/*
* Copyright (c) 2013, Slick2D
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* - Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* - Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* - Neither the name of the Slick2D nor the names of its contributors may be
* used to endorse or promote products derived from this software without
* specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
package org.newdawn.slick.state.transition;
import org.newdawn.slick.Color;
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.Graphics;
import org.newdawn.slick.state.GameState;
import org.newdawn.slick.state.StateBasedGame;
/**
* A transition to fade out to a given colour after a delay.
*
* @author kevin (base)
*/
public class DelayedFadeOutTransition implements Transition {
/** The color to fade to */
private final Color color;
/** The time it takes the fade to happen */
private final int fadeTime;
/** The time it takes before the fade starts */
private final int delay;
/** The elapsed time */
private int elapsedTime = 0;
/**
* Create a new delayed fade out transition.
*/
public DelayedFadeOutTransition() { this(Color.black, 500, 0); }
/**
* Create a new delayed fade out transition.
*
* @param color The color we're going to fade out to
*/
public DelayedFadeOutTransition(Color color) { this(color, 500, 0); }
/**
* Create a new delayed fade out transition
*
* @param color The color we're going to fade out to
* @param fadeTime The time it takes the fade to occur
* @param delay The time before the fade starts (must be less than {@code fadeTime})
* @throws IllegalArgumentException if {@code delay} is greater than {@code fadeTime}
*/
public DelayedFadeOutTransition(Color color, int fadeTime, int delay) {
if (delay > fadeTime)
throw new IllegalArgumentException();
this.color = new Color(color);
this.color.a = 0;
this.fadeTime = fadeTime;
this.delay = delay;
}
@Override
public boolean isComplete() { return (color.a >= 1); }
@Override
public void postRender(StateBasedGame game, GameContainer container, Graphics g) {
Color old = g.getColor();
g.setColor(color);
g.fillRect(0, 0, container.getWidth() * 2, container.getHeight() * 2);
g.setColor(old);
}
@Override
public void update(StateBasedGame game, GameContainer container, int delta) {
if (elapsedTime < delay) {
elapsedTime += delta;
return;
}
color.a += delta * (1.0f / (fadeTime - delay));
if (color.a > 1)
color.a = 1;
}
@Override
public void preRender(StateBasedGame game, GameContainer container, Graphics g) {}
@Override
public void init(GameState firstState, GameState secondState) {}
}