com.github.mathiewz.slick.state.transition.SelectTransition Maven / Gradle / Ivy
Go to download
Show more of this group Show more artifacts with this name
Show all versions of modernized-slick Show documentation
Show all versions of modernized-slick Show documentation
The main purpose of this libraryis to modernize and maintain the slick2D library.
The newest version!
package com.github.mathiewz.slick.state.transition;
import com.github.mathiewz.slick.Color;
import com.github.mathiewz.slick.GameContainer;
import com.github.mathiewz.slick.Graphics;
import com.github.mathiewz.slick.opengl.renderer.Renderer;
import com.github.mathiewz.slick.opengl.renderer.SGL;
import com.github.mathiewz.slick.state.GameState;
import com.github.mathiewz.slick.state.StateBasedGame;
/**
* A transition that moves to the next as though it was selected by some background menu. Note
* this transition is provided as an example more than intended for use. The values contained
* are designed for 800x600 resolution.
*
* This is an enter transition
*
* @author kevin
*/
public class SelectTransition implements Transition {
/** The renderer to use for all GL operations */
protected static SGL GL = Renderer.get();
/** The previous state */
private GameState prev;
/** True if the state has finished */
private boolean finish;
/** The scale of the first state */
private float scale1 = 1;
/** The x coordinate to render the first state */
private float xp1 = 0;
/** The y coordinate to render the first state */
private float yp1 = 0;
/** The scale of the second state */
private float scale2 = 0.4f;
/** The x coordinate to render the second state */
private float xp2 = 0;
/** The y coordinate to render the second state */
private float yp2 = 0;
/** True if this transition has been initialised */
private boolean init = false;
/** True if the move back of the first state is complete */
private boolean moveBackDone = false;
/** The length of the pause between selection */
private int pause = 300;
/**
* Create a new transition
*/
public SelectTransition() {
}
/**
* Create a new transition
*
* @param background
* The background colour to draw under the previous state
*/
public SelectTransition(Color background) {
}
/**
* @see com.github.mathiewz.slick.state.transition.Transition#init(com.github.mathiewz.slick.state.GameState, com.github.mathiewz.slick.state.GameState)
*/
@Override
public void init(GameState firstState, GameState secondState) {
prev = secondState;
}
/**
* @see com.github.mathiewz.slick.state.transition.Transition#isComplete()
*/
@Override
public boolean isComplete() {
return finish;
}
/**
* @see com.github.mathiewz.slick.state.transition.Transition#postRender(com.github.mathiewz.slick.state.StateBasedGame, com.github.mathiewz.slick.GameContainer, com.github.mathiewz.slick.Graphics)
*/
@Override
public void postRender(StateBasedGame game, GameContainer container, Graphics g) {
g.resetTransform();
if (!moveBackDone) {
g.translate(xp1, yp1);
g.scale(scale1, scale1);
g.setClip((int) xp1, (int) yp1, (int) (scale1 * container.getWidth()), (int) (scale1 * container.getHeight()));
prev.render(container, game, g);
g.resetTransform();
g.clearClip();
}
}
/**
* @see com.github.mathiewz.slick.state.transition.Transition#preRender(com.github.mathiewz.slick.state.StateBasedGame, com.github.mathiewz.slick.GameContainer, com.github.mathiewz.slick.Graphics)
*/
@Override
public void preRender(StateBasedGame game, GameContainer container, Graphics g) {
if (moveBackDone) {
g.translate(xp1, yp1);
g.scale(scale1, scale1);
g.setClip((int) xp1, (int) yp1, (int) (scale1 * container.getWidth()), (int) (scale1 * container.getHeight()));
prev.render(container, game, g);
g.resetTransform();
g.clearClip();
}
g.translate(xp2, yp2);
g.scale(scale2, scale2);
g.setClip((int) xp2, (int) yp2, (int) (scale2 * container.getWidth()), (int) (scale2 * container.getHeight()));
}
/**
* @see com.github.mathiewz.slick.state.transition.Transition#update(com.github.mathiewz.slick.state.StateBasedGame, com.github.mathiewz.slick.GameContainer, int)
*/
@Override
public void update(StateBasedGame game, GameContainer container, int delta) {
if (!init) {
init = true;
xp2 = container.getWidth() / 2 + 50;
yp2 = container.getHeight() / 4;
}
if (!moveBackDone) {
if (scale1 > 0.4f) {
scale1 -= delta * 0.002f;
if (scale1 <= 0.4f) {
scale1 = 0.4f;
}
xp1 += delta * 0.3f;
if (xp1 > 50) {
xp1 = 50;
}
yp1 += delta * 0.5f;
if (yp1 > container.getHeight() / 4) {
yp1 = container.getHeight() / 4;
}
} else {
moveBackDone = true;
}
} else {
pause -= delta;
if (pause > 0) {
return;
}
if (scale2 < 1) {
scale2 += delta * 0.002f;
if (scale2 >= 1) {
scale2 = 1f;
}
xp2 -= delta * 1.5f;
if (xp2 < 0) {
xp2 = 0;
}
yp2 -= delta * 0.5f;
if (yp2 < 0) {
yp2 = 0;
}
} else {
finish = true;
}
}
}
}
© 2015 - 2025 Weber Informatics LLC | Privacy Policy