#include "lisp/lisp.hpp"
#include "floating_image.hpp"
-FloatingImage::FloatingImage(const std::string& spritefile)
- : layer(LAYER_FOREGROUND1 + 1), visible(false), anchor(ANCHOR_MIDDLE)
+
+FloatingImage::FloatingImage(const std::string& spritefile)
+ : layer(LAYER_FOREGROUND1 + 1), visible(false), anchor(ANCHOR_MIDDLE), fading(0), fadetime(0)
{
sprite.reset(sprite_manager->create(spritefile));
}
void
FloatingImage::update(float elapsed_time)
{
- (void) elapsed_time;
+ if(fading > 0) {
+ fading -= elapsed_time;
+ if(fading <= 0) {
+ fading = 0;
+ visible = true;
+ }
+ } else if(fading < 0) {
+ fading += elapsed_time;
+ if(fading >= 0) {
+ fading = 0;
+ visible = false;
+ }
+ }
+
+// (void) elapsed_time;
}
void
-FloatingImage::draw(DrawingContext& context)
+FloatingImage::set_action(const std::string& action)
{
- if(!visible)
- return;
+ sprite->set_action(action);
+}
+
+std::string
+FloatingImage::get_action()
+{
+ return sprite->get_action();
+}
+
+void
+FloatingImage::fade_in(float fadetime)
+{
+ this->fadetime = fadetime;
+ fading = fadetime;
+}
+
+void
+FloatingImage::fade_out(float fadetime)
+{
+ this->fadetime = fadetime;
+ fading = -fadetime;
+}
+
+void
+FloatingImage::draw(DrawingContext& context)
+{
context.push_transform();
context.set_translation(Vector(0, 0));
+ if(fading > 0) {
+ context.set_alpha((fadetime-fading) / fadetime);
+ } else if(fading < 0) {
+ context.set_alpha(-fading / fadetime);
+ } else if(!visible) {
+ context.pop_transform();
+ return;
+ }
+
Vector spos = pos + get_anchor_pos(Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT),
sprite->get_width(), sprite->get_height(), anchor);