-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathmenuFader.monkey
149 lines (144 loc) · 4.59 KB
/
menuFader.monkey
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
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
Strict
Import mojo
Import constants
Import globals
Import language
Import game
Import menuCredits
Import menuMain
Import menuStatistics
Import utils
Function FadeMenu:Bool()
If( gRequestedState = gGameState ) Then Return True
If( gStateChangeTime = 0 ) Then gStateChangeTime = Millisecs()
Local diffTime:Int = Millisecs() - gStateChangeTime
If( gRequestedState = GAME_STATE_MENU_CREDITS Or gRequestedState = GAME_STATE_MENU_STATISTICS )
If( gParentState = GAME_STATE_GAME )
If( ( diffTime ) < FADE_TIME )
gAlpha = 1.0 - Float( diffTime ) / Float( FADE_TIME )
SetAlpha( gAlpha )
'gGameGUI.alpha = gAlpha
gGame.draw()
Return False 'Noch nicht fertig!
Else If( ( diffTime ) < 2 * FADE_TIME )
gAlpha = Float( diffTime - FADE_TIME ) / Float( FADE_TIME )
SetAlpha( gAlpha )
'gActiveGUI.alpha = gAlpha
gMenuStatistics.draw( False )
Return False 'Noch nicht fertig!
Else
gGameState = gRequestedState
gAlpha = 1.0
'gGame = Null
SetAlpha( gAlpha )
'gActiveGUI.alpha = gAlpha
gMenuStatistics.draw( True )
Return False 'Fertig!
End If
Else
If( ( diffTime ) < FADE_TIME )
gAlpha = 1.0 - Float( diffTime ) / Float( FADE_TIME )
SetAlpha( gAlpha )
'gActiveGUI.alpha = gAlpha
gMenuMain.draw( True )
Return False 'Noch nicht fertig!
Else If( ( diffTime ) < 2 * FADE_TIME )
gAlpha = Float( diffTime - FADE_TIME ) / Float( FADE_TIME )
SetAlpha( gAlpha )
'gActiveGUI.alpha = gAlpha
Select gRequestedState
Case GAME_STATE_MENU_CREDITS
gMenuCredits.draw( True )
Case GAME_STATE_MENU_STATISTICS
gMenuStatistics.draw( True )
End Select
Return False 'Noch nicht fertig!
Else
gGameState = gRequestedState
gAlpha = 1.0
SetAlpha( gAlpha )
'gActiveGUI.alpha = gAlpha
Select gRequestedState
Case GAME_STATE_MENU_CREDITS
gMenuCredits.draw( True )
Case GAME_STATE_MENU_STATISTICS
gMenuStatistics.draw( True )
End Select
Return False 'Fertig!
End If
End If
Else If( gRequestedState = GAME_STATE_MENU_MAIN )
If( gParentState = GAME_STATE_GAME )
If( ( diffTime ) < FADE_TIME )
gAlpha = 1.0 - Float( diffTime ) / Float( FADE_TIME )
SetAlpha( gAlpha )
'gGameGUI.alpha = gAlpha
gGame.draw()
Return False 'Noch nicht fertig!
Else If( ( diffTime ) < 2 * FADE_TIME )
gAlpha = Float( diffTime - FADE_TIME ) / Float( FADE_TIME )
SetAlpha( gAlpha )
'gActiveGUI.alpha = gAlpha
gMenuMain.draw( False )
Return False 'Noch nicht fertig!
Else
gGameState = gRequestedState
gAlpha = 1.0
'gGame = Null
SetAlpha( gAlpha )
'gActiveGUI.alpha = gAlpha
gMenuMain.draw( True )
Return False 'Fertig!
End If
Else
If( ( diffTime ) < FADE_TIME )
gAlpha = 1.0 - Float( diffTime ) / Float( FADE_TIME )
SetAlpha( gAlpha )
'gActiveGUI.alpha = gAlpha
Select gParentState
Case GAME_STATE_MENU_CREDITS
gMenuCredits.draw( True )
Case GAME_STATE_MENU_STATISTICS
gMenuStatistics.draw( True )
End Select
Return False 'Noch nicht fertig!
Else If( ( diffTime ) < 2 * FADE_TIME )
gAlpha = Float( diffTime - FADE_TIME ) / Float( FADE_TIME )
SetAlpha( gAlpha )
'gActiveGUI.alpha = gAlpha
gMenuMain.draw( True )
Return False 'Noch nicht fertig!
Else
gGameState = gRequestedState
gAlpha = 1.0
SetAlpha( gAlpha )
'gActiveGUI.alpha = gAlpha
gMenuMain.draw( True )
Return False 'Fertig!
End If
End If
Else If( gRequestedState = GAME_STATE_GAME )
If( ( diffTime ) < FADE_TIME )
gAlpha = 1.0 - Float( diffTime ) / Float( FADE_TIME )
SetAlpha( gAlpha )
'gActiveGUI.alpha = gAlpha
gMenuMain.draw( False )
Return False 'Noch nicht fertig!
Else If( ( diffTime ) < 2 * FADE_TIME )
gAlpha = Float( diffTime - FADE_TIME ) / Float( FADE_TIME )
SetAlpha( gAlpha )
'gGameGUI.alpha = gAlpha
If( Not gGame ) Then gGame = New Game()
gGame.draw()
Return False 'Noch nicht fertig!
Else
gGameState = gRequestedState
gAlpha = 1.0
SetAlpha( gAlpha )
'gGameGUI.alpha = gAlpha
gGame.draw()
Return False 'Fertig!
End If
End If
Return True
End Function