Breathe a little life into the Boot state

This commit is contained in:
2021-04-25 14:57:03 +00:00
parent 5b662f83cf
commit d3fbf5dcf5

View File

@@ -3,11 +3,43 @@
class IMICFPS class IMICFPS
class Boot < GameState class Boot < GameState
def setup def setup
@title = Text.new(IMICFPS::NAME, size: 100, z: 0, color: Gosu::Color.new(0xff000000), shadow: false, font: "Droid Serif") @title = Text.new(IMICFPS::NAME, size: 100, z: 0, color: Gosu::Color.new(0xff000000), shadow: false, font: IMICFPS::BOLD_SANS_FONT)
@logo = get_image("#{IMICFPS::GAME_ROOT_PATH}/static/logo.png") @logo = get_image("#{IMICFPS::GAME_ROOT_PATH}/static/logo.png")
@start_time = Gosu.milliseconds @start_time = Gosu.milliseconds
@time_to_live = 3_000 @time_to_live = 5_000
timing = Gosu.milliseconds
@animators = [
@fade_animator = CyberarmEngine::Animator.new(
start_time: timing,
duration: 500,
from: 0.0,
to: 1.0,
tween: :ease_in_out
),
@logo_animator = CyberarmEngine::Animator.new(
start_time: timing += 500,
duration: 500,
from: 0.0,
to: 1.0,
tween: :swing_to#:bounce_past
),
@title_animator = CyberarmEngine::Animator.new(
start_time: timing += 1_000,
duration: 500,
from: 0.0,
to: 1.0,
tween: :swing_to#:ease_out_circ
),
@arc_animator = CyberarmEngine::Animator.new(
start_time: timing += 500,
duration: 2_500,
from: 0.0,
to: 1.0,
tween: :ease_in_out
)
]
# SoundManager.sound_effect(SoundEffect::FadeIn, sound: SoundManager.sound("base", :shield_regen), duration: 3_000.0) # SoundManager.sound_effect(SoundEffect::FadeIn, sound: SoundManager.sound("base", :shield_regen), duration: 3_000.0)
window.needs_cursor = false window.needs_cursor = false
@@ -19,34 +51,40 @@ class IMICFPS
menu_background(Menu::PRIMARY_COLOR, Menu::ACCENT_COLOR, Menu::BAR_COLOR_STEP, Menu::BAR_ALPHA, Menu::BAR_SIZE, Menu::BAR_SLOPE) menu_background(Menu::PRIMARY_COLOR, Menu::ACCENT_COLOR, Menu::BAR_COLOR_STEP, Menu::BAR_ALPHA, Menu::BAR_SIZE, Menu::BAR_SLOPE)
if fraction_left <= 1.0 if fraction_left <= 1.0
Gosu.draw_circle( Gosu.scale(@logo_animator.transition, @logo_animator.transition, window.width / 2, window.height / 2) do
window.width / 2, Gosu.draw_circle(
window.height / 2, window.width / 2,
@logo.width / 2, 128, Gosu::Color.new(0x11ffffff) window.height / 2,
) @logo.width / 2, 128, Gosu::Color.new(0x11ffffff)
)
Gosu.draw_arc( Gosu.draw_arc(
window.width / 2, window.width / 2,
window.height / 2, window.height / 2,
@logo.width / 2, fraction_left.clamp(0.0, 1.0), 128, 8, Gosu::Color.new(0x33ff8800) @logo.width / 2, @arc_animator.transition, 128, 8, Gosu::Color.new(0x33ff8800)
) )
@logo.draw(window.width / 2 - @logo.width / 2, window.height / 2 - @logo.height / 2, 0) @logo.draw(window.width / 2 - @logo.width / 2, window.height / 2 - @logo.height / 2, 0)
end
@title.draw @title.draw
fill(Gosu::Color.rgba(0, 0, 0, 255 * (1.2 - fraction_left))) fill(Gosu::Color.rgba(0, 0, 0, 255 * (1 - @fade_animator.transition)))
end end
end end
def update def update
@animators.each(&:update)
@title.x = window.width / 2 - @title.width / 2 @title.x = window.width / 2 - @title.width / 2
@title.y = 0 @title.y = (0 - @title.height) + (@title.height * @title_animator.transition)
push_state(MainMenu) if Gosu.milliseconds - @start_time >= @time_to_live push_state(MainMenu) if Gosu.milliseconds - @start_time >= @time_to_live
end end
def button_up(id) def button_down(id)
super
if (id == Gosu::KbEscape) || if (id == Gosu::KbEscape) ||
((id >= Gosu::GP_LEFT) && (id >= Gosu::GP_BUTTON_15)) || ((id >= Gosu::GP_LEFT) && (id >= Gosu::GP_BUTTON_15)) ||
(id == Gosu::MsLeft) (id == Gosu::MsLeft)