SilverKnightVGM / pywright

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Update scrolling to allow acceleration and decceleration to the scroll, as well as ensuring scrolls end at the right points #51

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
Moving the discussion out of unrelated ticket:

Pezman: "Another problem with scroll is that it doesn't allow me to move assets 
nearly fast enough. I could send you the demo script to show you what I mean.

Furthermore, if you look at the crosseyes, they don't move at uniform speeds; 
they move in very quickly, suddenly grind to a near-halt, and then finally 
stop. Can scroll allow me to control things to that fine-grain a degree?"

There shouldn't be a speed limit for scrolling, so that sounds like bug. Yes, 
show me!

To your second point, there is no acceleration or deceleration factor. You 
could probably accomplish with 3 or 4 separate scrolling periods -
scroll name=left x=64 speed=fast nowait
scroll name=right x=-64 speed=fast
scroll name=left x=64 speed=med-fast nowait
scroll name=right x=-64 speed=med-fast
scroll name=left x=64 speed=slow nowait
scroll name=right x=-64 speed=slow

It will probably be hard to get 100% perfect - aim for 90%. I will add 
acceleration/decceleration for scrolls to my list.

Original issue reported on code.google.com by saluk64007@gmail.com on 6 Mar 2011 at 7:13

GoogleCodeExporter commented 9 years ago
Okay, my mistake. When I wrote that I hadn't figured scroll the right way. I 
got the profiles to zoom in from the correct sides at something approaching the 
correct pace.

However...

now they don't move SLOW enough. When they stop speeding in they really crawl. 
Unfortunately, even at the rate of 1 pixel per tick it's still too fast. And it 
doesn't accept decimal arguments. How do I get around this one?

Original comment by ThePez...@gmail.com on 6 Mar 2011 at 11:26

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
Remaining todo:

*accel/deccel = amount to add to speed each tick
*test scrolling stop points - added framerate adjustments and floats, these 
might screw up where the animation stops
*test scrolling speed accuracy

Original comment by saluk64007@gmail.com on 3 Aug 2011 at 7:54

GoogleCodeExporter commented 9 years ago
Issue 78 has been merged into this issue.

Original comment by saluk64007@gmail.com on 3 Aug 2011 at 7:54

GoogleCodeExporter commented 9 years ago
Issue 76 has been merged into this issue.

Original comment by saluk64007@gmail.com on 3 Aug 2011 at 7:56

GoogleCodeExporter commented 9 years ago

Original comment by saluk64007@gmail.com on 31 Oct 2012 at 10:38

GoogleCodeExporter commented 9 years ago
float scrolling now works, remaining is accel/deccel

Original comment by saluk64007@gmail.com on 2 Nov 2012 at 6:01

GoogleCodeExporter commented 9 years ago

Original comment by saluk64007@gmail.com on 16 Jan 2014 at 10:51

GoogleCodeExporter commented 9 years ago

Original comment by saluk64007@gmail.com on 20 Jan 2014 at 8:39

GoogleCodeExporter commented 9 years ago
0.988 Fixed the stopping points by calculating where the scroll should stop on 
an integer level at the start of the scroll, and then setting those values at 
the end of the scroll. Last step is to add the acceleration curves somehow.

Original comment by saluk64007@gmail.com on 25 Jan 2014 at 9:30

GoogleCodeExporter commented 9 years ago

Original comment by saluk64007@gmail.com on 3 Feb 2014 at 9:27