Magic_Game/Easy2D/Transition/ETransitionMove.cpp

65 lines
1.5 KiB
C++

#include "..\etransitions.h"
#include "..\eactions.h"
#include "..\emanagers.h"
e2d::ETransitionMove::ETransitionMove(float moveDuration, MOVE_DIRECT direct)
: m_fMoveDuration(moveDuration)
, m_Direct(direct)
{
}
void e2d::ETransitionMove::_setTarget(EScene * prev, EScene * next, bool & transitional)
{
// 初始化动作属性
float distPosX;
float distPosY;
if (m_Direct == MOVE_DIRECT::UP)
{
distPosX = 0;
distPosY = -EApp::getHeight();
}
else if (m_Direct == MOVE_DIRECT::DOWN)
{
distPosX = 0;
distPosY = EApp::getHeight();
}
else if (m_Direct == MOVE_DIRECT::LEFT)
{
distPosX = -EApp::getWidth();
distPosY = 0;
}
else if (m_Direct == MOVE_DIRECT::RIGHT)
{
distPosX = EApp::getWidth();
distPosY = 0;
}
// 初始化场景属性
next->getRoot()->move(-distPosX, -distPosY);
// 第一个场景移出
auto action1 = new EActionMoveBy(m_fMoveDuration, EVec(distPosX, distPosY));
if (prev)
{
action1->setTarget(prev->getRoot());
}
// 第二个场景移入
auto action2 = new EActionMoveBy(m_fMoveDuration, EVec(distPosX, distPosY));
action2->setTarget(next->getRoot());
// 标志动画结束
auto action3 = new EActionCallback([&, prev, next] {
transitional = false;
// 还原场景状态
if (prev)
{
prev->getRoot()->setPos(EApp::getWidth() / 2, EApp::getHeight() / 2);
}
next->getRoot()->setPos(EApp::getWidth() / 2, EApp::getHeight() / 2);
});
// 添加顺序动作
EActionManager::addAction(new EActionSequence(2, new EActionTwoAtSameTime(action1, action2), action3));
}