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name: "Nature Room"
panel_display_name: "North Landscape"
panels {
  name: "SEVERE"
  path: "Panels/General/nature_2"
  clue: "severe"
  answer: "grave"
  symbols: SUN
}
panels {
  name: "FOOT"
  path: "Panels/General/nature_3"
  clue: "foot"
  answer: "yard"
  symbols: BOXES
}
panels {
  name: "PAUSES"
  path: "Panels/General/nature_4"
  clue: "pauses"
  answer: "waits"
  symbols: SUN
}
panels {
  name: "ABOVE"
  path: "Panels/General/nature_5"
  clue: "above"
  answer: "below"
  symbols: SUN
}
ss="k">static constexpr SystemKey Key = SystemKey::Effect; explicit EffectSystem(Game& game) : game_(game) {} void tick(double dt) override; /* Commands */ // Fades the entire screen in or out // - length is in milliseconds // - amount is [0,1] void fadeScreen(int length, double amount); // Fades just the map, leaving the sprites, messages, etc unfaded. // - length is in milliseconds // - amount is [0,1] void fadeMap(int length, double amount); // Shakes the viewport by 1 tile in both directions. // - period is in milliseconds, it's actually a half period void shakeCamera(int period); void stopShakingCamera(); /* Information */ bool isScreenFaded() const { return screenFade_ > 0.0; } double getScreenFadeProgress() const { return screenFade_; } bool isScreenFadeComplete() const { return screenFade_ == screenFadeDest_; } bool isMapFaded() const { return mapFade_ > 0.0; } double getMapFadeProgress() const { return mapFade_; } bool isMapFadeComplete() const { return mapFade_ == mapFadeDest_; } const vec2i& getCameraShakeOffset() const { return cameraShakeOffset_; } bool isCameraShaking() const { return cameraShaking_; } private: Game& game_; double screenFade_ = 0.0; double screenFadeDest_ = 0.0; double screenFadeStart_ = 0.0; double screenFadeLength_ = 0; double screenFadeThus_ = 0; double mapFade_ = 0.0; double mapFadeDest_ = 0.0; double mapFadeStart_ = 0.0; double mapFadeLength_ = 0.0; double mapFadeThus_ = 0.0; bool cameraShaking_ = false; vec2i cameraShakeOffset_ { 0, 0 }; bool cameraShakeOn_ = false; Timer cameraShakeTimer_ { 0 }; }; #endif /* end of include guard: EFFECT_SYSTEM_H_0B497B39 */