Magic_Game/core/Transition/MoveTransition.cpp

69 lines
1.3 KiB
C++

#include "..\e2dtransition.h"
#include "..\e2dnode.h"
e2d::MoveTransition::MoveTransition(float duration, Direction direction)
: Transition(duration)
, _direction(direction)
{
}
bool e2d::MoveTransition::init(Scene * prev, Scene * next)
{
if (Transition::init(prev, next))
{
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->getRoot()->setPos(0, 0);
_inScene->getRoot()->setPos(_startPos);
return true;
}
return false;
}
void e2d::MoveTransition::update()
{
Transition::update();
if (_outScene)
{
_outScene->getRoot()->setPos(_posDelta * _delta);
}
if (_inScene)
{
_inScene->getRoot()->setPos(_startPos + _posDelta * _delta);
}
if (_delta >= 1)
{
this->stop();
}
}
void e2d::MoveTransition::reset()
{
if (_outScene) _outScene->getRoot()->setPos(0, 0);
_inScene->getRoot()->setPos(0, 0);
}