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transition.cpp
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transition.cpp
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#include "flib.h"
#include "flib_vec2.h"
#include "room.h"
#include "door.h"
#include "wait.h"
#include "transition.h"
TTransition::TTransition( ERoomResult eTransitionType, TRoom & pCurrentRoom, TRoom & pOtherRoom, int iDelay )
:m_tDir(TGfxVec2(0.f, 0.f)),
m_eTransitionType(eTransitionType),
m_pCurrentRoom(nullptr),
m_pOtherRoom(nullptr),
m_pTimer(nullptr),
m_eState(ETransitionState_DoorOpening)
{
//init
m_pCurrentRoom = &pCurrentRoom;
m_pOtherRoom = &pOtherRoom;
m_pTimer = new TWait( 0, iDelay, false );
//settup
TGfxVec2 tPrecDoorPos;
TGfxVec2 tNextDoorPos;
if( m_eTransitionType != ERoomResult_EntryDoor )
{
tNextDoorPos = m_pCurrentRoom->GetExitDoor().GetPos();
tPrecDoorPos = m_pOtherRoom->GetEntryDoor().GetPos();
}
else
{
tNextDoorPos = m_pCurrentRoom->GetEntryDoor().GetPos();
tPrecDoorPos = m_pOtherRoom->GetExitDoor().GetPos();
}
m_tDir = (tPrecDoorPos - tNextDoorPos).Normalize();
}
TTransition::~TTransition()
{
m_pCurrentRoom = nullptr;
m_pOtherRoom = nullptr;
delete m_pTimer;
}
EGame_State TTransition::Update()
{
switch( m_eState )
{
case ETransitionState_DoorClosing:
{
TDoor * pDoor = nullptr;
//get the opposite door to animate
if( m_eTransitionType == ERoomResult_EntryDoor )
pDoor = &m_pOtherRoom->GetExitDoor();
else if( m_eTransitionType == ERoomResult_ExitDoor )
pDoor = &m_pOtherRoom->GetEntryDoor();
//check door anim progression
int iAnimStep = pDoor->GetAnimStep();
if( iAnimStep == TTextureControler::GetTileCountX( ETextureData_Door ) - 1 )// anim begining
{
pDoor->SetAnimPlay( true );
}
else if( iAnimStep == 0 )//anim ending
{
pDoor->SetAnimPlay( false );
pDoor->SetAnimReverse( false );
return EGame_State_Playing;
}
pDoor->PlayAnim();
}
break;
case ETransitionState_DoorOpening:
{
TDoor * pDoor = nullptr;
//get the door to animate
if( m_eTransitionType == ERoomResult_EntryDoor )
pDoor = &m_pCurrentRoom->GetEntryDoor();
else if(m_eTransitionType == ERoomResult_ExitDoor )
pDoor = &m_pCurrentRoom->GetExitDoor();
//check door anim progression
int iAnimStep = pDoor->GetAnimStep();
if( iAnimStep == 0 )//anim begining
{
pDoor->SetAnimPlay( true );
pDoor->SetAnimReverse( false );
}
else if( iAnimStep == TTextureControler::GetTileCountX( ETextureData_Door )-1 )// anim ending
{
pDoor->SetAnimPlay( false );
m_eState = ETransitionState_RoomTransit;
int iTime = GfxTimeGetMilliseconds();
m_pTimer->SetStartTime( iTime );
m_pTimer->SetActive( true );
//set opposite door to closing
TDoor * OppositepDoor = nullptr;
if( m_eTransitionType == ERoomResult_EntryDoor )
OppositepDoor = &m_pOtherRoom->GetExitDoor();
else if( m_eTransitionType == ERoomResult_ExitDoor )
OppositepDoor = &m_pOtherRoom->GetEntryDoor();
OppositepDoor->SetTile( TTextureControler::GetTileCountX( ETextureData_Door ) - 1, OppositepDoor->GetAnimLevel() );
OppositepDoor->SetAnimReverse( true );
}
pDoor->PlayAnim();
}
break;
case ETransitionState_RoomTransit:
{
//lerp during transition delay
if( m_pTimer->Update() == true )
{
float fProgression = m_pTimer->GetProgress();
int iDistance = 0;
//define the distance of the transition depending of if the transition is vertical or horizontal
if (m_tDir.x > 0.f || m_tDir.x < 0.f)
iDistance = SCREEN_SIZE_X;
else
iDistance = SCREEN_SIZE_Y;
//set room position
float fStep = fProgression * iDistance;
m_pOtherRoom->TransitionUpdate( m_tDir * ( fStep - iDistance ) );
m_pCurrentRoom->TransitionUpdate(m_tDir * fStep);
}
else
{
//reset room position when transition ends
m_pOtherRoom->TransitionUpdate(TGfxVec2(fBACKGROUND_POS_X, fBACKGROUND_POS_Y));
m_pCurrentRoom->TransitionUpdate(TGfxVec2(fBACKGROUND_POS_X, fBACKGROUND_POS_Y));
//reset door sprite
TDoor * pDoor = nullptr;
if( m_eTransitionType == ERoomResult_EntryDoor )
pDoor = &m_pCurrentRoom->GetEntryDoor();
else if( m_eTransitionType == ERoomResult_ExitDoor )
pDoor = &m_pCurrentRoom->GetExitDoor();
pDoor->SetTile( 0, pDoor->GetAnimLevel() );
m_eState = ETransitionState_DoorClosing;
}
}
break;
}
return EGame_State_RoomTransition;
}
void TTransition::Render()
{
if(m_eState != ETransitionState_DoorOpening)
m_pOtherRoom->Render( EGame_State_RoomTransition );
if( m_eState != ETransitionState_DoorClosing )
m_pCurrentRoom->Render( EGame_State_RoomTransition );
}