Magic_Game/core/Transition/MoveTransition.cpp

68 lines
1.3 KiB
C++

#include "..\e2dtransition.h"
#include "..\e2dcomponent.h"
#include "..\e2dmodule.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)
{
pos_delta_ = Point(0, -size.height);
start_pos_ = Point(0, size.height);
}
else if (direction_ == Direction::Down)
{
pos_delta_ = Point(0, size.height);
start_pos_ = Point(0, -size.height);
}
else if (direction_ == Direction::Left)
{
pos_delta_ = Point(-size.width, 0);
start_pos_ = Point(size.width, 0);
}
else if (direction_ == Direction::Right)
{
pos_delta_ = Point(size.width, 0);
start_pos_ = Point(-size.width, 0);
}
if (out_scene_) out_scene_->SetPos(0, 0);
in_scene_->SetPos(start_pos_);
return true;
}
return false;
}
void e2d::MoveTransition::Update()
{
Transition::Update();
if (out_scene_)
{
out_scene_->SetPos(pos_delta_ * delta_);
}
if (in_scene_)
{
in_scene_->SetPos(start_pos_ + pos_delta_ * delta_);
}
if (delta_ >= 1)
{
this->Stop();
}
}
void e2d::MoveTransition::Reset()
{
if (out_scene_) out_scene_->SetPos(0, 0);
in_scene_->SetPos(0, 0);
}