feat(scenes): handle scene transitions

This commit is contained in:
Kazhnuz 2019-09-08 16:23:30 +02:00
parent 8385a69636
commit 4b24579070
2 changed files with 57 additions and 3 deletions

View file

@ -43,6 +43,7 @@ function Scene:new()
self.inputLocked = true self.inputLocked = true
self.inputLockedTimer = 2 self.inputLockedTimer = 2
self:flushKeys() self:flushKeys()
self.isActive = false
self:initWorld() self:initWorld()
@ -136,7 +137,7 @@ end
-- Handle inputs from keyboard/controllers -- Handle inputs from keyboard/controllers
function Scene:setKeys() function Scene:setKeys()
if (self.inputLocked) then if (self.inputLocked) or (not self.isActive) then
self.inputLockedTimer = self.inputLockedTimer - 1 self.inputLockedTimer = self.inputLockedTimer - 1
if (self.inputLockedTimer <= 0 ) then if (self.inputLockedTimer <= 0 ) then
self.inputLocked = false self.inputLocked = false
@ -154,7 +155,7 @@ function Scene:getKeys(sourceid)
end end
local sourceid = sourceid or 1 local sourceid = sourceid or 1
if (self.inputLocked) then if (self.inputLocked) or (not self.isActive) then
core.debug:print("scene", "inputs are currently locked") core.debug:print("scene", "inputs are currently locked")
return core.input.fakekeys return core.input.fakekeys
else else

View file

@ -30,13 +30,21 @@ local SceneManager = Object:extend()
function SceneManager:new(controller) function SceneManager:new(controller)
self.controller = controller self.controller = controller
self.timers = self.controller.modules.Timers(self)
self.currentScene = nil self.currentScene = nil
self.storage = {} self.storage = {}
self:initTransitions()
end end
function SceneManager:setScene(scene) function SceneManager:setScene(scene)
if self.transition.isPrepared then
self:startTransition(scene)
else
self.currentScene = scene self.currentScene = scene
self.currentScene.isActive = true
end
end end
function SceneManager:storeCurrentScene(name) function SceneManager:storeCurrentScene(name)
@ -63,6 +71,7 @@ end
-- Update the current scene and its subobjects -- Update the current scene and its subobjects
function SceneManager:update(dt) function SceneManager:update(dt)
self.timers:update(dt)
if (self.currentScene ~= nil) then if (self.currentScene ~= nil) then
self.currentScene:updateStart(dt) self.currentScene:updateStart(dt)
self.currentScene:setKeys() self.currentScene:setKeys()
@ -104,6 +113,50 @@ function SceneManager:keyreleased( key )
self.currentScene:keyreleased( key ) self.currentScene:keyreleased( key )
end end
-- TRANSITION FUNCTIONS
-- Prepare transitionning to the next scene
function SceneManager:initTransitions()
self.transition = {}
self.transition.easeIn = "inQuad"
self.transition.easeOut = "outQuad"
self.transition.duration = 1
self.transition.nextScene = nil
self.transition.isPrepared = false
end
function SceneManager:prepareTransition(duration, easeIn, easeOut)
self.transition.easeIn = easeIn or self.transition.easeIn
self.transition.easeOut = easeOut or self.transition.easeOut
self.transition.duration = duration or self.transition.duration
self.transition.isPrepared = true
end
function SceneManager:startTransition(nextScene)
self.transition.nextScene = nextScene
self.currentScene:flushKeys(self.transition.duration)
self.currentScene.isActive = false
self.transition.nextScene.isActive = false
core.screen:fadeIn(self.transition.duration / 2.5, self.transition.easeIn)
self.timers:newTimer(self.transition.duration / 2, "fadeOut")
end
function SceneManager:timerResponse(timer)
if timer == "fadeOut" then
self.currentScene = self.transition.nextScene
self.currentScene:flushKeys(self.transition.duration / 2.5)
self.currentScene.isActive = false
core.screen:fadeOut(self.transition.duration / 2.5, self.transition.easeOut)
self.transition.isPrepared = false
self.timers:newTimer(self.transition.duration / 2.5, "activateScene")
elseif timer == 'activateScene' then
self.currentScene.isActive = true
end
end
-- DRAW FUNCTIONS -- DRAW FUNCTIONS
-- Draw the current scene -- Draw the current scene