Currently, creating an animation involves manually setting up timer variables, modifying these timers in Draw or Update calls, and checking when they reach 0 to do something. This is very cumbersome and causes a lot of mess due to the amount of boilerplate code and new uninteresting variables needed.
Task
Analyze how Animations should be implemented. Optimally, as little boilerplate and state management as possible is needed in the place where an animation is needed.
Implementing Animations could function tightly together with what is described in #5 for example modifying a position component only.
Animations should be flexible in their final implementation. They should not only work with positions, but any other kind of event that might happen. However, this can be achieved iteratively, ergo, the first versions might be very primitive and only work on some specific kind of data. Whatever proves to be move convenient.
Problem
Currently, creating an animation involves manually setting up timer variables, modifying these timers in Draw or Update calls, and checking when they reach 0 to do something. This is very cumbersome and causes a lot of mess due to the amount of boilerplate code and new uninteresting variables needed.
Task