void Intro(void) { NewGameWindow(1); /* Set to 512 mode */ FadeToBlack(); /* Fade out the video */ DisplayScreen(rMacPlayPic, rMacPlayPal); BlastScreen(); StartSong(SongListPtr[0]); /* Play the song */ FadeTo(rMacPlayPal); /* Fade in the picture */ WaitTicksEvent(240); /* Wait for event */ DisplayScreen(rMacPlayPic, rIdLogoPal); /* higher bpp hack */ BlastScreen(); FadeTo(rIdLogoPal); if (toupper(WaitTicksEvent(240))=='B') { /* Wait for event */ FadeToBlack(); ClearTheScreen(BLACK); DisplayScreen(rYummyPic, rYummyPal); BlastScreen(); FadeTo(rYummyPal); WaitTicksEvent(600); } }
void IComponent::Show(uint32 time) { D3DXCOLOR standard(1.0f, 1.0f, 1.0f, 1.0f); D3DXCOLOR highlight(1.25f, 1.25f, 1.45f, 1.1f); if (GetColorMod() != standard) FadeTo(time, standard); else { FadeTo(time, highlight); sEngine.PulseTimer.AddTimer(time * 2, [=] (const Utils::STimerDispatchEvt&) { this->FadeTo(uint32(time * 1.5f), standard); return TIMER_STOP_EXECUTION; }); } }
Boolean TitleScreen() { Word RetVal; /* Value to return */ playstate = EX_LIMBO; /* Game is not in progress */ NewGameWindow(1); /* Set to 512 mode */ FadeToBlack(); /* Fade out the video */ DisplayScreen(rTitlePic, rTitlePal); BlastScreen(); StartSong(SongListPtr[0]); FadeTo(rTitlePal); /* Fade in the picture */ BlastScreen(); RetVal = WaitTicksEvent(0); /* Wait for event */ playstate = EX_COMPLETED; return TRUE; }
void IComponent::Hide(uint32 time) { FadeTo(time, D3DXCOLOR(1.0f, 1.0f, 1.0f, 0.0f)); }
void iLight::UpdateLight(float afTimeStep) { ///////////////////////////////////////////// // Fade if(mfFadeTime>0) { //Log("Fading: %f / %f\n",afTimeStep,mfFadeTime); mfFarAttenuation += mfRadiusAdd*afTimeStep; mDiffuseColor.r += mColAdd.r*afTimeStep; mDiffuseColor.g += mColAdd.g*afTimeStep; mDiffuseColor.b += mColAdd.b*afTimeStep; mDiffuseColor.a += mColAdd.a*afTimeStep; SetDiffuseColor(mDiffuseColor); mfFadeTime-=afTimeStep; //Set the dest values. if(mfFadeTime<=0) { mfFadeTime =0; SetDiffuseColor(mDestCol); mfFarAttenuation = mfDestRadius; } } ///////////////////////////////////////////// // Flickering if(mbFlickering && mfFadeTime<=0) { ////////////////////// //On if(mbFlickerOn) { if(mfFlickerTime >= mfFlickerStateLength) { mbFlickerOn = false; if(!mbFlickerFade) { SetDiffuseColor(mFlickerOffColor); mfFarAttenuation = mfFlickerOffRadius; } else { FadeTo(mFlickerOffColor,mfFlickerOffRadius,mfFlickerOffFadeLength); } //Sound if(msFlickerOffSound!=""){ cSoundEntity *pSound = mpWorld3D->CreateSoundEntity("FlickerOff", msFlickerOffSound,true); if(pSound) pSound->SetPosition(GetLightPosition()); } OnFlickerOff(); mfFlickerTime =0; mfFlickerStateLength = cMath::RandRectf(mfFlickerOffMinLength,mfFlickerOffMaxLength); } } ////////////////////// //Off else { if(mfFlickerTime >= mfFlickerStateLength) { mbFlickerOn = true; if(!mbFlickerFade) { SetDiffuseColor(mFlickerOnColor); mfFarAttenuation = mfFlickerOnRadius; } else { FadeTo(mFlickerOnColor,mfFlickerOnRadius,mfFlickerOnFadeLength); } if(msFlickerOnSound!=""){ cSoundEntity *pSound = mpWorld3D->CreateSoundEntity("FlickerOn", msFlickerOnSound,true); if(pSound) pSound->SetPosition(GetLightPosition()); } OnFlickerOn(); mfFlickerTime =0; mfFlickerStateLength = cMath::RandRectf(mfFlickerOnMinLength,mfFlickerOnMaxLength); } } mfFlickerTime += afTimeStep; } /*Log("Time: %f Length: %f FadeTime: %f Color: (%f %f %f %f)\n",mfFlickerTime, mfFlickerStateLength, mfFadeTime, mDiffuseColor.r,mDiffuseColor.g, mDiffuseColor.b,mDiffuseColor.a);*/ }