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466 lines
12 KiB
ReStructuredText
466 lines
12 KiB
ReStructuredText
hump.timer
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==========
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::
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Timer = require "hump.timer"
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hump.timer offers a simple interface to schedule the execution of functions. It
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is possible to run functions *after* and *for* some amount of time. For
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example, a timer could be set to move critters every 5 seconds or to make the
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player invincible for a short amount of time.
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In addition to that, ``hump.timer`` offers various `tweening
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<http://en.wikipedia.org/wiki/Inbetweening>`_ functions that make it
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easier to produce `juicy games <http://www.youtube.com/watch?v=Fy0aCDmgnxg>`_.
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**Example**::
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function love.keypressed(key)
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if key == ' ' then
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Timer.after(1, function() print("Hello, world!") end)
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end
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end
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function love.update(dt)
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Timer.update(dt)
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end
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Function Reference
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------------------
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.. function:: Timer.new()
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:returns: A timer instance.
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Creates a new timer instance that is independent of the global timer: It will
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manage it's own list of scheduled functions and does not in any way affect the
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the global timer. Likewise, the global timer does not affect timer instances.
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.. note::
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If you don't need multiple independent schedulers, you can use the
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global/default timer (see examples).
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.. note::
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Unlike the default timer, timer instances use the colon-syntax, i.e.,
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you need to call ``instance:after(1, foo)`` instead of ``Timer.after(1,
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foo)``.
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**Example**::
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menuTimer = Timer.new()
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.. function:: Timer.after(delay, func)
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:param number delay: Number of seconds the function will be delayed.
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:param function func: The function to be delayed.
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:returns: The timer handle. See also :func:`Timer.cancel`.
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Schedule a function. The function will be executed after ``delay`` seconds have
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elapsed, given that ``update(dt)`` is called every frame.
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.. note::
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There is no guarantee that the delay will not be exceeded, it is only
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guaranteed that the function will *not* be executed *before* the delay has
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passed.
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``func`` will receive itself as only parameter. This is useful to implement
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periodic behavior (see the example).
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**Examples**::
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-- grant the player 5 seconds of immortality
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player.isInvincible = true
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Timer.after(5, function() player.isInvincible = false end)
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::
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-- print "foo" every second. See also every()
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Timer.after(1, function(func) print("foo") Timer.after(1, func) end)
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::
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--Using a timer instance:
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menuTimer:after(1, finishAnimation)
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.. function:: Timer.script(func)
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:param function func: Script to execute.
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Execute a function that can be paused without causing the rest of the program to
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be suspended. ``func`` will receive a function - ``wait`` - to do interrupt the
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script (but not the whole program) as only argument. The function prototype of
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wait is: ``wait(delay)``.
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**Examples**::
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Timer.script(function(wait)
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print("Now")
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wait(1)
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print("After one second")
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wait(1)
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print("Bye!")
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end)
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::
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-- useful for splash screens
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Timer.script(function(wait)
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Timer.tween(0.5, splash.pos, {x = 300}, 'in-out-quad')
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wait(5) -- show the splash for 5 seconds
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Timer.tween(0.5, slpash.pos, {x = 800}, 'in-out-quad')
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end)
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::
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-- repeat something with a varying delay
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Timer.script(function(wait)
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while true do
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spawn_ship()
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wait(1 / (1-production_speed))
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end
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end)
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::
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-- jumping with timer.script
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self.timers:script(function(wait)
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local w = 1/12
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self.jumping = true
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Timer.tween(w*2, self, {z = -8}, "out-cubic", function()
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Timer.tween(w*2, self, {z = 0},"in-cubic")
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end)
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self.quad = self.quads.jump[1]
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wait(w)
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self.quad = self.quads.jump[2]
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wait(w)
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self.quad = self.quads.jump[3]
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wait(w)
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self.quad = self.quads.jump[4]
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wait(w)
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self.jumping = false
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self.z = 0
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end)
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.. function:: Timer.every(delay, func[, count])
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:param number delay: Number of seconds between two consecutive function calls.
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:param function func: The function to be called periodically.
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:param number count: Number of times the function is to be called (optional).
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:returns: The timer handle. See also :func:`Timer.cancel`.
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Add a function that will be called ``count`` times every ``delay`` seconds.
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If ``count`` is omitted, the function will be called until it returns ``false``
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or :func:`Timer.cancel` or :func:`Timer.clear` is called on the timer instance.
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**Example**::
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-- toggle light on and off every second
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Timer.every(1, function() lamp:toggleLight() end)
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::
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-- launch 5 fighters in quick succession (using a timer instance)
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mothership_timer:every(0.3, function() self:launchFighter() end, 5)
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::
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-- flicker player's image as long as he is invincible
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Timer.every(0.1, function()
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player:flipImage()
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return player.isInvincible
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end)
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.. function:: Timer.during(delay, func[, after])
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:param number delay: Number of seconds the func will be called.
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:param function func: The function to be called on ``update(dt)``.
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:param function after: A function to be called after delay seconds (optional).
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:returns: The timer handle. See also :func:`Timer.cancel`.
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Run ``func(dt)`` for the next ``delay`` seconds. The function is called every
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time ``update(dt)`` is called. Optionally run ``after()`` once ``delay``
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seconds have passed.
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``after()`` will receive itself as only parameter.
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.. note::
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You should not add new timers in ``func(dt)``, as this can lead to random
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crashes.
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**Examples**::
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-- play an animation for 5 seconds
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Timer.during(5, function(dt) animation:update(dt) end)
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::
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-- shake the camera for one second
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local orig_x, orig_y = camera:pos()
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Timer.during(1, function()
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camera:lookAt(orig_x + math.random(-2,2), orig_y + math.random(-2,2))
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end, function()
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-- reset camera position
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camera:lookAt(orig_x, orig_y)
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end)
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::
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player.isInvincible = true
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-- flash player for 3 seconds
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local t = 0
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player.timer:during(3, function(dt)
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t = t + dt
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player.visible = (t % .2) < .1
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end, function()
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-- make sure the player is visible after three seconds
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player.visible = true
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player.isInvincible = false
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end)
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.. function:: Timer.cancel(handle)
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:param table handle: The function to be canceled.
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Prevent a timer from being executed in the future.
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**Examples**::
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function tick()
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print('tick... tock...')
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end
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handle = Timer.every(1, tick)
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-- later
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Timer.cancel(handle) -- NOT: Timer.cancel(tick)
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::
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-- using a timer instance
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function tick()
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print('tick... tock...')
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end
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handle = menuTimer:every(1, tick)
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-- later
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menuTimer:cancel(handle)
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.. function:: Timer.clear()
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Remove all timed and periodic functions. Functions that have not yet been
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executed will discarded.
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**Examples**::
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Timer.clear()
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::
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menuTimer:clear()
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.. function:: Timer.update(dt)
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:param number dt: Time that has passed since the last ``update()``.
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Update timers and execute functions if the deadline is reached. Call in
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``love.update(dt)``.
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**Examples**::
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function love.update(dt)
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do_stuff()
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Timer.update(dt)
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end
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::
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-- using hump.gamestate and a timer instance
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function menuState:update(dt)
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self.timers:update(dt)
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end
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.. function:: Timer.tween(duration, subject, target, method, after, ...)
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:param number duration: Duration of the tween.
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:param table subject: Object to be tweened.
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:param table target: Target values.
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:param string method: Tweening method, defaults to 'linear' (:ref:`see here
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<tweening-methods>`, optional).
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:param function after: Function to execute after the tween has finished
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(optiona).
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:param mixed ...: Additional arguments to the *tweening* function.
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:returns: A timer handle.
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`Tweening <http://en.wikipedia.org/wiki/Inbetweening>`_ (short for
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in-betweening) is the process that happens between two defined states. For
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example, a tween can be used to gradually fade out a graphic or move a text
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message to the center of the screen. For more information why tweening should
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be important to you, check out this great talk on `juicy games
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<http://www.youtube.com/watch?v=Fy0aCDmgnxg>`_.
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``hump.timer`` offers two interfaces for tweening: the low-level
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:func:`Timer.during` and the higher level interface :func:`Timer.tween`.
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To see which tweening methods hump offers, :ref:`see below <tweening-methods>`.
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**Examples**::
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function love.load()
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color = {0, 0, 0}
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Timer.tween(10, color, {255, 255, 255}, 'in-out-quad')
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end
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function love.update(dt)
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Timer.update(dt)
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end
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function love.draw()
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love.graphics.setBackgroundColor(color)
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end
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::
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function love.load()
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circle = {rad = 10, pos = {x = 400, y = 300}}
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-- multiple tweens can work on the same subject
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-- and nested values can be tweened, too
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Timer.tween(5, circle, {rad = 50}, 'in-out-quad')
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Timer.tween(2, circle, {pos = {y = 550}}, 'out-bounce')
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end
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function love.update(dt)
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Timer.update(dt)
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end
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function love.draw()
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love.graphics.circle('fill', circle.pos.x, circle.pos.y, circle.rad)
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end
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::
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function love.load()
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-- repeated tweening
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circle = {rad = 10, x = 100, y = 100}
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local grow, shrink, move_down, move_up
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grow = function()
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Timer.tween(1, circle, {rad = 50}, 'in-out-quad', shrink)
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end
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shrink = function()
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Timer.tween(2, circle, {rad = 10}, 'in-out-quad', grow)
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end
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move_down = function()
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Timer.tween(3, circle, {x = 700, y = 500}, 'bounce', move_up)
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end
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move_up = function()
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Timer.tween(5, circle, {x = 200, y = 200}, 'out-elastic', move_down)
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end
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grow()
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move_down()
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end
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function love.update(dt)
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Timer.update(dt)
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end
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function love.draw()
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love.graphics.circle('fill', circle.x, circle.y, circle.rad)
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end
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.. _tweening-methods:
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Tweening methods
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----------------
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At the core of tweening lie interpolation methods. These methods define how the
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output should look depending on how much time has passed. For example, consider
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the following tween::
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-- now: player.x = 0, player.y = 0
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Timer.tween(2, player, {x = 2})
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Timer.tween(4, player, {y = 8})
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At the beginning of the tweens (no time passed), the interpolation method would
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place the player at ``x = 0, y = 0``. After one second, the player should be at
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``x = 1, y = 2``, and after two seconds the output is ``x = 2, y = 4``.
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The actual duration of and time since starting the tween is not important, only
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the fraction of the two. Similarly, the starting value and output are not
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important to the interpolation method, since it can be calculated from the
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start and end point. Thus an interpolation method can be fully characterized by
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a function that takes a number between 0 and 1 and returns a number that
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defines the output (usually also between 0 and 1). The interpolation function
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must hold that the output is 0 for input 0 and 1 for input 1.
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**hump** predefines several commonly used interpolation methods, which are
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generalized versions of `Robert Penner's easing
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functions <http://www.robertpenner.com/easing/>`_. Those are:
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``'linear'``,
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``'quad'``,
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``'cubic'``,
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``'quart'``,
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``'quint'``,
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``'sine'``,
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``'expo'``,
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``'circ'``,
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``'back'``,
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``'bounce'``, and
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``'elastic'``.
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It's hard to understand how these functions behave by staring at a graph, so
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below are some animation examples. You can change the type of the tween by
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changing the selections.
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.. raw:: html
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<div id="tween-graph"></div>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/d3/3.5.6/d3.min.js" charset="utf-8"></script>
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<script src="_static/graph-tweens.js"></script>
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Note that while the animations above show tweening of shapes, other attributes
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(color, opacity, volume of a sound, ...) can be changed as well.
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Custom interpolators
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^^^^^^^^^^^^^^^^^^^^
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.. warning:
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This is a stub
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You can add custom interpolation methods by adding them to the `tween` table::
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Timer.tween.sqrt = function(t) return math.sqrt(t) end
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-- or just Timer.tween.sqrt = math.sqrt
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Access the your method like you would the predefined ones. You can even use the
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modyfing prefixes::
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Timer.tween(5, 'in-out-sqrt', circle, {radius = 50})
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You can also invert and chain functions::
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outsqrt = Timer.tween.out(math.sqrt)
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inoutsqrt = Timer.tween.chain(math.sqrt, outsqrt)
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