[Golist] This looks a bit better as far as syntax
Sebastian Weyrauch
go at tweego.org
Wed May 7 05:20:02 PDT 2008
Of source strict typing is much better. But the major target is to save
time. You will lose time without strict typing, sure. But you always have to
decide which will cost more time. And I think a universal tween engine with
string properties can save more time than you will lose with those. (The
little performance differences are not so important to me.)
But I'm not really sure. On one hand every other possibility at the moment
needs more work at the beginning, on the other hand I hate untyped code,
too. Tricky :(
Von: golist-bounces at goasap.org [mailto:golist-bounces at goasap.org] Im Auftrag
von John Grden
Gesendet: Mittwoch, 7. Mai 2008 14:08
An: Mailing list for the Go ActionScript Animation Platform
Betreff: Re: [Golist] This looks a bit better as far as syntax
The thing about strict / strong typing is that you gain performance
benefits, coding benefits, compiling security as well as control in a
development environment where you have several devs working on the same
project.
Now, in the api I'm developing, I'm starting to see how easy it would be to
abstract the properties class so that if you knew what properties you would
ever want to manipulate, you could create your own properties class. For
the most part, if we really think about it, you can create classes ( or
maybe just one big one ) for DisplayObjects to start with. If you used Fuse
like I did for sequencing events more than actual tweening, you can
certainly create your own properties class for those as well. I mean, it
makes too much sense especially in light of what you gain in terms of what I
mentioned above.
It doesn't cut you off from doing anything at all, and you gain quite a bit.
The cost is adding 1 properties class 1 time.
Thoughts?
On Wed, May 7, 2008 at 12:44 AM, Sebastian Weyrauch <go at tweego.org> wrote:
Hi,
think this method of John is really cool too. I hate string properties too.
But as you mentioned: For universal handling this is no real possibility :(
If the advantage is much bigger than the disadvantage, you can give up
strict typing, at least in my eyes.
Maybe you're right. A universal tween class can not be that good as
specialized classes. But I think it can be really hard to know and use
several tween classes. And all popular tween classes are universal tween
classes. But perhaps this will change in future. We will see.
best regards
sebastian
Von: golist-bounces at goasap.org [mailto:golist-bounces at goasap.org] Im Auftrag
von Moses Gunesch
Gesendet: Mittwoch, 7. Mai 2008 00:06
An: Mailing list for the Go ActionScript Animation Platform
Betreff: Re: [Golist] This looks a bit better as far as syntax
Hehe, sorry. And they let me write for a book! ;)
Let me try again....
Turn ons: What you're doing is better for strict typing because the
properties are real properties - that is cool. I like how you have x() etc.,
that's really cool. In mine you had to do properties as strings like "x".
Turn offs: I'm starting to lean against multi-property tween classes in
general. Because, it's easy to forget how complex just ONE tween can be.
Like, think of a color tween or a filter tween - multiple properties in
arrays, nested in subproperties of display objects... gets hairy. Start
values and relative values are another can of worms.
Lately I've been thinking that a tween instance is more like an atom than a
molecule. That's why I'm now gravitating back toward individual-property
tween classes. That, and OverlapMonitor would be able to handle every
property individually.
Have not built this out though....
But I'm wondering if there would some way to do that cool property syntax
thing you're doing, but at the PlayableGroup level?
- m
On May 6, 2008, at 4:38 PM, John Grden wrote:
So I'm confused a bit -seems like you said you were leaning towards 1
property per tween that exists, but you like what I'm doing with that last
code sample
LOL I know I missed something
I think that I started to get what you meant though - having those apart of
a PlayableGroup etc is essentially what we end up with, is that about right?
On Tue, May 6, 2008 at 3:17 PM, Moses Gunesch <moses at goasap.org> wrote:
Yeah that's good. I created a system called OpenTween - don't think I ever
posted it though because I wasn't sure I liked the abstraction layer of
putting a ton of information and functionality into property classes which
is what happened when I tried this.
My property inputs were
propName: String,
endVal: *=null,
endValRelative: Boolean=false,
startVal: *=null,
startValRelative: Boolean=false
Then I had this functionality in there from Fuse, that lets you omit either
start or end and it will figure it out. That's probably why it got
complicated. (I will share OpenTween if you want.)
Anyway yeah I think there is something to a multi-property approach for
sure, but I've been leaning back toward just extending LinearGo in the
simplest way possible - one property per tween class.
Here is why: if every single property were in a separate tween class,
OverlapMonitor works the best in that it can allow just one property to be
paused, stopped and so on. That's how ZigoEngine worked, it atomized every
tween internally. I've been thinking PlayableGroup could be extended to
handle multi-prop tweens by creating separate tween instances, then it could
let you drill into them to grab children by property etc.
One could argue that it's slower to not block all similar tweens, but it
also provides more control and is less abstract, and I've found that in real
practice there are usually only a very small number of "blocked" tweens at
once... pretty soon you want to change delay/duration/easing on one property
or another and you end up with a group anyway.
That said, I'd love to see your concept taken all the way John...!
:-)
On May 6, 2008, at 3:54 PM, John Grden wrote:
Was this:
tween_0 = new Tween3D(target, 1, Equations.easeOutCubic);
tween_0.x = 0;
tween_0.y = 50;
tween_0.rotationZ = 0;
sequence.addStep(tween_0);
sequence.lastStep.advance = new OnDurationComplete(.2); // advance
early/overlap
tween_0b = new Tween3D(target, 1, Equations.easeOutCubic);
tween_0b.z = 200;
sequence.addStep(tween_0b, true); // 2nd param groups it with previous step.
param is "addToLastStep"
tween_1 = new Tween3D(target, 1, Equations.easeOutCubic);
tween_1.x = -10;
tween_1.y = 85;
tween_1.rotationZ = 15;
sequence.addStep(tween_1);
sequence.lastStep.advance = new OnDurationComplete(.25); // advance
early/overlap
tween_2 = new Tween3D(target, 1, Equations.easeOutBounce);
tween_2.rotationX = 0;
tween_2.rotationY = 0;
sequence.addStep(tween_2);
Is now this:
tween_0 = new Tween3D(target, [Go3D.x(0), Go3D.y(50), Go3D.rotationZ(0)], 1,
Equations.easeOutCubic);
sequence.addStep(tween_0);
sequence.lastStep.advance = new OnDurationComplete(.2); // advance
early/overlap
tween_0b = new Tween3D(target, [Go3D.z(200)], 1, Equations.easeOutCubic);
sequence.addStep(tween_0b, true); // 2nd param groups it with previous step.
param is "addToLastStep"
tween_1 = new Tween3D(target, [Go3D.x(-10), Go3D.y(85), Go3D.rotationZ(15)],
1, Equations.easeOutCubic);
sequence.addStep(tween_1);
sequence.lastStep.advance = new OnDurationComplete(.25); // advance
early/overlap
tween_2 = new Tween3D(target, [Go3D.rotationX(0), Go3D.rotationY(0)], 1,
Equations.easeOutBounce);
sequence.addStep(tween_2);
I'm still thinking about this approach, but thought I would throw it out to
you guys to see what you thought. Right now, there's static methods in Go3D
that return a Go3Dproperty. Tween3D has an array called propertyChanges and
if there is an array in the propertyChanges argument, I just set it straight
away - no parsing required. It's all ready to go and is filled with
Go3DProperty objects.
Thoughts?
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