Magic_Game/Easy2D/Action/ActionOpacityBy.cpp

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#include "..\easy2d.h"
ActionOpacityBy::ActionOpacityBy(float duration, float opacity) :
Animation(duration)
{
m_nVariation = opacity;
}
ActionOpacityBy::~ActionOpacityBy()
{
}
void ActionOpacityBy::_init()
{
Animation::_init();
m_nBeginVal = m_pTargetSprite->getOpacity();
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}
void ActionOpacityBy::_exec(LARGE_INTEGER nNow)
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{
if (Animation::_isDelayEnough(nNow))
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{
// <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD>λ<EFBFBD><CEBB>
float scale = float(m_nDuration) / m_nTotalDuration;
// <20>ƶ<EFBFBD> Sprite
m_pTargetSprite->setOpacity(m_nBeginVal + m_nVariation * scale);
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// <20>ж϶<D0B6><CFB6><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
if (_isEnd())
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{
this->stop();
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}
}
}
void ActionOpacityBy::_reset()
{
Animation::_reset();
}
ActionOpacityBy * ActionOpacityBy::copy() const
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{
return new ActionOpacityBy(m_nMilliSeconds / 1000.0f, m_nVariation);
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}
ActionOpacityBy * ActionOpacityBy::reverse() const
{
return new ActionOpacityBy(m_nTotalDuration / 1000.0f, -m_nVariation);
}