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fade_in

Anthony Samms edited this page Jun 2, 2026 · 1 revision

Plays the entry animation when the result screen opens. The background tiles fade up from transparent to fully opaque. Used by result and its subclasses. This is a clever way to use a fade out as a replacement for a fade in without applying the fade attribute to each individual object.

FadeIn

Construction

FadeIn(PlayerNum player_num);

Grabs animation slot 15 as a FadeAnimation and starts it immediately.

Members

Member Type Description
player_num PlayerNum Selects which background textures to draw
fade_in FadeAnimation* Controls the opacity during the fade

Methods

void update(double current_ms);

Advances the fade animation.

void draw();

Tiles the same background and footer textures as background, but applies fade_in->attribute as the opacity. Handles both two-player and single-player layouts identically to ResultBackground::draw, except the footer height is always read from FOOTER_1P in two-player mode.

bool is_finished();

Returns fade_in->is_finished. Used by result to gate input and to trigger gauge/character startup in player.

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