示例#1
0
void Logo::applyState()
{
	StateObject::applyState();


	core->setClearColor(Vector(1,1,1));
	//glClearColor(1,1,1,0);


	//core->enable2D(800);

	/*
	Quad *q = new Quad;
	{
		q->setTexture("zs");
		q->width=800;
		q->height=100;
		q->position = Vector(400,300);
		q->alpha = 0;
		q->alpha.interpolateTo(1, 3, 0);
	}
	addRenderObject(q);

	addAction(&jumpTitle, MOUSE_BUTTON_LEFT, 1);
	*/

	Quad *q = new Quad;
	{
		q->setTexture("sky");
		q->setWidthHeight(800, 600);
		q->position = Vector(400,300);
		q->alpha = 0;
		q->alpha.interpolateTo(1, 3, 0);
	}
	addRenderObject(q);
}
示例#2
0
void Quad::spawnChildClone(float t)
{
	if (!this->texture) return;
	Quad *q = new Quad;
	q->setTexture(this->texture->name);
	q->setLife(t+0.1f);
	q->setDecayRate(1);
	q->width = this->width;
	q->height = this->height;
	q->alpha = 1;
	q->alpha.interpolateTo(0, t);
	if (isfh())
		q->flipHorizontal();
	q->position = this->position;
	q->followCamera = this->followCamera;
	q->scale = this->scale;
	q->offset = this->offset;
	q->blendType = this->blendType;

	//q->parentManagedPointer = true;
	//q->renderBeforeParent = false;
	core->getTopStateData()->addRenderObject(q, this->layer);
	//addChild(q);
}
示例#3
0
void Nag::applyState()
{
	StateObject::applyState();

	click = 0;

	dsq->cursor->offset.stop();
	dsq->cursor->internalOffset.stop();
	dsq->cursor->offset = Vector(0,0,0);
	dsq->cursor->internalOffset = Vector(0,0,0);
	dsq->cursor->color = Vector(0,0,0);

	dsq->sound->stopMusic();

	hitBuy = false;

	core->setInputGrab(false);
	grab = false;
	

	dsq->overlay2->alpha = 0;
	dsq->stopVoice();

	Quad *bg = new Quad("nag/nag", Vector(400,400));
	bg->setWidthHeight(800, 800);
	bg->followCamera = 1;
	addRenderObject(bg, LR_BACKGROUND);

	AquariaMenuItem *buy = new AquariaMenuItem();
	buy->followCamera = 1;
	buy->position = Vector(630, 400); //300, 540);
	//buy->setLabel("Buy");
	buy->useGlow("particles/glow", 480, 128);
	buy->event.set(MakeFunctionEvent(Nag, onBuy));
	buy->setDirMove(DIR_LEFT, buy);
	buy->setDirMove(DIR_RIGHT, buy);
	buy->setDirMove(DIR_UP, buy);
	addRenderObject(buy, LR_BACKGROUND);

	AquariaMenuItem *exit = new AquariaMenuItem();
	exit->followCamera = 1;
	exit->position = Vector(732, 543);
	//exit->setLabel("Exit");
	exit->useGlow("particles/glow", 128, 64);
	exit->event.set(MakeFunctionEvent(Nag, onExit));
	exit->setDirMove(DIR_LEFT, exit);
	exit->setDirMove(DIR_RIGHT, exit);
	exit->setDirMove(DIR_DOWN, exit);
	addRenderObject(exit, LR_BACKGROUND);


	buy->setDirMove(DIR_DOWN, exit);
	exit->setDirMove(DIR_UP, buy);

	buy->setFocus(true);

	ic = 0;
	irot.clear();

	//Vector framePos(235, 405);
	Vector framePos(240, 400);
	Vector frameScale(0.98, 0.98);

	for (int i = 0; i < numScreens; i++)
	{
		std::ostringstream os;
		os << "nag/s-" << numToZeroString(i, 4);
		Quad *q = new Quad(os.str(), framePos);
		q->setTexture(os.str());
		if (i != 0)
			q->alpha = 0;
		else
		{
			q->alpha = 0;
			q->alpha.interpolateTo(1, nagFadeTime);
		}
		q->scale = Vector(0.75, 0.75) * frameScale;
		addRenderObject(q, LR_BACKGROUND);
		irot.push_back(q);
	}

	Quad *frame = new Quad("nag/nag-frame", framePos);
	frame->scale = frameScale;
	addRenderObject(frame, LR_BACKGROUND);

	dsq->toggleCursor(1, 0.5);

	dsq->fade(0, 1);
	dsq->main(1);

	dsq->sound->playMusic("openwaters3", SLT_NORMAL, SFT_IN, 2);
}
示例#4
0
void GameOver::applyState()
{
	const bool frameOutputGameOver = false;

	core->sound->fadeMusic(SFT_OUT, 1);
	//float transTime = 0.01;
	//core->sound->fadeOut(transTime);
	StateObject::applyState();
	core->globalScale = Vector(1,1);
	core->globalScaleChanged();
	core->cameraPos = Vector(0,0,0);

	core->sound->playSfx("Death");

	if (frameOutputGameOver)
	{
		dsq->fpsText->alpha = 0;
		core->frameOutputMode = true;
	}

	Quad *q = new Quad;
	{
		q->color = 0;
		q->setWidthHeight(800, 600);
		q->position = Vector(400,300,-0.1);
	}
	addRenderObject(q);

	/*
	BitmapText *b = new BitmapText(&dsq->font);
	{
		int sz = 64;
		b->setFontSize(sz);
		b->setText("GAME OVER");
		b->position = Vector(400+sz/2,300-sz/2);
	}
	addRenderObject(b);
	*/
	//core->main(transTime);



	frame1 = new Quad;
	{
		frame1->setTexture("gameover-0004");
		frame1->position = Vector(400,300);
		frame1->setWidthHeight(600, 600);
	}
	addRenderObject(frame1, LR_BACKGROUND);

	frame2 = new Quad;
	{
		frame2->setTexture("gameover-0003");
		frame2->position = Vector(400,300);
		frame2->setWidthHeight(600, 600);
	}
	addRenderObject(frame2, LR_BACKGROUND);

	frame3 = new Quad;
	{
		frame3->setTexture("gameover-0002");
		frame3->position = Vector(400,300);
		frame3->setWidthHeight(600, 600);
	}
	addRenderObject(frame3, LR_BACKGROUND);

	Quad *frame4 = new Quad;
	{
		frame4->setTexture("gameover-0001");
		frame4->position = Vector(400,300);
		frame4->setWidthHeight(600, 600);
	}
	addRenderObject(frame4, LR_BACKGROUND);

	Quad *shockLines = new Quad;
	{
		shockLines->setTexture("shock-lines");
		shockLines->position = Vector(400,300);
		shockLines->setWidthHeight(800, 600);
		shockLines->setBlendType(RenderObject::BLEND_ADD);
		shockLines->scale.interpolateTo(Vector(4,4), 1);
	}
	addRenderObject(shockLines, LR_BACKGROUND);

	core->main(0.033);
	if (core->afterEffectManager)
	{
		core->afterEffectManager->clear();
		core->afterEffectManager->addEffect(new ShockEffect(Vector(core->width/2, core->height/2),core->screenCenter, 0.07,0.03,30,0.2f, 1.1));
	}

	//dsq->screenTransition->transition(0);
	dsq->overlay->alpha = 0;

	//core->main(0.1);
	//frame3->alpha.interpolateTo(0, GO_ANIM_TIME);

	core->main(GO_ANIM_TIME);
	frame4->alpha.interpolateTo(0, GO_ANIM_TIME);
	core->main(GO_ANIM_TIME);

	frame3->alpha.interpolateTo(0, GO_ANIM_TIME);
	core->main(GO_ANIM_TIME);

	frame2->alpha.interpolateTo(0, GO_ANIM_TIME);
	core->main(GO_ANIM_TIME);

	frame1->alpha.interpolateTo(0, GO_ANIM_TIME);
	core->main(GO_ANIM_TIME);

	core->main(1.5);
	//core->sound->streamMusic("Requiem", 0);


	if (dsq->recentSaveSlot != -1)
	{
		// game over recent save load
		dsq->sound->stopMusic();
		float transferSeconds = dsq->continuity.seconds;
		dsq->continuity.loadFile(dsq->recentSaveSlot);
		
		/*
		//float lastLoadSeconds = dsq->continuity.seconds;
		// time spent on a session that ended with death is the 
		// difference between the current total time and the last save time?
		// nope.
		// ignore doing the above for now!
		*/
		
		dsq->continuity.seconds = transferSeconds;
		dsq->game->transitionToScene(dsq->game->sceneToLoad);
	}
	else
		dsq->title();


	//core->main(transTime);

	if (frameOutputGameOver)
		core->frameOutputMode = false;

	/*
	addAction(MakeFunctionEvent(GameOver, onClick), ActionMapper::MOUSE_BUTTON_LEFT, 0);
	timer = 1;
	*/
}