// Title Screen Update logic void UpdateTitleScreen(void) { if (!isTitleAnimFinished) { if (framesCounter>=titleFadeDelay) { if (fadeFramesCounter<=titleFadeInDuration) { titleAlpha = CubicEaseIn(fadeFramesCounter, 0, 1, titleFadeInDuration); fadeFramesCounter++; } else { fadeFramesCounter = 0; isTitleAnimFinished = 1; titleAlpha = 1; } } else framesCounter++; } else { if (framesCounter>=startTextDelay) { if (fadeFramesCounter<=startTextFadeDuration) { if(startTextFadeIn) startTextAlpha = SineEaseOut(fadeFramesCounter, 0.2, 1, startTextFadeDuration); else startTextAlpha = SineEaseIn(fadeFramesCounter, 1, -0.8, startTextFadeDuration); fadeFramesCounter++; } else { fadeFramesCounter=0; startTextFadeIn = !startTextFadeIn; } } else framesCounter++; } if (isTitleAnimFinished&&IsKeyPressed(KEY_ENTER)) { //finishScreen = 1; // OPTIONS finishScreen = 2; // GAMEPLAY } }
MathUtil::MathUtil() { int SizeOfFloat = sizeof(float); InitSin(); m_easeQuadIn = (float *)malloc(100 * SizeOfFloat); m_easeQuadOut = (float *)malloc(100 * SizeOfFloat); m_easeQuadInOut = (float *)malloc(100 * SizeOfFloat); m_easeCubeIn = (float *)malloc(100 * SizeOfFloat); m_easeCubeOut = (float *)malloc(100 * SizeOfFloat); m_easeCubeInOut = (float *)malloc(100 * SizeOfFloat); m_easeQuartIn = (float *)malloc(100 * SizeOfFloat); m_easeQuartOut = (float *)malloc(100 * SizeOfFloat); m_easeQuartInOut = (float *)malloc(100 * SizeOfFloat); m_easeQuintIn = (float *)malloc(100 * SizeOfFloat); m_easeQuintOut = (float *)malloc(100 * SizeOfFloat); m_easeQuintInOut = (float *)malloc(100 * SizeOfFloat); m_easeElasticIn = (float *)malloc(100 * SizeOfFloat); m_easeElasticOut = (float *)malloc(100 * SizeOfFloat); m_easeElasticInOut = (float *)malloc(100 * SizeOfFloat); m_easeBackIn = (float *)malloc(100 * SizeOfFloat); m_easeBackOut = (float *)malloc(100 * SizeOfFloat); m_easeBackInOut = (float *)malloc(100 * SizeOfFloat); m_easeBounceIn = (float *)malloc(100 * SizeOfFloat); m_easeBounceOut = (float *)malloc(100 * SizeOfFloat); m_easeBounceInOut = (float *)malloc(100 * SizeOfFloat); for (int i = 0; i < 100; i++) { double t = i / 100.0; m_easeQuadIn[i] = QuadraticEaseIn(t); m_easeQuadOut[i] = QuadraticEaseOut(t); m_easeQuadInOut[i] = QuadraticEaseInOut(t); m_easeCubeIn[i] = CubicEaseIn(t); m_easeCubeOut[i] = CubicEaseOut(t); m_easeCubeInOut[i] = CubicEaseInOut(t); m_easeQuartIn[i] = QuarticEaseIn(t); m_easeQuartOut[i] = QuarticEaseOut(t); m_easeQuartInOut[i] = QuarticEaseInOut(t); m_easeQuintIn[i] = QuinticEaseIn(t); m_easeQuintOut[i] = QuinticEaseOut(t); m_easeQuintInOut[i] = QuinticEaseInOut(t); m_easeElasticIn[i] = ElasticEaseIn(t); m_easeElasticOut[i] = ElasticEaseOut(t); m_easeElasticInOut[i] = ElasticEaseInOut(t); m_easeBackIn[i] = BackEaseIn(t); m_easeBackOut[i] = BackEaseOut(t); m_easeBackInOut[i] = BackEaseInOut(t); m_easeBounceIn[i] = BounceEaseIn(t); m_easeBounceOut[i] = BounceEaseOut(t); m_easeBounceInOut[i] = BounceEaseInOut(t); } }