Jeck - [JGE recompile needed] Shop cleanup, Interface enhancements.

Added basic transition system that works with GameApp's phases. Currently does a fade-out between elements, which works well in some places and not-so-well in others. We'll definitely want to think about where and where not to use it... they'd work a lot better if we could spawn a thread to handle loading the next state while transitioning.

Also cleaned up the shop a bit, so it uses ReadButton() instead of GetButtonClick()-- hence the slight change to JGE. Added a tiled image for the task board, which loads conservatively (I tried 128x128, but it didn't look as good).
This commit is contained in:
wagic.jeck
2010-02-01 18:27:25 +00:00
parent e999da6ef7
commit 0a863bcbad
21 changed files with 1619 additions and 1291 deletions

View File

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#ifndef _GAME_STATE_TRANSITIONS_H_
#define _GAME_STATE_TRANSITIONS_H_
#include <JGE.h>
#include <JGui.h>
#include "../include/GameState.h"
class TransitionBase: public GameState, public JGuiListener{
public:
TransitionBase(GameApp* parent, GameState* _from, GameState* _to, float duration);
virtual void Start();
virtual void End();
virtual bool Finished() {return (mElapsed >= mDuration);};
virtual void Update(float dt);
virtual void Render() = 0;
virtual void ButtonPressed(int controllerId, int controlId);
float mElapsed;
float mDuration;
GameState* from;
GameState* to;
bool bAnimationOnly; //Does not call start or end on subordinates.
};
class TransitionFade: public TransitionBase {
public:
TransitionFade(GameApp* p, GameState* f, GameState* t, float dur, bool reversed);
virtual void Render();
bool mReversed;
};
#endif