Today in school I was thinking about stuff that I can do for my game and I thought of a animation of sorts that I could use.
The idea would be that when you click start the animation would begin and under it would lie the game.
This is just an example of the idea and is not very fancy.
Just an idea I had
Forum rules
Before you make a thread asking for help, read this.
Before you make a thread asking for help, read this.
Just an idea I had
- Attachments
-
- screen slide.love
- (27.18 KiB) Downloaded 97 times
Re: Just an idea I had
Pretty cool idea!
An other way you could do the same this is to draw a rectangle from top to bottom and change the game state when it reaches the height of your screen, like this
An other way you could do the same this is to draw a rectangle from top to bottom and change the game state when it reaches the height of your screen, like this
Code: Select all
function love.load()
img = love.graphics.newImage('screen.png')
w = love.graphics.getWidth()
h = 0
go = true
end
function love.update(dt)
if go == true then
h = h + (500 * dt)
end
if h >= love.graphics.getHeight() then
go = false
--change game state
end
end
function love.draw()
love.graphics.draw(img,0,0)
love.graphics.setColor(255,255,255) -- or whatever color you want
love.graphics.rectangle('fill',0,0,w,h)
end
Weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeooow!!
Re: Just an idea I had
For some of my games, I'm using a modified version of stateswitcher.lua that allows for scene transitions.
You simply use it like
Transitions include fromLeft, fromRight, fromTop, fromBottom
Also, you need to use love.updateScene(dt) and love.drawScene() instead of love.update(dt) and love.draw().
You simply use it like
Code: Select all
state.switch("game", "fromLeft", function() print("I'm done !") end)
--state.switch(scene, transition, oncomplete)
Also, you need to use love.updateScene(dt) and love.drawScene() instead of love.update(dt) and love.draw().
Code: Select all
--[[
State switcher class: stateswitcher.lua
Author: Daniel Duris, (CC-BY) 2014
dusoft[at]staznosti.sk
http://www.ambience.sk
License: CC-BY 4.0
This work is licensed under the Creative Commons Attribution 4.0
International License. To view a copy of this license, visit
http://creativecommons.org/licenses/by/4.0/ or send a letter to
Creative Commons, 444 Castro Street, Suite 900, Mountain View,
California, 94041, USA.
modified by some guy
]]--
passvar={}
state={}
s_g = {updateCurrent = nil, updateOld = nil, drawCurrent = nil, drawOld = nil, unload = nil, delta = nil, translate = nil}
function state.switch(state, transition, oncompletetransition)
if love.unload then love.unload() end
passvar={}
local matches={}
for match in string.gmatch(state,"[^;]+") do
matches[#matches+1]=match
end
state=matches[1]
matches[1]=nil
if (matches[2]~=nil) then
for i,match in pairs(matches) do
passvar[#passvar+1]=match
end
end
-- remove info from metatable about state loaded to allow for new require of the state
package.loaded[state]=false
s_g.updateOld = love.updateScene
s_g.drawOld = love.drawScene
s_g.unload = love.unload
require(state)
s_g.updateCurrent = love.updateScene
s_g.drawCurrent = love.drawScene
if transition == nil then
s_g.updateOld = nil
s_g.drawOld = nil
else
s_g.delta = 1
if transition == "fromLeft" then
s_g.translate = {x = -WWIDTH, y = 0}
elseif transition == "fromRight" then
s_g.translate = {x = WWIDTH, y = 0}
elseif transition == "fromTop" then
s_g.translate = {x = 0, y = -WHEIGHT}
elseif transition == "fromBottom" then
s_g.translate = {x = 0, y = WHEIGHT}
end
flux.to(s_g, 0.75, {delta = 0}):ease("quadout"):oncomplete(function()
s_g.updateOld = nil
s_g.drawOld = nil
if s_g.unload then s_g.unload() end
oncompletetransition()
end)
end
love.load()
end
function state.clear()
passvar=nil
end
function love.update(dt)
s_g.updateCurrent(dt)
if s_g.updateOld then s_g.updateOld(dt) end
end
function love.draw()
--Manager:drawF(1)
love.graphics.push()
if s_g.drawOld then
if s_g.delta and s_g.delta > 0 then
love.graphics.translate(s_g.delta*s_g.translate.x-s_g.translate.x, s_g.delta*s_g.translate.y-s_g.translate.y)
end
s_g.drawOld()
end
if s_g.delta and s_g.delta > 0 then
love.graphics.translate(s_g.translate.x, s_g.translate.y)
end
s_g.drawCurrent()
love.graphics.pop()
--Manager:drawF(2)
end
return state
Who is online
Users browsing this forum: Google [Bot] and 2 guests