Magic_Game/core/Transition/ETransitionMove.cpp

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#include "..\etransitions.h"
#include "..\enodes.h"
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e2d::ETransitionMove::ETransitionMove(float duration, MOVE_DIRECT direct)
: ETransition(duration)
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, m_Direct(direct)
{
}
void e2d::ETransitionMove::_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::ETransitionMove::_init()
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{
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if (m_Direct == ETransitionMove::UP)
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{
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m_Vec = EVector2(0, -EWindow::getHeight());
m_NextPos = EPoint(0, EWindow::getHeight());
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}
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else if (m_Direct == ETransitionMove::DOWN)
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{
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m_Vec = EVector2(0, EWindow::getHeight());
m_NextPos = EPoint(0, -EWindow::getHeight());
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}
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else if (m_Direct == ETransitionMove::LEFT)
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{
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m_Vec = EVector2(-EWindow::getWidth(), 0);
m_NextPos = EPoint(EWindow::getWidth(), 0);
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}
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else if (m_Direct == ETransitionMove::RIGHT)
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{
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m_Vec = EVector2(EWindow::getWidth(), 0);
m_NextPos = EPoint(-EWindow::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::ETransitionMove::_reset()
{
if (m_pPrevScene) m_pPrevScene->getRoot()->setPos(0, 0);
m_pNextScene->getRoot()->setPos(0, 0);
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}