1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
use amethyst::{
core::Time,
ecs::{
Component,
Entity,
HashMapStorage,
Read,
ReadExpect,
SystemData,
world::Builder,
World,
WorldExt,
WriteStorage,
},
renderer::SpriteRender,
ui::{Anchor, UiImage, UiTransform},
};
use crate::{
common::CommonResources,
config::GameConfig,
};
use super::{BoxedGameEvent, ExecutionConditions, GameEvent};
pub struct Fade {
pub id: u8,
}
impl Component for Fade {
type Storage = HashMapStorage<Self>;
}
#[derive(Clone, Default)]
pub struct FadeOutEvent {
top_fade: Option<Entity>,
bottom_fade: Option<Entity>,
elapsed_time: f32,
completed: bool,
}
impl GameEvent for FadeOutEvent {
fn boxed_clone(&self) -> BoxedGameEvent {
Box::new(self.clone())
}
fn get_execution_conditions(&self) -> ExecutionConditions {
ExecutionConditions {
requires_disabled_input: true,
}
}
fn start(&mut self, world: &mut World) {
self.top_fade = Some(
initialise_fade_entity(world, Anchor::TopMiddle, Anchor::TopMiddle, 0)
);
self.bottom_fade = Some(
initialise_fade_entity(world, Anchor::BottomMiddle, Anchor::BottomMiddle, 1)
);
}
fn tick(&mut self, world: &mut World, _disabled_inputs: bool) {
let (mut ui_transforms, game_config, time) = <(
WriteStorage<UiTransform>,
ReadExpect<GameConfig>,
Read<Time>,
)>::fetch(world);
let fade_duration = game_config.fade_duration;
self.elapsed_time += time.delta_seconds();
ui_transforms
.get_mut(*self.top_fade.as_mut().unwrap())
.expect("Failed to retrieve UiTransform")
.height = 300. * (self.elapsed_time / fade_duration);
ui_transforms
.get_mut(*self.bottom_fade.as_mut().unwrap())
.expect("Failed to retrieve UiTransform")
.height = 300. * (self.elapsed_time / fade_duration);
self.completed = self.elapsed_time >= fade_duration;
}
fn is_complete(&self, _world: &mut World) -> bool {
self.completed
}
}
fn initialise_fade_entity(world: &mut World, anchor: Anchor, pivot: Anchor, id: u8) -> Entity {
let sprite_render = SpriteRender {
sprite_sheet: world.read_resource::<CommonResources>().black.clone(),
sprite_number: 0,
};
let ui_transform = UiTransform::new(
"Fade".to_string(), anchor, pivot,
0., 0., 2., 800., 0.
);
world.register::<Fade>();
world
.create_entity()
.with(Fade { id })
.with(UiImage::Sprite(sprite_render))
.with(ui_transform)
.build()
}