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flax-minesweeper

A smol Minesweeper game using the amazing FlaxEngine.

Tweening Design Doc

https://github.com/BrainiumLLC/celerity
https://greensock.com/docs/v3/GSAP/Timeline

Done

  • tween to position & REPLACE/CANCEL the existing tweens ==> Minesweeper animations (at the corners)

  • tween "group/sequence" (maybe a .chain() function?) ==> cancelling chained tweens (e.g. that pillar tween sequence) ==> saying: I want to go to the middle of the sequence (0.5) ==> paths

  • chain tweens ==> nice animations (pillar coming out, particles ==> rotating, other particles ==> opening the top)

  • TweenSettings

  • Optional StartDelay ==> Sequence: Take the last element of the sequence ==> Action: Take the endtime of that action

Todo

  • tween into another tween (move from A to B and then change the target)

  • delta/additive tweens: tween from A(0,0,0) to B (0,10,0) and moving(linearvelocity/tweening) from A(0,0,0) to C(0,0,10) ==> end: D (0,10,10) ==> animating moving objects

  • tween set percentage

  • optimized tween stuff that can get called every Update() ==> animating a gun turrent (move it to the mouse every Update())

  • constant speed animations (as opposed to constant time) ==> paths

  • staggered effects ==> different objects, same effect (with a delay) repeat(100) + stagger(10) // milliseconds/seconds, whatever Flax uses

  • randomized start times ==> tween 100 blocks into the start position ==> (combined with staggering)

  • tweening towards a moving target ==> Tweening to the mouse

  • tween from float 1 to float 7 ==> progress bar (custom onUpdate)

  • tween forever ==> all animations that should play forever

  • tween the width ==> object gets thinner when you move it quickly

  • tween binding ==> speed --> bound to width ==> quite possible, since it's not really binding, it just grabs the current speed every Update()

  • https://www.youtube.com/watch?v=Fy0aCDmgnxg

  • Use Time.GameTimeTicks (which is a long) to avoid float precision issues

  • Check out https://github.com/honzapatCZ/FTween

  • Use closures (e.g. end position as a captured variable so that it can be changed dynamically)

  • average tween: tween from A(0,0,0) to B (0,10,0) and tween from A(0,0,0) to C(0,0,10) ==> end: D (0,5,5) ==> No use case yet

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