Magic_Game/core/Transition/MoveTransition.cpp

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#include "..\e2dtransition.h"
#include "..\e2dnode.h"
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e2d::MoveTransition::MoveTransition(double duration, Direction direction)
: Transition(duration)
, _direction(direction)
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{
}
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void e2d::MoveTransition::_init(Scene * prev, Scene * next)
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{
Transition::_init(prev, next);
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double width = _windowSize.width;
double height = _windowSize.height;
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if (_direction == Direction::Up)
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{
_posDelta = Vector(0, -height);
_startPos = Point(0, height);
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}
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else if (_direction == Direction::Down)
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{
_posDelta = Vector(0, height);
_startPos = Point(0, -height);
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}
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else if (_direction == Direction::Left)
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{
_posDelta = Vector(-width, 0);
_startPos = Point(width, 0);
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}
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else if (_direction == Direction::Right)
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{
_posDelta = Vector(width, 0);
_startPos = Point(-width, 0);
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}
if (_outScene) _outScene->getRoot()->setPos(0, 0);
_inScene->getRoot()->setPos(_startPos);
}
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void e2d::MoveTransition::_updateCustom()
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{
if (_outScene)
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{
_outScene->getRoot()->setPos(_posDelta * _delta);
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}
if (_inScene)
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{
_inScene->getRoot()->setPos(_startPos + _posDelta * _delta);
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}
if (_delta >= 1)
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{
this->_stop();
}
}
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void e2d::MoveTransition::_reset()
{
if (_outScene) _outScene->getRoot()->setPos(0, 0);
_inScene->getRoot()->setPos(0, 0);
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}