Magic_Game/core/Transition/TransitionMove.cpp

64 lines
1.3 KiB
C++

#include "..\etransition.h"
#include "..\enode.h"
e2d::TransitionMove::TransitionMove(double duration, int direct)
: Transition(duration)
, m_Direct(direct)
{
}
void e2d::TransitionMove::_init(Scene * prev, Scene * next)
{
Transition::_init(prev, next);
double width = m_WindowSize.width;
double height = m_WindowSize.height;
if (m_Direct == Direct::UP)
{
m_Vector = Vector(0, -height);
m_NextPos = Point(0, height);
}
else if (m_Direct == Direct::DOWN)
{
m_Vector = Vector(0, height);
m_NextPos = Point(0, -height);
}
else if (m_Direct == Direct::LEFT)
{
m_Vector = Vector(-width, 0);
m_NextPos = Point(width, 0);
}
else if (m_Direct == Direct::RIGHT)
{
m_Vector = Vector(width, 0);
m_NextPos = Point(-width, 0);
}
if (m_pPrevScene) m_pPrevScene->getRoot()->setPos(0, 0);
m_pNextScene->getRoot()->setPos(m_NextPos);
}
void e2d::TransitionMove::_updateCustom()
{
if (m_pPrevScene)
{
m_pPrevScene->getRoot()->setPos(m_Vector * m_fRateOfProgress);
}
if (m_pNextScene)
{
m_pNextScene->getRoot()->setPos(m_NextPos + m_Vector * m_fRateOfProgress);
}
if (m_fRateOfProgress >= 1)
{
this->_stop();
}
}
void e2d::TransitionMove::_reset()
{
if (m_pPrevScene) m_pPrevScene->getRoot()->setPos(0, 0);
m_pNextScene->getRoot()->setPos(0, 0);
}