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#include "effect_system.h"
#include "game.h"
void EffectSystem::tick(double dt) {
if (game_.isGameplayPaused()) return;
if (screenFade_ != screenFadeDest_) {
screenFadeThus_ += dt;
if (screenFadeThus_ >= screenFadeLength_) {
screenFadeThus_ = screenFadeLength_;
}
screenFade_ = (screenFadeDest_ - screenFadeStart_) / screenFadeLength_ * screenFadeThus_ + screenFadeStart_;
}
if (mapFade_ != mapFadeDest_) {
mapFadeThus_ += dt;
if (mapFadeThus_ >= mapFadeLength_) {
mapFadeThus_ = mapFadeLength_;
}
mapFade_ = (mapFadeDest_ - mapFadeStart_) / mapFadeLength_ * mapFadeThus_ + mapFadeStart_;
}
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;
}
}
if (circleEffect_ != circleEffectDest_) {
circleEffectThus_ += dt;
if (circleEffectThus_ >= circleEffectLength_) {
circleEffectThus_ = circleEffectLength_;
}
circleEffect_ = (circleEffectDest_ - circleEffectStart_) / circleEffectLength_ * circleEffectThus_ + circleEffectStart_;
}
}
void EffectSystem::fadeScreen(int length, double amount) {
screenFadeStart_ = screenFade_;
screenFadeDest_ = amount;
screenFadeLength_ = length;
screenFadeThus_ = 0;
}
void EffectSystem::fadeMap(int length, double amount) {
mapFadeStart_ = mapFade_;
mapFadeDest_ = amount;
mapFadeLength_ = length;
mapFadeThus_ = 0;
}
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) {
circleEffectStart_ = circleEffect_;
circleEffectDest_ = amount;
circleEffectLength_ = length;
circleEffectThus_ = 0;
}
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