double-hit-balls/jni/creditscode.cpp
2013-02-06 20:38:11 +00:00

80 lines
1.9 KiB
C++

#include "creditscode.h"
#include "include/Engine.h"
#include "main_code.h"
const int TGameCredits::CONST_STATE_APPEARING = 0;
const int TGameCredits::CONST_STATE_APPEARED = 1;
const int TGameCredits::CONST_STATE_DISAPPEARING = 2;
const int TGameCredits::CONST_STATE_DISAPPEARED = 3;
const float TGameCredits::CONST_APPEAR_TIME = 150.f;
TGameCredits::TGameCredits()
: TGameAreaAncestor()
, StateTimer(0)
, State(CONST_STATE_DISAPPEARED)
{
}
void TGameCredits::Draw()
{
float transparency = StateTimer/CONST_APPEAR_TIME;
RenderUniform1f("Transparency", transparency);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList["main_menu_bkg_left"]);
Renderer->DrawRect(vec2(0, 0.f), vec2(480.f, 320.f));
const vec2 creditsPos(140.f, 130.f);
const vec2 creditsHalfSize(128.f, 128.f);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_CREDITS_TEXTURE]);
Renderer->DrawRect(creditsPos-creditsHalfSize, creditsPos+creditsHalfSize);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_LOGO_SMALL_TEXTURE]);
Renderer->DrawRect(vec2(240.f-128.f+15.f, 320.f-64.f), vec2(240.f+128.f+15.f, 320.f));
CheckGlError("Draw TGameCredits");
}
void TGameCredits::Update(cardinal dt)
{
if (State == CONST_STATE_APPEARING)
{
StateTimer += dt;
if (StateTimer >= CONST_APPEAR_TIME)
{
StateTimer = CONST_APPEAR_TIME;
State = CONST_STATE_APPEARED;
}
}
else if (State == CONST_STATE_DISAPPEARING)
{
StateTimer -= dt;
if (StateTimer <= 0.f)
{
StateTimer = 0.f;
State = CONST_STATE_DISAPPEARED;
}
}
}
void TGameCredits::OnTapDown(vec2 p)
{
Application->GoFromCreditsToMenu();
}
void TGameCredits::StartAppear()
{
State = CONST_STATE_APPEARING;
}
void TGameCredits::StartDisappear()
{
State = CONST_STATE_DISAPPEARING;
}