The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
https://forums.lestoria.net
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60 lines
2.7 KiB
60 lines
2.7 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "Effect.h"
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#include "AdventuresInLestoria.h"
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#include "DEFINES.h"
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INCLUDE_game
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FadeInOutEffect::FadeInOutEffect(vf2d pos,const std::string&img,float lifetime,float cycleSpd,bool onUpperLevel,float size,vf2d spd,Pixel col,float rotation,float rotationSpd,bool additiveBlending,float particleSpawnFreq,const std::optional<Effect>&particle)
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:particleSpawnFreq(particleSpawnFreq),particle(particle),cycleSpd(cycleSpd),particleSpawnTimer(particleSpawnFreq),originalParticleSpawnTimer(particleSpawnTimer),Effect(pos,lifetime,img,onUpperLevel,size,0.25f,spd,col,rotation,rotationSpd,additiveBlending){}
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bool FadeInOutEffect::Update(float fElapsedTime){
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if(particle){
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particleSpawnTimer-=fElapsedTime;
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if(particleSpawnTimer<=0.f){
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particleSpawnTimer+=originalParticleSpawnTimer;
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game->AddEffect(std::make_unique<Effect>(particle.value()));
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}
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}
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col.a=abs(sin(PI*game->GetRunTime()*cycleSpd))*255;
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return Effect::Update(fElapsedTime);
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}
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void FadeInOutEffect::Draw()const{
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Effect::Draw();
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} |