Renamed Sce to SceneFader

This commit is contained in:
2026-06-13 21:31:35 +02:00
parent 24926d01d3
commit 3d78eb5679
4 changed files with 18 additions and 17 deletions

View File

@@ -29,7 +29,7 @@ namespace _2DGAMELIB
public Bitmap Hit;
public Graphics HitGraphics;
public Sce Sce;
public SceneFader SceneFader;
public FPS FPSF = new FPS(60.0);
private Size BaseSize = Size.Empty;
@@ -84,12 +84,12 @@ namespace _2DGAMELIB
public void FadeIn(double Rate)
{
Sce.TransformAlpha(DisplayGraphics, Rate);
SceneFader.TransformAlpha(DisplayGraphics, Rate);
}
public void FadeOut(double Rate)
{
Sce.TransD(DisplayGraphics, Rate);
SceneFader.TransD(DisplayGraphics, Rate);
}
public void InitializeModes(string Mode, Func<ModeEventDispatcher, Dictionary<string, Module>> GetModes)
@@ -121,7 +121,7 @@ namespace _2DGAMELIB
WidthM = Hit.Width - 1;
HeightM = Hit.Height - 1;
Sce = new Sce(BaseSize.Width, BaseSize.Height);
SceneFader = new SceneFader(BaseSize.Width, BaseSize.Height);
Modes = GetModes(this);

View File

@@ -5,7 +5,7 @@ namespace _2DGAMELIB
{
//Basically used to animate switching between two static images
public class Sce
public class SceneFader
{
private Bitmap Start;
private Graphics GS;
@@ -23,7 +23,7 @@ namespace _2DGAMELIB
private ImageAttributes ia = new ImageAttributes();
public Sce(int Width, int Height)
public SceneFader(int Width, int Height)
{
w = Width;
h = Height;

View File

@@ -22,7 +22,8 @@ namespace _2DGAMELIB
.Add("_2DGAMELIB.Joi", typeof(JointPoint))
.Add("_2DGAMELIB.Dif", typeof(MorphVariant))
.Add("_2DGAMELIB.Difs", typeof(VariantGrid))
.Add("_2DGAMELIB.Obj", typeof(BodyTemplate));
.Add("_2DGAMELIB.Obj", typeof(BodyTemplate))
.Add("_2DGAMELIB.Sce", typeof(SceneFader));
private static BinaryFormatter NewFormatter()
{

View File

@@ -556,8 +556,8 @@ namespace SlaveMatrix
{
Med.Mode = Mode;
(drawArea, Med.FPSF);
Med.Sce.DrawStart(Are);
Med.Sce.DrawEnd(drawArea);
Med.SceneFader.DrawStart(Are);
Med.SceneFader.DrawEnd(drawArea);
fade_in = true;
}
@@ -565,8 +565,8 @@ namespace SlaveMatrix
{
調(drawArea, Med.FPSF);
Color col = Color.FromArgb(128, Color.White);
Med.Sce.ClearStart(ref col);
Med.Sce.DrawEnd(drawArea);
Med.SceneFader.ClearStart(ref col);
Med.SceneFader.DrawEnd(drawArea);
fade_in = true;
}
@@ -1172,8 +1172,8 @@ namespace SlaveMatrix
{
DrawBuffer.Clear(Col.Black);
DrawBuffer.Draw(label.ShapePartT);
Med.Sce.DrawStart(BlackBackground);
Med.Sce.DrawEnd(DrawBuffer);
Med.SceneFader.DrawStart(BlackBackground);
Med.SceneFader.DrawEnd(DrawBuffer);
v = 0.0;
fadeIn = true;
fadeOut = false;
@@ -1218,8 +1218,8 @@ namespace SlaveMatrix
mv.ResetValue();
Med.Draw(DrawBuffer);
fadeOut = true;
Med.Sce.DrawStart(DrawBuffer);
Med.Sce.DrawEnd(BlackBackground);
Med.SceneFader.DrawStart(DrawBuffer);
Med.SceneFader.DrawEnd(BlackBackground);
}
}
}
@@ -1292,8 +1292,8 @@ namespace SlaveMatrix
ll = false;
DrawBuffer.Clear(Col.Black);
DrawBuffer.Draw(label.ShapePartT);
Med.Sce.DrawStart(BlackBackground);
Med.Sce.DrawEnd(DrawBuffer);
Med.SceneFader.DrawStart(BlackBackground);
Med.SceneFader.DrawEnd(DrawBuffer);
v = 0.0;
b1 = true;
mv.ResetValue();