### Author Topic: creating a spin-down timer  (Read 3385 times)

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#### Bryston

• Newbie
• Posts: 8
##### creating a spin-down timer
« on: March 20, 2013, 07:02:33 pm »
Any advice on how to create a spin-down timer?

Ive got an animation running at speed x and i want it to slowly spin down to 0 then stop

im pretty sure it is going to involve three elements like
sf::Clock sysClock;

sf::Time tInitial;
sf::Time tDelta;
sf::Time tTotal;

tInitial = sysClock.restart();
tDelta = sf::Seconds(0.02f);
tTotal = (some math operation combining tInitial and tDelta so i can ramp the animation down)

Im using Foalys animation class, so that may have a small/big influence on how to handle this problem.

#### Christopher Jozwiak

• Newbie
• Posts: 48
##### Re: creating a spin-down timer
« Reply #1 on: March 21, 2013, 07:39:32 pm »
I'm not really good an expert on this stuff. But wouldn't you have to either decrease a clocks increments? Not sure but, thought about it.  Makes sense for the moment
Noob C++ Programmer.

#### Nexus

• SFML Team
• Hero Member
• Posts: 6286
• Thor Developer
##### Re: creating a spin-down timer
« Reply #2 on: March 21, 2013, 08:11:24 pm »
thor::Timer

But for logical time (as opposed to real time), you often don't want clocks, since they continue running when paused etc. A sf::Time variable that is continuously decreased may already suffice.
Zloxx II: action platformer
Thor Library: particle systems, animations, dot products, ...
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#### Lee R

• Jr. Member
• Posts: 86
##### Re: creating a spin-down timer
« Reply #3 on: May 02, 2013, 12:00:29 am »
In the most general sense, what you're trying to describe is called "interpolation". The 'quadratic ease out' equation fits with the "slowing down" behaviour you're after.