On 8/04/23 12:26 am, Matan wrote:
Of course I could keep all animations pushed as `update` and ` draw`
event handlers go idle by conditional logic, but this will leave zombie
event handlers lying around, making it inappropriate to design each
animation as a unit of execution on loop events.
How would you design for making shape animations which have arbitrary
start and end times relative to each other, meaning that their start and
end times are not serial to the start and end time of other animations?
Create an object with an uopdate() method to manage each animation
and keep a list or other collection of active animation objects.
Then you can have just one event handler permanently installed that
calls the update() method of all active animations. That way you
can stop an animation at any time just by removing its object
from the active list.
--
Greg
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