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