Magic_Game/core/Transition/TransitionMove.cpp

69 lines
1.4 KiB
C++

#include "..\e2dtransition.h"
#include "..\e2dnode.h"
e2d::TransitionMove::TransitionMove(double duration, Direction direction)
: Transition(duration)
, _direction(direction)
{
}
e2d::TransitionMove * e2d::TransitionMove::create(double moveDuration, Direction direction)
{
return GC::create<TransitionMove>(moveDuration, direction);
}
void e2d::TransitionMove::_init(Scene * prev, Scene * next)
{
Transition::_init(prev, next);
double width = _windowSize.width;
double height = _windowSize.height;
if (_direction == Direction::UP)
{
_posDelta = Vector(0, -height);
_startPos = Point(0, height);
}
else if (_direction == Direction::DOWN)
{
_posDelta = Vector(0, height);
_startPos = Point(0, -height);
}
else if (_direction == Direction::LEFT)
{
_posDelta = Vector(-width, 0);
_startPos = Point(width, 0);
}
else if (_direction == Direction::RIGHT)
{
_posDelta = Vector(width, 0);
_startPos = Point(-width, 0);
}
if (_outScene) _outScene->getRoot()->setPos(0, 0);
_inScene->getRoot()->setPos(_startPos);
}
void e2d::TransitionMove::_updateCustom()
{
if (_outScene)
{
_outScene->getRoot()->setPos(_posDelta * _delta);
}
if (_inScene)
{
_inScene->getRoot()->setPos(_startPos + _posDelta * _delta);
}
if (_delta >= 1)
{
this->_stop();
}
}
void e2d::TransitionMove::_reset()
{
if (_outScene) _outScene->getRoot()->setPos(0, 0);
_inScene->getRoot()->setPos(0, 0);
}