Magic_Game/core/Transition/MoveTransition.cpp

68 lines
1.3 KiB
C++

#include "..\e2dtransition.h"
#include "..\e2dnode.h"
e2d::MoveTransition::MoveTransition(Scene* scene, float duration, Direction direction)
: Transition(scene, duration)
, _direction(direction)
{
}
bool e2d::MoveTransition::_init(Scene * prev)
{
if (Transition::_init(prev))
{
float width = _windowSize.width;
float height = _windowSize.height;
if (_direction == Direction::Up)
{
_posDelta = Vector2(0, -height);
_startPos = Point(0, height);
}
else if (_direction == Direction::Down)
{
_posDelta = Vector2(0, height);
_startPos = Point(0, -height);
}
else if (_direction == Direction::Left)
{
_posDelta = Vector2(-width, 0);
_startPos = Point(width, 0);
}
else if (_direction == Direction::Right)
{
_posDelta = Vector2(width, 0);
_startPos = Point(-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);
}