# frozen_string_literal: true class IMICFPS class Boot < GameState def setup @title = Text.new(IMICFPS::NAME, size: 100, z: 0, color: Gosu::Color.new(0xff000000), border: false, font: IMICFPS::BOLD_SANS_FONT) @logo = get_image("#{IMICFPS::GAME_ROOT_PATH}/static/logo.png") @start_time = Gosu.milliseconds @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) window.needs_cursor = false end def draw fraction_left = ((Gosu.milliseconds - @start_time) / (@time_to_live - 200).to_f) 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 Gosu.scale(@logo_animator.transition, @logo_animator.transition, window.width / 2, window.height / 2) do Gosu.draw_circle( window.width / 2, window.height / 2, @logo.width / 2, 128, Gosu::Color.new(0x11ffffff) ) Gosu.draw_arc( window.width / 2, window.height / 2, @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) end @title.draw fill(Gosu::Color.rgba(0, 0, 0, 255 * (1 - @fade_animator.transition))) end end def update @animators.each(&:update) y = window.height / 2 - (@logo.height / 2 + @title.height + 8) y = 0 if y < @title.height @title.x = window.width / 2 - @title.width / 2 @title.y = (0 - (@title.height * (1 - @title_animator.transition))) + (y * @title_animator.transition) push_state(MainMenu) if Gosu.milliseconds - @start_time >= @time_to_live end def button_down(id) super push_state(MainMenu) end end end