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fade_in
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(PlayerNum player_num);Grabs animation slot 15 as a FadeAnimation and starts it immediately.
| Member | Type | Description |
|---|---|---|
player_num |
PlayerNum |
Selects which background textures to draw |
fade_in |
FadeAnimation* |
Controls the opacity during the fade |
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.
Building
libs
- animation
- audio
- config
- filesystem
- global_data
- input
- logging
- ray
- scores
- screen
- script
- song_parser
- text
- texture
- video
- webcam
libs/parsers
objects
objects/game
- player
- background
- gauge
- judgment
- combo
- branch_indicator
- ending_animations
- gogo_time
- fireworks
- song_info
- transition
- result_transition
- judge_counter
- score_counter
- score_counter_animation
- balloon_counter
- drumroll_counter
- kusudama_counter
- drum_hit_effect
- lane_hit_effect
- gauge_hit_effect
- combo_announce
- note_arc
objects/global
objects/title
objects/entry
objects/settings
objects/result
objects/song_select
- player
- navigator
- box_base
- box_song
- box_folder
- neiro
- modifier
- ura_switch
- diff_sort
- search_box
- dan_transition
- genre_bg
- score_history
- song_select_script
scenes