,8 +406,20 @@ export interface AnimationBlend {
from?: Record<string, PropertyValue>;
}
/** How far a blend has come, 0…1. */
export function blendShare(blend: AnimationBlend): number {
/**
* A player on its way out (#106): over `seconds` a row that blends mixes from the player's value back
* to what lies below it – what an earlier player writes in the same tick, live, or else the value the
* row found at the start. Everything else goes back at once. Then the player is gone. `ended` marks
* the fade of a `once-reset` pass whose frames ran out: playing it again starts it over.
*/
export interface AnimationFade {
seconds: number;
elapsed: number;
ended?: boolean;
}
/** How far a blend or a fade has come, 0…1. */
export function blendShare(blend: { seconds: number; elapsed: number }): number {
if (!(blend.seconds > 0)) return 1;
return Math.min(1, blend.elapsed / blend.seconds);
}
@@ -421,25 +436,63 @@ let startCount = 0;
* as started last again: turning back to a walk that still runs has to show that walk.
* `blendSeconds` crossfades into it – but only when it takes over: asked for again while it already
* leads on the object, it keeps the blend it has, so a graph calling every frame does not restart it.
* One fading out turns round: it blends back in from the value it has reached, without a jump – or,
* when a `once-reset` pass already ran out, starts over. `blendOutSeconds` is the fade at the end of
* a `once-reset` pass. `restart` starts a known one over from its first frame in any case – blended in
* from where it stands when `blendSeconds` is set – and keeps its starting values, so a relative row
* does not add up.
*/
export function playAnimation(holder: PlayerHolder, animationId: string, blendSeconds = 0): void {
export function playAnimation(
holder: PlayerHolder,
animationId: string,
blendSeconds = 0,
blendOutSeconds = 0,
restart = false,
): void {
const players = (holder.animations ??= []);
const known = players.find((p) => p.animationId === animationId);
const blend = blendSeconds > 0 ? { seconds: blendSeconds, elapsed: 0 } : undefined;
const blendOut = blendOutSeconds > 0 ? blendOutSeconds : undefined;
if (known) {
const leads = players.every((p) => p.order <= known.order);
const fade = known.fade;
known.playing = true;
known.order = ++startCount;
if (!leads) known.blend = blend;
known.blendOut = blendOut;
delete known.fade;
if (restart || fade?.ended) {
known.time = 0;
known.blend = blend;
} else if (fade && blend) {
// Mixed back from the starting values it stands where the fade left it: `share` = 1 - fade share.
blend.elapsed = blendSeconds * (1 - blendShare(fade));
known.blend = { ...blend, ...(known.bases && { from: { ...known.bases } }) };
} else if (fade || !leads) known.blend = blend;
return;
}
players.push({ animationId, time: 0, playing: true, order: ++startCount, ...(blend && { blend }) });
players.push({
animationId,
time: 0,
playing: true,
order: ++startCount,
...(blend && { blend }),
...(blendOut && { blendOut }),
});
}
/** Ends it where it stands – the values stay; `''` ends every animation on the object. */
export function stopAnimation(holder: PlayerHolder, animationId: string): void {
/**
* Ends it where it stands – the values stay; `''` ends every animation on the object. With
* `blendSeconds` it fades out instead, back to what lies below it (see `AnimationFade`). A player that
* has not reached anything yet ends at once either way.
*/
export function stopAnimation(holder: PlayerHolder, animationId: string, blendSeconds = 0): void {
if (!holder.animations) return;
holder.animations = holder.animations.filter((p) => animationId !== '' && p.animationId !== animationId);
const hit = (p: AnimationPlayer) => animationId === '' || p.animationId === animationId;
const fades = blendSeconds > 0;
holder.animations = holder.animations.filter((p) => !hit(p) || (fades && p.bases !== undefined));
if (fades)
for (const player of holder.animations)
if (hit(player) && !player.fade) player.fade = { seconds: blendSeconds, elapsed: 0 };
}
/** Holds it at its frame until `Play animation` lets it run on; `''` holds every one. */
+33 -11
View File
@@ -37,7 +37,7 @@ interface Binding {
/**
* Plays what `Play animation` started. Players run in start order, so of two setting one property
* the later start wins – or, while it blends in, mixes over what was there. Runs before the
* the later start wins – or, while it blends in or fades out, mixes over what was there. Runs before the
* BehaviorSystem: a behavior writing the same property writes last, and hears this frame's `finished`.
*/
export class AnimationSystem implements System {
@@ -67,31 +67,53 @@ export class AnimationSystem implements System {
// The first tick only takes the starting values and shows frame 0; the clock runs from the next.
player.bases = {};
for (const b of bindings) player.bases[b.base] = b.read();
} else if (player.playing && isHandleEnabled(entity)) {
player.time += dt;
if (blend) blend.elapsed += dt;
} else if (isHandleEnabled(entity)) {
if (player.playing) {
player.time += dt;
if (blend) blend.elapsed += dt;
}
// A paused player that was stopped with a blend still fades out.
if (player.fade) player.fade.elapsed += dt;
}
const head = animationPlayheadAt(asset, player.time);
const share = blend ? blendShare(blend) : 1;
const fade = player.fade;
const fadeShare = fade ? blendShare(fade) : 0;
for (const b of bindings) {
let value = trackWriteAt(b.track, b.kind, head.frame, player.bases[b.base], head.reverse);
if (value === undefined) continue;
const below = written.has(b.base) ? b.read() : undefined;
if (share < 1 && blends(b.kind)) {
const from = written.has(b.base) ? b.read() : blend?.from?.[b.base];
const from = below ?? blend?.from?.[b.base];
if (from !== undefined) value = blendValue(b.kind, from, value, share);
}
if (fade) {
const back = below ?? player.bases[b.base];
if (back !== undefined) value = blends(b.kind) ? blendValue(b.kind, value, back, fadeShare) : back;
}
b.write(value);
written.add(b.base);
}
if (blend && share >= 1) delete player.blend;
if (fade) {
if (fadeShare >= 1) drop(entity, player);
continue;
}
if (!head.finished) continue;
if (playbackOf(asset) === 'once-reset')
for (const b of bindings) {
const base = player.bases[b.base];
if (base !== undefined) b.write(base);
}
drop(entity, player);
this.finished.push({ entity, animationId: asset.id });
if (playbackOf(asset) !== 'once-reset') {
drop(entity, player);
continue;
}
if (player.blendOut) {
player.fade = { seconds: player.blendOut, elapsed: 0, ended: true };
continue;
}
for (const b of bindings) {
const base = player.bases[b.base];
if (base !== undefined) b.write(base);
}
drop(entity, player);
}
}
+248 -2
View File
@@ -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 } },
]);
});
});