Magic_Game/core/Transition/MoveTransition.cpp

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#include "..\e2dtransition.h"
#include "..\e2dnode.h"
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e2d::MoveTransition::MoveTransition(Scene* scene, float duration, Direction direction)
: Transition(scene, duration)
, _direction(direction)
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{
}
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bool e2d::MoveTransition::_init(Game * game, Scene * prev)
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{
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if (Transition::_init(game, prev))
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{
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auto size = Window::getInstance()->getSize();
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if (_direction == Direction::Up)
{
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_posDelta = Vector2(0, -size.height);
_startPos = Point(0, size.height);
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}
else if (_direction == Direction::Down)
{
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_posDelta = Vector2(0, size.height);
_startPos = Point(0, -size.height);
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}
else if (_direction == Direction::Left)
{
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_posDelta = Vector2(-size.width, 0);
_startPos = Point(size.width, 0);
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}
else if (_direction == Direction::Right)
{
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_posDelta = Vector2(size.width, 0);
_startPos = Point(-size.width, 0);
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}
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if (_outScene) _outScene->setPos(0, 0);
_inScene->setPos(_startPos);
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return true;
}
return false;
}
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void e2d::MoveTransition::_update()
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{
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Transition::_update();
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if (_outScene)
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{
_outScene->setPos(_posDelta * _delta);
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}
if (_inScene)
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{
_inScene->setPos(_startPos + _posDelta * _delta);
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}
if (_delta >= 1)
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{
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this->_stop();
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}
}
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void e2d::MoveTransition::_reset()
{
if (_outScene) _outScene->setPos(0, 0);
_inScene->setPos(0, 0);
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}