Magic_Game/core/Transition/ETransitionMove.cpp

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#include "..\etransitions.h"
#include "..\enodes.h"
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e2d::TransitionMove::TransitionMove(double duration, MOVE_DIRECT direct)
: Transition(duration)
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, m_Direct(direct)
{
}
void e2d::TransitionMove::_update()
{
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this->_calcRateOfProgress();
if (m_pPrevScene) m_pPrevScene->getRoot()->setPos(m_Vec * m_fRateOfProgress);
m_pNextScene->getRoot()->setPos(m_NextPos + m_Vec * m_fRateOfProgress);
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if (m_fRateOfProgress >= 1)
{
this->_stop();
}
}
void e2d::TransitionMove::_init()
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{
if (m_Direct == TransitionMove::UP)
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{
m_Vec = Vector(0, -Window::getHeight());
m_NextPos = Point(0, Window::getHeight());
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}
else if (m_Direct == TransitionMove::DOWN)
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{
m_Vec = Vector(0, Window::getHeight());
m_NextPos = Point(0, -Window::getHeight());
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}
else if (m_Direct == TransitionMove::LEFT)
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{
m_Vec = Vector(-Window::getWidth(), 0);
m_NextPos = Point(Window::getWidth(), 0);
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}
else if (m_Direct == TransitionMove::RIGHT)
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{
m_Vec = Vector(Window::getWidth(), 0);
m_NextPos = Point(-Window::getWidth(), 0);
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}
if (m_pPrevScene) m_pPrevScene->getRoot()->setPos(0, 0);
m_pNextScene->getRoot()->setPos(m_NextPos);
}
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void e2d::TransitionMove::_reset()
{
if (m_pPrevScene) m_pPrevScene->getRoot()->setPos(0, 0);
m_pNextScene->getRoot()->setPos(0, 0);
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}