added variable refresh rate support
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parent
84fe6fe9eb
commit
f75618ec44
3 changed files with 113 additions and 67 deletions
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@ -18,20 +18,23 @@ var topColor = rl.Color{R: 0x20, G: 0x0F, B: 0x3C, A: 0xFF} // #200F3C top
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var bottomColor = rl.Color{R: 0x3B, G: 0x0B, B: 0x42, A: 0xFF} // #3B0B42 bottom
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var particleColor = rl.Color{R: 0xD4, G: 0xB0, B: 0xB5, A: 0x80} // D4B0B5 with some transparency
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var rng = rand.New(rand.NewSource(time.Now().UnixNano())) // Local RNG
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func InitBackground(width, height int) {
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rand.Seed(time.Now().UnixNano())
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particles = make([]Particle, 100)
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for i := range particles {
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particles[i].Pos = rl.Vector2{X: float32(rand.Intn(width)), Y: float32(rand.Intn(height))}
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particles[i].Vel = rl.Vector2{X: (rand.Float32() - 0.5) * 0.2, Y: (rand.Float32() - 0.5) * 0.2}
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particles[i].Size = rand.Float32()*1.5 + 0.5 // Particles size ~0.5-2.0
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particles[i].Pos = rl.Vector2{X: float32(rng.Intn(width)), Y: float32(rng.Intn(height))}
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particles[i].Vel = rl.Vector2{X: (rng.Float32() - 0.5) * 0.2, Y: (rng.Float32() - 0.5) * 0.2}
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particles[i].Size = rng.Float32()*1.5 + 0.5 // Particles size ~0.5-2.0
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}
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}
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func UpdateBackground(screenWidth, screenHeight int) {
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deltaTime := rl.GetFrameTime() // Time in seconds since the last frame
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for i := range particles {
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particles[i].Pos.X += particles[i].Vel.X
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particles[i].Pos.Y += particles[i].Vel.Y
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particles[i].Pos.X += particles[i].Vel.X * deltaTime * 60 // Adjust for frame rate
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particles[i].Pos.Y += particles[i].Vel.Y * deltaTime * 60
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// Wrap around screen
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if particles[i].Pos.X < 0 {
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particles[i].Pos.X += float32(screenWidth)
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6
main.go
6
main.go
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@ -24,7 +24,11 @@ func main() {
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rl.SetWindowState(rl.FlagFullscreenMode)
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defer rl.CloseWindow()
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rl.SetTargetFPS(60)
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refreshRate := rl.GetMonitorRefreshRate(monitor)
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if refreshRate <= 0 {
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refreshRate = 60 // Fallback to 60 if detection fails
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}
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rl.SetTargetFPS(int32(refreshRate))
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InitBackground(rl.GetScreenWidth(), rl.GetScreenHeight())
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159
transition.go
159
transition.go
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@ -1,8 +1,6 @@
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package main
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import (
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"time"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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@ -24,36 +22,54 @@ const (
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type TransitionManager struct {
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active bool
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startTime time.Time
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phase TransitionPhase
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direction TransitionDirection
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oldStep int
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newStep int
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outFadeScaleDuration time.Duration
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outSlideDuration time.Duration
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inFadeScaleDuration time.Duration
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oldStep int
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newStep int
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// Single total transition duration (seconds)
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totalSec float32
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// Sub-phase fractions (must sum to 1.0)
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fadeFrac float32
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slideFrac float32
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inFrac float32
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// Where we store the linear boundary of the sub-phase in [0..1]
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fadeEnd float32
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slideEnd float32
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// Accumulated time in seconds
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accumSec float32
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}
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// NewTransitionManager with one total duration, e.g. 0.5 seconds total
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// Sub-phase fractions: fade=0.3, slide=0.4, fadeIn=0.3 (they sum to 1.0)
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func NewTransitionManager() *TransitionManager {
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return &TransitionManager{
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outFadeScaleDuration: 150 * time.Millisecond,
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outSlideDuration: 200 * time.Millisecond,
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inFadeScaleDuration: 150 * time.Millisecond,
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totalSec: 0.6, // e.g., entire transition 600ms
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fadeFrac: 0.3, // 30% of total time for fade out scale
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slideFrac: 0.4, // 40% of total time for slide
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inFrac: 0.3, // 30% of total time for fade in scale
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}
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}
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func (t *TransitionManager) Start(oldStep, newStep int) {
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t.active = true
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t.startTime = time.Now()
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t.phase = TransitionOutFadeScale
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t.accumSec = 0
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t.oldStep = oldStep
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t.newStep = newStep
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if newStep > oldStep {
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t.direction = DirectionForward
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} else {
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t.direction = DirectionBackward
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}
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// Precompute sub-phase boundaries in [0..1]
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t.fadeEnd = t.fadeFrac
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t.slideEnd = t.fadeFrac + t.slideFrac
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// Final inFrac ends at 1.0
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}
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func (t *TransitionManager) IsActive() bool {
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@ -65,80 +81,103 @@ func (t *TransitionManager) GetPhase() TransitionPhase {
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if !t.active {
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return TransitionNone
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}
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elapsed := time.Since(t.startTime)
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total := t.outFadeScaleDuration + t.outSlideDuration + t.inFadeScaleDuration
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if elapsed >= total {
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return TransitionNone
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} else if elapsed < t.outFadeScaleDuration {
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// Determine the linear progress
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p := t.accumSec / t.totalSec
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if p < t.fadeEnd {
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return TransitionOutFadeScale
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} else if elapsed < t.outFadeScaleDuration+t.outSlideDuration {
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} else if p < t.slideEnd {
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return TransitionOutSlide
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} else {
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return TransitionInFadeScale
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}
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}
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func (t *TransitionManager) Update() (oldAlpha float32, oldScale float32, oldOffsetX float32,
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newAlpha float32, newScale float32, newOffsetX float32) {
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// Easing function: "easeInOutCubic" => pronounced slow start, fast middle, slow end
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func easeInOutCubic(p float32) float32 {
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if p < 0.5 {
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return 4 * p * p * p
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}
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f := (2 * p) - 2
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return 0.5*f*f*f + 1
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}
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// Update returns alpha/scale/offset for old/new steps
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func (t *TransitionManager) Update() (
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oldAlpha, oldScale, oldOffsetX float32,
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newAlpha, newScale, newOffsetX float32,
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) {
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if !t.active {
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return 1.0, 1.0, 0.0, 1.0, 1.0, 0.0
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return 1, 1, 0, 1, 1, 0
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}
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elapsed := time.Since(t.startTime)
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totalDuration := t.outFadeScaleDuration + t.outSlideDuration + t.inFadeScaleDuration
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if elapsed >= totalDuration {
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// Transition done
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// Accumulate variable time
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dt := rl.GetFrameTime() // in seconds
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t.accumSec += dt
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if t.accumSec >= t.totalSec {
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t.active = false
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return 1.0, 1.0, 0.0, 1.0, 1.0, 0.0
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return 1, 1, 0, 1, 1, 0
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}
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oldAlpha = 1.0
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oldScale = 1.0
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oldOffsetX = 0.0
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newAlpha = 1.0
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newScale = 1.0
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newOffsetX = 0.0
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oldAlpha, oldScale, oldOffsetX = 1, 1, 0
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newAlpha, newScale, newOffsetX = 1, 1, 0
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slideDirection := float32(-1)
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slideDir := float32(-1)
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if t.direction == DirectionBackward {
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slideDirection = 1
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slideDir = 1
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}
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if elapsed < t.outFadeScaleDuration {
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// Phase 1: Out Fade/Scale
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progress := float32(elapsed.Milliseconds()) / float32(t.outFadeScaleDuration.Milliseconds())
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oldAlpha = 1.0 - 0.2*progress
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oldScale = 1.0 - 0.1*progress
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p := t.accumSec / t.totalSec
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if p > 1 {
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p = 1
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}
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// New tab not visible at all yet
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newAlpha = 0.0
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globalP := easeInOutCubic(p)
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if p < t.fadeEnd {
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gEnd := easeInOutCubic(t.fadeEnd)
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subE := float32(0)
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if gEnd > 0 {
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subE = globalP / gEnd
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}
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oldAlpha = 1 - 0.2*subE
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oldScale = 1 - 0.1*subE
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newAlpha = 0
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newScale = 0.9
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newOffsetX = float32(rl.GetScreenWidth()) * slideDirection
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} else if elapsed < t.outFadeScaleDuration+t.outSlideDuration {
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// Phase 2: Slide out old, slide in new
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phaseElapsed := elapsed - t.outFadeScaleDuration
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progress := float32(phaseElapsed.Milliseconds()) / float32(t.outSlideDuration.Milliseconds())
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newOffsetX = float32(rl.GetScreenWidth()) * slideDir
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} else if p < t.slideEnd {
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gStart := easeInOutCubic(t.fadeEnd)
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gEnd := easeInOutCubic(t.slideEnd)
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gRange := gEnd - gStart
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subE := float32(0)
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if gRange > 0 {
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subE = (globalP - gStart) / gRange
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}
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oldAlpha = 0.8
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oldScale = 0.9
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oldOffsetX = -float32(rl.GetScreenWidth()) * progress * slideDirection
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oldOffsetX = -float32(rl.GetScreenWidth()) * subE * slideDir
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newAlpha = 0.8
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newScale = 0.9
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newOffsetX = float32(rl.GetScreenWidth()) * (1.0 - progress) * slideDirection
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newOffsetX = float32(rl.GetScreenWidth()) * (1 - subE) * slideDir
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} else {
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// Phase 3: In Fade/Scale
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phaseElapsed := elapsed - t.outFadeScaleDuration - t.outSlideDuration
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progress := float32(phaseElapsed.Milliseconds()) / float32(t.inFadeScaleDuration.Milliseconds())
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gStart := easeInOutCubic(t.slideEnd)
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gEnd := easeInOutCubic(1)
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gRange := gEnd - gStart
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subE := float32(0)
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if gRange > 0 {
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subE = (globalP - gStart) / gRange
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}
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oldAlpha = 0.0
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oldAlpha = 0
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oldScale = 0.9
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oldOffsetX = -float32(rl.GetScreenWidth()) * slideDirection
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newAlpha = 0.8 + 0.2*progress
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newScale = 0.9 + 0.1*progress
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newOffsetX = 0.0
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oldOffsetX = -float32(rl.GetScreenWidth()) * slideDir
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newAlpha = 0.8 + 0.2*subE
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newScale = 0.9 + 0.1*subE
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newOffsetX = 0
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}
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return oldAlpha, oldScale, oldOffsetX, newAlpha, newScale, newOffsetX
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