/
EffectSystem.cpp
132 lines (114 loc) · 3.41 KB
/
EffectSystem.cpp
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//-----------------------------------------------------
// Defines
//-----------------------------------------------------
//-----------------------------------------------------
// Include Files
//-----------------------------------------------------
#include "EffectSystem.h"
#include "GameManager.h"
//-----------------------------------------------------
// Constructor & Destructor
//-----------------------------------------------------
EffectSystem::EffectSystem()
{
}
EffectSystem::~EffectSystem()
{
}
//-----------------------------------------------------
// Methodes
//-----------------------------------------------------
void EffectSystem::init()
{
m_Fade.setColour(BLACK);
m_Fade.setPosition(0, 0);
m_Fade.setDimensions(800, 480);
m_FadeDir = -1;
m_FadeAlpha = 255;
m_FadeSpeed = 20;
for(int i = 0; i < RAINMAX; i += 1)
{
m_RainArr[i].position.x = -1000;
m_RainArr[i].position.y = -1000;
}
m_isRaining = false;
}
void EffectSystem::render()
{
//RAIN
renderRain();
//FADE
if(m_FadeAlpha != 0) m_Fade.render();
}
void EffectSystem::renderRain()
{
//RAIN
if(m_isRaining)
{
//RAIN-LINES
for(int i = 0; i < RAINMAX; i += 1)
{
if(m_RainArr[i].position.x != -1000)
{
//RENDER
Vector2di startPos;
startPos.x = m_RainArr[i].position.x + m_RainArr[i].size.x;
startPos.y = m_RainArr[i].position.y - m_RainArr[i].size.y;
Line l;
l.setStartPosition(startPos);
l.setEndPosition(m_RainArr[i].position);
l.setColour(Colour(255, 255, 255, 104));
l.render();
//MOVE
m_RainArr[i].position.x -= m_RainArr[i].sizeNormalised.x * 96;
m_RainArr[i].position.y += m_RainArr[i].sizeNormalised.y * 96;
//If out of sight -> destroy
if(m_RainArr[i].position.y > 560)
{
m_RainArr[i].position.x = -1000;
m_RainArr[i].position.y = -1000;
}
}
}
int temp = 0;
for(int i = 0; i < RAINMAX; i += 1)
{
if(m_RainArr[i].position.x == -1000)
{
m_RainArr[i].position.x = rand() % 900;
m_RainArr[i].position.y = rand() % 24 - 8;
m_RainArr[i].size.x = rand() % 12 + 6;
m_RainArr[i].size.y = rand() % 72 + 72;
m_RainArr[i].sizeNormalised = m_RainArr[i].size;
m_RainArr[i].sizeNormalised.normalise();
temp += 1;
}
if(temp == 4) break;
}
}
}
void EffectSystem::renderFade()
{
//FADE
if(m_FadeAlpha != 0) m_Fade.render();
}
void EffectSystem::update()
{
//FADE
m_FadeAlpha += m_FadeDir * m_FadeSpeed;
if(m_FadeDir < 0 && m_FadeAlpha <= 0) m_FadeAlpha = 0;
else if(m_FadeDir > 0 && m_FadeAlpha >= 255) m_FadeAlpha = 255;
else m_Fade.setAlpha(m_FadeAlpha);
}
void EffectSystem::fadeIn(int speed)
{
m_FadeDir = -1;
m_FadeSpeed = speed;
}
void EffectSystem::fadeOut(int speed, Colour colour)
{
m_FadeDir = 1;
m_FadeSpeed = speed;
m_Fade.setColour(colour);
m_Fade.setAlpha(m_FadeAlpha);
}