Magic_Game/core/Transition/MoveTransition.cpp

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#include "..\e2dtransition.h"
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#include "..\e2dnode.h"
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#include "..\e2dmodule.h"
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e2d::MoveTransition::MoveTransition(Scene* scene, float duration, Direction direction)
: Transition(scene, duration)
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, 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();
if (direction_ == Direction::Up)
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{
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pos_delta_ = Point(0, -size.height);
start_pos_ = Point(0, size.height);
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}
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else if (direction_ == Direction::Down)
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{
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pos_delta_ = Point(0, size.height);
start_pos_ = Point(0, -size.height);
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}
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else if (direction_ == Direction::Left)
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{
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pos_delta_ = Point(-size.width, 0);
start_pos_ = Point(size.width, 0);
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}
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else if (direction_ == Direction::Right)
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{
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pos_delta_ = Point(size.width, 0);
start_pos_ = Point(-size.width, 0);
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}
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if (out_scene_) out_scene_->SetPos(0, 0);
in_scene_->SetPos(start_pos_);
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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 (out_scene_)
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{
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out_scene_->SetPos(pos_delta_ * delta_);
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}
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if (in_scene_)
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{
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in_scene_->SetPos(start_pos_ + pos_delta_ * delta_);
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}
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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()
{
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if (out_scene_) out_scene_->SetPos(0, 0);
in_scene_->SetPos(0, 0);
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}