void TitleLayer::addedToCore()
{
- Mf::Scalar coeff[] = {0.0, 1.0};
- mFadeIn.init(coeff, 0.1);
+ mFadeIn.init(0.0, 1.0);
+ mFadeIn.reset(0.1);
mGameLayer = GameLayer::alloc();
}
void TitleLayer::update(Mf::Scalar t, Mf::Scalar dt)
{
- if (!mFadeIn.isDone()) mFadeIn.update(t, dt);
+ mFadeIn.update(t, dt);
}
void TitleLayer::draw(Mf::Scalar alpha) const
switch (event.type)
{
case SDL_KEYUP:
- //if (event.key.keysym.sym == SDLK_ESCAPE)
- //{
- //break;
- //}
+ if (event.key.keysym.sym == SDLK_ESCAPE)
+ {
+ break;
+ }
Mf::LayerP titleLayer = Mf::core.pop(this);
- //core.pushLayer(GameLayer::alloc());
- Mf::Scalar coeff[] = {0.0, 0.75, 0.99, 1.0};
- Mf::PolynomialInterpolator<3> interp(coeff, 0.1);
+ Mf::Lerp interp(0.1);
+ interp.init(0.0, 1.0);
- //Mf::LayerP mGameLayer = GameLayer::alloc();
- Mf::Transition<Mf::PolynomialInterpolator<3> >::Ptr transition =
- Mf::Transition<Mf::PolynomialInterpolator<3> >::alloc(mGameLayer, titleLayer, interp);
+ Mf::Transition<Mf::Lerp>::Ptr transition =
+ Mf::Transition<Mf::Lerp>::alloc(mGameLayer, titleLayer, interp);
Mf::core.push(transition);
+
return true;
}