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#ifndef EFFECT_SYSTEM_H_0B497B39
#define EFFECT_SYSTEM_H_0B497B39
#include "system.h"
#include "timer.h"
#include "vector.h"
class Game;
class EffectSystem : public System {
public:
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 */
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