Implementing tween engine with entity system?

Hi,

I was looking at the tween engine, and was thinking about how useful that seems like it could be to sequence events, like introductions into levels, etc…

So, I was hoping that someone who has used this tool could help me, potentially to save some time figuring out how to add this in.

The setup I have right now is that the program starts with a loading / screen, then the main game is on a screen, that screen loads the map. The game screen creates the “world”, the world builds all the game objects (terrain, player, other game objects), then the world updates handles the updating of all the entities.

So, based on the tutorials, which all seem to take the simplest projects to add to, makes me think I should have started with that… anyway,

What is needed :

  • the accessors
  • The registration
  • The manager to update

Ultimately, I’m just putting this question out there to potentially prevent any issues and to minimize the time it will take to add the tween engine to this project…

So, I have the accessor class, which I’ve made a number of different accessors to handle different possibilities (sprites, though the location of the sprites and the animations will be tied to the polygon, so I have a polygon and a vector accessor, which I think I could simplify to an “entity” accessor to be able to manipulate a wider range of variables).

I wasn’t quite so certain about the tween manager, I was thinking a tween manager for the different screens, and then a tween manager in the “world” class for the game screen? The important one being the world, which would update the tweens while updating all the entities…

Does this make sense?

A follow up question on this one, also a potential time saver;
Is there a reason why a person would not want to use tweens for player movement (ex: acceleration / deceleration for movement), the idea I was thinking was that each state change would initiate the relevant tweens on that object (ex: falling off an edge would take the downward speed and accelerate to the max falling speed)?

or is this an idea I should reconsider now ?

Thanks for any pointers on this one.