Add new level transition state machine
This commit is contained in:
@@ -9,9 +9,20 @@
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/* Initialize client_id in localStorage and store the analytics
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* API URL + key. Called once at startup. */
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EM_JS(void, js_analytics_init, (), {
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/* Generate or retrieve a persistent client UUID */
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/* Generate or retrieve a persistent client UUID.
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* crypto.randomUUID() requires a secure context (HTTPS) and is
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* absent in older browsers, so fall back to a manual v4 UUID. */
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if (!localStorage.getItem('jnr_client_id')) {
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localStorage.setItem('jnr_client_id', crypto.randomUUID());
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var uuid;
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if (typeof crypto !== 'undefined' && typeof crypto.randomUUID === 'function') {
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uuid = crypto.randomUUID();
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} else {
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uuid = 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function(c) {
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var r = Math.random() * 16 | 0;
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return (c === 'x' ? r : (r & 0x3 | 0x8)).toString(16);
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});
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}
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localStorage.setItem('jnr_client_id', uuid);
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}
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/* Store config on the Module for later use by other EM_JS calls.
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* ANALYTICS_URL and ANALYTICS_KEY are replaced at build time via
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@@ -1,5 +1,6 @@
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#include "game/editor.h"
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#include "game/entity_registry.h"
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#include "game/transition.h"
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#include "engine/core.h"
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#include "engine/input.h"
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#include "engine/renderer.h"
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@@ -359,6 +360,16 @@ static bool save_tilemap(const Tilemap *map, const char *path) {
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if (map->player_unarmed)
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fprintf(f, "PLAYER_UNARMED\n");
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/* Transition styles */
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if (map->transition_in != TRANS_NONE) {
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fprintf(f, "TRANSITION_IN %s\n",
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transition_style_name(map->transition_in));
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}
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if (map->transition_out != TRANS_NONE) {
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fprintf(f, "TRANSITION_OUT %s\n",
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transition_style_name(map->transition_out));
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}
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fprintf(f, "\n");
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/* Entity spawns */
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@@ -1,4 +1,5 @@
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#include "game/levelgen.h"
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#include "game/transition.h"
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#include "engine/parallax.h"
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#include <stdio.h>
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#include <stdlib.h>
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@@ -1317,6 +1318,14 @@ bool levelgen_generate(Tilemap *map, const LevelGenConfig *config) {
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snprintf(map->music_path, sizeof(map->music_path), "assets/sounds/algardalgar.ogg");
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}
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/* Transition style — interior themes use elevator, surface uses none
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* (spacecraft entity handles surface transitions). */
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if (primary_theme == THEME_PLANET_BASE || primary_theme == THEME_MARS_BASE
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|| primary_theme == THEME_SPACE_STATION) {
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map->transition_in = TRANS_ELEVATOR;
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map->transition_out = TRANS_ELEVATOR;
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}
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/* Tileset */
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/* NOTE: tileset texture will be loaded by level_load_generated */
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@@ -1826,6 +1835,10 @@ bool levelgen_generate_station(Tilemap *map, const LevelGenConfig *config) {
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/* Music */
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snprintf(map->music_path, sizeof(map->music_path), "assets/sounds/algardalgar.ogg");
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/* Interior levels use elevator transitions. */
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map->transition_in = TRANS_ELEVATOR;
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map->transition_out = TRANS_ELEVATOR;
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printf("levelgen_station: generated %dx%d level (%d segments, seed=%u, gravity=%.0f)\n",
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map->width, map->height, num_segs, s_rng_state, map->gravity);
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printf(" segments:");
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@@ -2485,6 +2498,10 @@ bool levelgen_generate_mars_base(Tilemap *map, const LevelGenConfig *config) {
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/* Music */
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snprintf(map->music_path, sizeof(map->music_path), "assets/sounds/kaffe_og_kage.ogg");
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/* Interior levels use elevator transitions. */
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map->transition_in = TRANS_ELEVATOR;
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map->transition_out = TRANS_ELEVATOR;
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printf("levelgen_mars_base: generated %dx%d level (%d segments, seed=%u)\n",
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map->width, map->height, num_segs, s_rng_state);
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printf(" segments:");
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@@ -2541,6 +2558,16 @@ bool levelgen_dump_lvl(const Tilemap *map, const char *path) {
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fprintf(f, "PLAYER_UNARMED\n");
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}
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/* Transition styles */
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if (map->transition_in != TRANS_NONE) {
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fprintf(f, "TRANSITION_IN %s\n",
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transition_style_name(map->transition_in));
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}
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if (map->transition_out != TRANS_NONE) {
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fprintf(f, "TRANSITION_OUT %s\n",
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transition_style_name(map->transition_out));
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}
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fprintf(f, "\n");
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/* Entity spawns */
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351
src/game/transition.c
Normal file
351
src/game/transition.c
Normal file
@@ -0,0 +1,351 @@
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#include "game/transition.h"
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#include "engine/core.h"
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#include "engine/audio.h"
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#include "engine/particle.h"
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#include "config.h"
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#include <string.h>
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#include <math.h>
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#include <SDL2/SDL.h>
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/* ═══════════════════════════════════════════════════
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* Constants
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* ═══════════════════════════════════════════════════ */
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/* ── Elevator timing ── */
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#define ELEVATOR_CLOSE_DURATION 0.6f /* doors slide shut */
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#define ELEVATOR_HOLD_DURATION 0.3f /* closed with rumble */
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#define ELEVATOR_OPEN_DURATION 0.6f /* doors slide open */
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#define ELEVATOR_OUT_DURATION (ELEVATOR_CLOSE_DURATION + ELEVATOR_HOLD_DURATION)
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#define ELEVATOR_IN_DURATION (ELEVATOR_HOLD_DURATION + ELEVATOR_OPEN_DURATION)
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/* ── Teleporter timing ── */
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#define TELEPORT_DISSOLVE_DURATION 0.5f /* scanline sweep out */
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#define TELEPORT_FLASH_DURATION 0.15f /* white flash */
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#define TELEPORT_MATERIALIZE_DURATION 0.5f /* scanline sweep in */
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#define TELEPORT_OUT_DURATION (TELEPORT_DISSOLVE_DURATION + TELEPORT_FLASH_DURATION)
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#define TELEPORT_IN_DURATION (TELEPORT_FLASH_DURATION + TELEPORT_MATERIALIZE_DURATION)
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/* ── Scanline dissolve parameters ── */
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#define SCANLINE_HEIGHT 3 /* pixel height per band */
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#define SCANLINE_STAGGER 0.3f /* time spread between first/last band */
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/* ── Elevator colors ── */
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#define ELEV_R 40
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#define ELEV_G 42
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#define ELEV_B 48
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/* ── Sound effects ── */
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static Sound s_sfx_teleport;
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static bool s_sfx_loaded = false;
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static void ensure_sfx(void) {
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if (s_sfx_loaded) return;
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s_sfx_teleport = audio_load_sound("assets/sounds/teleport.wav");
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s_sfx_loaded = true;
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}
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/* ═══════════════════════════════════════════════════
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* Outro duration for a given style
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* ═══════════════════════════════════════════════════ */
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static float outro_duration(TransitionStyle style) {
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switch (style) {
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case TRANS_ELEVATOR: return ELEVATOR_OUT_DURATION;
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case TRANS_TELEPORTER: return TELEPORT_OUT_DURATION;
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default: return 0.0f;
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}
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}
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static float intro_duration(TransitionStyle style) {
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switch (style) {
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case TRANS_ELEVATOR: return ELEVATOR_IN_DURATION;
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case TRANS_TELEPORTER: return TELEPORT_IN_DURATION;
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default: return 0.0f;
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}
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}
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/* ═══════════════════════════════════════════════════
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* Public API
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* ═══════════════════════════════════════════════════ */
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void transition_start_out(TransitionState *ts, TransitionStyle out_style) {
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ensure_sfx();
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ts->out_style = out_style;
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ts->in_style = TRANS_NONE;
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ts->phase = TRANS_PHASE_OUT;
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ts->timer = 0.0f;
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ts->phase_dur = outro_duration(out_style);
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ts->sound_played = false;
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}
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void transition_set_in_style(TransitionState *ts, TransitionStyle in_style) {
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ts->in_style = in_style;
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}
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void transition_update(TransitionState *ts, float dt, Camera *cam) {
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if (ts->phase == TRANS_IDLE || ts->phase == TRANS_PHASE_DONE) return;
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ts->timer += dt;
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/* ── Outro phase ── */
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if (ts->phase == TRANS_PHASE_OUT) {
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/* Play sound once at start of teleporter dissolve. */
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if (ts->out_style == TRANS_TELEPORTER && !ts->sound_played) {
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audio_play_sound(s_sfx_teleport, 80);
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ts->sound_played = true;
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}
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/* Elevator rumble during the hold period. */
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if (ts->out_style == TRANS_ELEVATOR && cam) {
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if (ts->timer > ELEVATOR_CLOSE_DURATION) {
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camera_shake(cam, 3.0f, 0.1f);
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}
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}
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if (ts->timer >= ts->phase_dur) {
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ts->phase = TRANS_PHASE_LOAD;
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}
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return;
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}
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/* ── Load phase: caller must call transition_begin_intro() ── */
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if (ts->phase == TRANS_PHASE_LOAD) {
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return;
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}
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/* ── Intro phase ── */
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if (ts->phase == TRANS_PHASE_IN) {
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/* Elevator rumble at the start of intro (before doors open). */
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if (ts->in_style == TRANS_ELEVATOR && cam) {
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if (ts->timer < ELEVATOR_HOLD_DURATION) {
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camera_shake(cam, 2.5f, 0.1f);
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}
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}
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if (ts->timer >= ts->phase_dur) {
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ts->phase = TRANS_PHASE_DONE;
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}
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return;
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}
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}
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bool transition_needs_load(const TransitionState *ts) {
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return ts->phase == TRANS_PHASE_LOAD;
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}
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void transition_begin_intro(TransitionState *ts) {
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ts->phase = TRANS_PHASE_IN;
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ts->timer = 0.0f;
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ts->phase_dur = intro_duration(ts->in_style);
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ts->sound_played = false;
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}
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bool transition_is_done(const TransitionState *ts) {
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return ts->phase == TRANS_PHASE_DONE;
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}
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void transition_reset(TransitionState *ts) {
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ts->phase = TRANS_IDLE;
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ts->timer = 0.0f;
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ts->phase_dur = 0.0f;
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}
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/* ═══════════════════════════════════════════════════
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* Elevator rendering helpers
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* ═══════════════════════════════════════════════════ */
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/* Returns door coverage 0.0 (fully open) to 1.0 (fully closed). */
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static float elevator_coverage(const TransitionState *ts) {
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if (ts->phase == TRANS_PHASE_OUT) {
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/* Closing: 0 → 1 over ELEVATOR_CLOSE_DURATION, then hold at 1. */
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float t = ts->timer / ELEVATOR_CLOSE_DURATION;
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if (t > 1.0f) t = 1.0f;
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/* Ease-in-out for smooth motion. */
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return t * t * (3.0f - 2.0f * t);
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}
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if (ts->phase == TRANS_PHASE_IN) {
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/* Hold closed during ELEVATOR_HOLD_DURATION, then open. */
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float open_t = ts->timer - ELEVATOR_HOLD_DURATION;
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if (open_t <= 0.0f) return 1.0f;
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float t = open_t / ELEVATOR_OPEN_DURATION;
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if (t > 1.0f) t = 1.0f;
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float ease = t * t * (3.0f - 2.0f * t);
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return 1.0f - ease;
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}
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/* PHASE_LOAD: fully closed. */
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return 1.0f;
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}
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static void render_elevator(const TransitionState *ts) {
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float coverage = elevator_coverage(ts);
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if (coverage <= 0.0f) return;
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int half_h = (int)(coverage * (float)SCREEN_HEIGHT * 0.5f + 0.5f);
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SDL_Renderer *r = g_engine.renderer;
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SDL_SetRenderDrawBlendMode(r, SDL_BLENDMODE_NONE);
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SDL_SetRenderDrawColor(r, ELEV_R, ELEV_G, ELEV_B, 255);
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/* Top door. */
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SDL_Rect top = {0, 0, SCREEN_WIDTH, half_h};
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SDL_RenderFillRect(r, &top);
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/* Bottom door. */
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SDL_Rect bot = {0, SCREEN_HEIGHT - half_h, SCREEN_WIDTH, half_h};
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SDL_RenderFillRect(r, &bot);
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/* Thin bright seam at the meeting edge (visual detail). */
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if (coverage > 0.7f) {
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int seam_y = half_h - 1;
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SDL_SetRenderDrawColor(r, 100, 110, 130, 255);
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SDL_Rect seam_top = {0, seam_y, SCREEN_WIDTH, 1};
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SDL_RenderFillRect(r, &seam_top);
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int seam_bot_y = SCREEN_HEIGHT - half_h;
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SDL_Rect seam_bot = {0, seam_bot_y, SCREEN_WIDTH, 1};
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SDL_RenderFillRect(r, &seam_bot);
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}
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}
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/* ═══════════════════════════════════════════════════
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* Teleporter rendering helpers
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* ═══════════════════════════════════════════════════ */
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/* Scanline dissolve progress: each band sweeps across the screen.
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* band_idx: which band (0 = top), total_bands: how many bands,
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* global_progress: 0.0–1.0 across the dissolve duration,
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* reverse: if true, sweep right-to-left / bottom-to-top. */
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static float band_progress(int band_idx, int total_bands,
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float global_progress, bool reverse) {
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float band_offset;
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if (reverse) {
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band_offset = (float)(total_bands - 1 - band_idx) / (float)total_bands
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* SCANLINE_STAGGER;
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} else {
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band_offset = (float)band_idx / (float)total_bands * SCANLINE_STAGGER;
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}
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float local = (global_progress - band_offset) / (1.0f - SCANLINE_STAGGER);
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if (local < 0.0f) local = 0.0f;
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if (local > 1.0f) local = 1.0f;
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return local;
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}
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static void render_teleporter_scanlines(float global_progress,
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bool reverse) {
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int total_bands = SCREEN_HEIGHT / SCANLINE_HEIGHT;
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SDL_Renderer *r = g_engine.renderer;
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SDL_SetRenderDrawBlendMode(r, SDL_BLENDMODE_NONE);
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SDL_SetRenderDrawColor(r, 0, 0, 0, 255);
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for (int i = 0; i < total_bands; i++) {
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float bp = band_progress(i, total_bands, global_progress, reverse);
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if (bp <= 0.0f) continue;
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int y = i * SCANLINE_HEIGHT;
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int w = (int)(bp * (float)SCREEN_WIDTH + 0.5f);
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if (w <= 0) continue;
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if (w > SCREEN_WIDTH) w = SCREEN_WIDTH;
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/* Alternate sweep direction per band for visual interest. */
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int x = (i % 2 == 0) ? 0 : (SCREEN_WIDTH - w);
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SDL_Rect band = {x, y, w, SCANLINE_HEIGHT};
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SDL_RenderFillRect(r, &band);
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}
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}
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static void render_teleporter_flash(float alpha_f) {
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if (alpha_f <= 0.0f) return;
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uint8_t alpha = (uint8_t)(alpha_f * 255.0f);
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if (alpha == 0) return;
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SDL_Renderer *r = g_engine.renderer;
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SDL_SetRenderDrawBlendMode(r, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(r, 255, 255, 255, alpha);
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SDL_Rect rect = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
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SDL_RenderFillRect(r, &rect);
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}
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static void render_teleporter(const TransitionState *ts) {
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if (ts->phase == TRANS_PHASE_OUT) {
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/* Phase 1: scanline dissolve, then flash builds up. */
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if (ts->timer < TELEPORT_DISSOLVE_DURATION) {
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float progress = ts->timer / TELEPORT_DISSOLVE_DURATION;
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render_teleporter_scanlines(progress, false);
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} else {
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/* Dissolve complete — full black + rising flash. */
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render_teleporter_scanlines(1.0f, false);
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float flash_t = (ts->timer - TELEPORT_DISSOLVE_DURATION)
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/ TELEPORT_FLASH_DURATION;
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if (flash_t > 1.0f) flash_t = 1.0f;
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render_teleporter_flash(flash_t);
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}
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return;
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}
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if (ts->phase == TRANS_PHASE_LOAD) {
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/* Fully covered: black + white flash. */
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render_teleporter_scanlines(1.0f, false);
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render_teleporter_flash(1.0f);
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return;
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}
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if (ts->phase == TRANS_PHASE_IN) {
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/* Phase 2: flash fades out, then scanlines recede. */
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if (ts->timer < TELEPORT_FLASH_DURATION) {
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/* Flash fading over black. */
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render_teleporter_scanlines(1.0f, true);
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float flash_t = 1.0f - ts->timer / TELEPORT_FLASH_DURATION;
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render_teleporter_flash(flash_t);
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} else {
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/* Scanlines receding to reveal the new level. */
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float mat_t = (ts->timer - TELEPORT_FLASH_DURATION)
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/ TELEPORT_MATERIALIZE_DURATION;
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if (mat_t > 1.0f) mat_t = 1.0f;
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/* Progress inverted: 1.0 = fully covered, 0.0 = revealed. */
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||||
render_teleporter_scanlines(1.0f - mat_t, true);
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
/* ═══════════════════════════════════════════════════
|
||||
* Render dispatch
|
||||
* ═══════════════════════════════════════════════════ */
|
||||
|
||||
void transition_render(const TransitionState *ts) {
|
||||
if (ts->phase == TRANS_IDLE || ts->phase == TRANS_PHASE_DONE) return;
|
||||
|
||||
/* Pick the active style based on which phase we are in. */
|
||||
TransitionStyle style = (ts->phase == TRANS_PHASE_IN)
|
||||
? ts->in_style : ts->out_style;
|
||||
|
||||
switch (style) {
|
||||
case TRANS_ELEVATOR: render_elevator(ts); break;
|
||||
case TRANS_TELEPORTER: render_teleporter(ts); break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
|
||||
/* ═══════════════════════════════════════════════════
|
||||
* Name ↔ enum conversion
|
||||
* ═══════════════════════════════════════════════════ */
|
||||
|
||||
TransitionStyle transition_style_from_name(const char *name) {
|
||||
if (!name) return TRANS_NONE;
|
||||
if (strcmp(name, "spacecraft") == 0) return TRANS_SPACECRAFT;
|
||||
if (strcmp(name, "elevator") == 0) return TRANS_ELEVATOR;
|
||||
if (strcmp(name, "teleporter") == 0) return TRANS_TELEPORTER;
|
||||
return TRANS_NONE;
|
||||
}
|
||||
|
||||
const char *transition_style_name(TransitionStyle style) {
|
||||
switch (style) {
|
||||
case TRANS_SPACECRAFT: return "spacecraft";
|
||||
case TRANS_ELEVATOR: return "elevator";
|
||||
case TRANS_TELEPORTER: return "teleporter";
|
||||
default: return "none";
|
||||
}
|
||||
}
|
||||
68
src/game/transition.h
Normal file
68
src/game/transition.h
Normal file
@@ -0,0 +1,68 @@
|
||||
#ifndef JNR_TRANSITION_H
|
||||
#define JNR_TRANSITION_H
|
||||
|
||||
#include <stdbool.h>
|
||||
#include "engine/camera.h"
|
||||
#include "config.h"
|
||||
|
||||
/* ═══════════════════════════════════════════════════
|
||||
* Level transition animations
|
||||
*
|
||||
* Two-phase system: outro (on the old level) then
|
||||
* intro (on the new level). The caller is responsible
|
||||
* for freeing the old level and loading the new one
|
||||
* between phases (when transition_needs_load() is true).
|
||||
*
|
||||
* TransitionStyle enum is defined in config.h so that
|
||||
* both engine (tilemap) and game code can reference it
|
||||
* without circular includes.
|
||||
* ═══════════════════════════════════════════════════ */
|
||||
|
||||
typedef enum TransitionPhase {
|
||||
TRANS_IDLE, /* no transition active */
|
||||
TRANS_PHASE_OUT, /* outro animation on the old level */
|
||||
TRANS_PHASE_LOAD, /* ready for the caller to swap levels */
|
||||
TRANS_PHASE_IN, /* intro animation on the new level */
|
||||
TRANS_PHASE_DONE, /* transition complete, return to play */
|
||||
} TransitionPhase;
|
||||
|
||||
typedef struct TransitionState {
|
||||
TransitionStyle out_style; /* outro style (from departing level) */
|
||||
TransitionStyle in_style; /* intro style (from arriving level) */
|
||||
TransitionPhase phase;
|
||||
float timer; /* elapsed time in current phase */
|
||||
float phase_dur; /* total duration of current phase */
|
||||
bool sound_played; /* flag to fire a sound once per phase */
|
||||
} TransitionState;
|
||||
|
||||
/* Start the outro phase. out_style comes from the departing level. */
|
||||
void transition_start_out(TransitionState *ts, TransitionStyle out_style);
|
||||
|
||||
/* Set the intro style (call after loading the new level). */
|
||||
void transition_set_in_style(TransitionState *ts, TransitionStyle in_style);
|
||||
|
||||
/* Advance the transition. cam may be NULL during the load gap. */
|
||||
void transition_update(TransitionState *ts, float dt, Camera *cam);
|
||||
|
||||
/* True when the outro is done and the caller should swap levels. */
|
||||
bool transition_needs_load(const TransitionState *ts);
|
||||
|
||||
/* Acknowledge the load — advance to the intro phase. */
|
||||
void transition_begin_intro(TransitionState *ts);
|
||||
|
||||
/* True when the full transition is finished. */
|
||||
bool transition_is_done(const TransitionState *ts);
|
||||
|
||||
/* Render the transition overlay (call AFTER rendering the level). */
|
||||
void transition_render(const TransitionState *ts);
|
||||
|
||||
/* Reset to idle. */
|
||||
void transition_reset(TransitionState *ts);
|
||||
|
||||
/* Parse a style name string ("none", "elevator", etc.). */
|
||||
TransitionStyle transition_style_from_name(const char *name);
|
||||
|
||||
/* Return the directive string for a style. */
|
||||
const char *transition_style_name(TransitionStyle style);
|
||||
|
||||
#endif /* JNR_TRANSITION_H */
|
||||
Reference in New Issue
Block a user