mirror of
https://github.com/AquariaOSE/Aquaria.git
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f15771f79b
The transition time is still there when entering the title from another game state where it makes sense; especially the intro.
155 lines
3.4 KiB
C++
155 lines
3.4 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "States.h"
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#include "AquariaMenuItem.h"
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#include "../BBGE/Gradient.h"
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#include "../BBGE/Particles.h"
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#include "Hair.h"
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#include "Game.h"
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ParticleEditor *pe = 0;
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ParticleEditor::ParticleEditor() : StateObject()
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{
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registerState(this, "ParticleEditor");
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}
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void ParticleEditor::applyState()
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{
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StateObject::applyState();
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ActionMapper::clearActions();
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ActionMapper::clearCreatedEvents();
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addAction(MakeFunctionEvent(ParticleEditor, load), KEY_F1, 0);
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addAction(MakeFunctionEvent(ParticleEditor, reload), KEY_F5, 0);
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addAction(MakeFunctionEvent(ParticleEditor, start), MOUSE_BUTTON_LEFT, 0);
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addAction(MakeFunctionEvent(ParticleEditor, stop), MOUSE_BUTTON_RIGHT, 0);
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addAction(MakeFunctionEvent(ParticleEditor, goToTitle), KEY_ESCAPE, 0);
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addAction(MakeFunctionEvent(ParticleEditor, toggleHair), KEY_F9, 0);
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Gradient *grad = new Gradient;
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grad->scale = Vector(800, 600);
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grad->position = Vector(400,300);
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grad->makeVertical(Vector(0.4f, 0.4f, 0.4f), Vector(0.8f, 0.8f, 0.8f));
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addRenderObject(grad, LR_BACKDROP);
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core->cameraPos = Vector(0,0);
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emitter = new ParticleEffect;
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addRenderObject(emitter, LR_ENTITIES);
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dsq->overlay->alpha.interpolateTo(0, 0.5);
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hair = new Hair(20,12,32);
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hair->setTexture("eel-0001");
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hair->followCamera = 1;
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addRenderObject(hair, LR_PARTICLES);
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hair->alpha = 0;
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test = new Quad;
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test->color = 0;
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test->scale = Vector(64,64);
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test->position = Vector(400,300);
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test->offset = Vector(0,-80);
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addRenderObject(test, LR_PARTICLES);
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test->alpha = 0;
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}
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void ParticleEditor::toggleHair()
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{
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if (hair)
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{
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hair->toggleAlpha();
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}
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if (test)
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test->toggleAlpha();
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}
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void ParticleEditor::removeState()
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{
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StateObject::removeState();
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}
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void ParticleEditor::update(float dt)
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{
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StateObject::update(dt);
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if (emitter)
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{
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emitter->position = core->mouse.position;
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}
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if (hair)
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{
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hair->setHeadPosition(core->mouse.position);
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hair->updatePositions();
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}
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if (test)
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{
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test->offset.rotate2DRad(PI*dt);
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}
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}
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void ParticleEditor::goToTitle()
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{
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if (!dsq->returnToScene.empty())
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game->transitionToScene(dsq->returnToScene);
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else
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dsq->title(false);
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}
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void ParticleEditor::load()
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{
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particleManager->loadParticleBank(dsq->particleBank1, dsq->particleBank2);
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emitter->stop();
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std::string pname = dsq->getUserInputString(stringbank.get(2018));
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lastLoadedParticle = pname;
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emitter->load(pname);
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emitter->start();
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}
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void ParticleEditor::reload()
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{
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particleManager->loadParticleBank(dsq->particleBank1, dsq->particleBank2);
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emitter->stop();
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emitter->load(lastLoadedParticle);
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emitter->start();
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}
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void ParticleEditor::start()
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{
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emitter->load(lastLoadedParticle);
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emitter->start();
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}
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void ParticleEditor::stop()
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{
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emitter->stop();
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}
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