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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139 lines
4.6 KiB
139 lines
4.6 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 © 2023 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 "TitleScreen.h"
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#include "safemap.h"
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#include "DEFINES.h"
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#include "util.h"
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#include "AdventuresInLestoria.h"
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#include "Menu.h"
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INCLUDE_GFX
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INCLUDE_game
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using Particle=TitleScreen::Particle;
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std::vector<Particle>TitleScreen::particles;
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TitleScreen::State TitleScreen::state=State::BUILDING;
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const float TitleScreen::animationTime=16.0f;
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float TitleScreen::currentAnimationTime=0.0f;
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void TitleScreen::Initialize(){
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Sprite*titleBackSpr=GFX["title_back.png"].Sprite();
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vf2d titleCenteredOffset={game->ScreenWidth()/2.f-titleBackSpr->width/2,game->ScreenHeight()/2.f-titleBackSpr->height/2};
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for(int y=0;y<titleBackSpr->height;y+=2){
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for(int x=0;x<titleBackSpr->width;x+=2){
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const Pixel&p=titleBackSpr->GetPixel(x,y);
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if(p.a!=0){
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particles.emplace_back(vf2d{0,0},1.f,p,0.f,titleCenteredOffset+vf2d{float(x+1),float(y+1)});
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}
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}
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}
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Reset();
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}
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void TitleScreen::Reset(){
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for(Particle&p:particles){
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switch(util::random()%4){
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case 0:{ //Top Edge
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p.pos.y=-10;
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p.pos.x=util::random(game->ScreenWidth());
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}break;
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case 1:{ //Left Edge
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p.pos.x=-10;
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p.pos.y=util::random(game->ScreenHeight());
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}break;
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case 2:{ //Right Edge
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p.pos.x=game->GetScreenSize().x+10;
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p.pos.y=util::random(game->ScreenHeight());
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}break;
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case 3:{ //Bottom Edge
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p.pos.y=game->GetScreenSize().y+10;
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p.pos.x=util::random(game->ScreenWidth());
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}break;
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}
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p.rot=util::random(4*PI)-2*PI;
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p.scale=util::random(5)+5;
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}
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currentAnimationTime=0.0f;
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}
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void TitleScreen::Update(){
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currentAnimationTime=std::clamp(currentAnimationTime+game->GetElapsedTime(),0.f,5.f);
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switch(state){
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case BUILDING:{
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double t=currentAnimationTime/animationTime;
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for(Particle&p:particles){
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p.pos=p.pos.lerp(p.targetPos,t);
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p.rot=util::lerp(p.rot,0,t);
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p.scale=util::lerp(p.scale,1,t);
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}
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if(currentAnimationTime==5.0f){
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state=WAITING;
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currentAnimationTime=0.f;
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}
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}break;
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case WAITING:{
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if(currentAnimationTime==5.0f){
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state=FINAL;
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currentAnimationTime=0.f;
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Menu::OpenMenu(MAIN_MENU,false);
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}
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}break;
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}
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}
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void TitleScreen::Draw(){
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if(state==BUILDING||state==WAITING){
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for(Particle&p:particles){
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game->DrawRotatedDecal(p.pos,GFX["pixel.png"].Decal(),p.rot,{0.5f,0.5f},{p.scale,p.scale},p.col);
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}
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}
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if(state!=BUILDING){
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Decal*titleScreenDecal=GFX["title_transparent.png"].Decal();
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uint8_t alpha=state==WAITING?uint8_t(util::lerp(0,255,currentAnimationTime/5.0f)):255;
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vf2d pos=state==WAITING?vf2d(game->GetScreenSize()/2.f):vf2d(game->GetScreenSize()/2).lerp(vf2d{game->ScreenWidth()/2.f,48},currentAnimationTime/5.0f);
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game->DrawRotatedDecal(pos,titleScreenDecal,0.f,titleScreenDecal->sprite->Size()/2,{1.f,1.f},{255,255,255,alpha});
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}
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}
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void TitleScreen::Skip(){
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if(state!=FINAL){
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for(Particle&p:particles){
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p.pos=p.targetPos;
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}
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state=WAITING;
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currentAnimationTime=5.0f;
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}
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} |