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#include "effect_system.h"
#include "game.h"
void EffectSystem::tick(double dt) {
if (game_.isGameplayPaused()) return;
screenFade_.tick(dt);
mapFade_.tick(dt);
circleEffect_.tick(dt);
if (cameraShaking_) {
cameraShakeTimer_.accumulate(dt);
while (cameraShakeTimer_.step()) {
cameraShakeOn_ = !cameraShakeOn_;
}
if (cameraShakeOn_) {
cameraShakeOffset_.x() = 8;
cameraShakeOffset_.y() = 8;
} else {
cameraShakeOffset_.x() = 0;
cameraShakeOffset_.y() = 0;
}
}
}
void EffectSystem::fadeScreen(int length, double amount) {
screenFade_.start(length, amount);
}
void EffectSystem::fadeMap(int length, double amount) {
mapFade_.start(length, amount);
}
void EffectSystem::shakeCamera(int period) {
cameraShaking_ = true;
cameraShakeOffset_ = { 0, 0 };
cameraShakeOn_ = false;
cameraShakeTimer_ = Timer(period);
}
void EffectSystem::stopShakingCamera() {
cameraShaking_ = false;
cameraShakeOffset_ = { 0, 0 };
}
void EffectSystem::circleTransition(int length, double amount) {
circleEffect_.start(length, amount);
}
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