| 43 | } |
| 44 | |
| 45 | bool GJChestSprite::switchState(int state, bool idk) |
| 46 | { |
| 47 | this->removeAllChildren(); |
| 48 | if (state == 2) |
| 49 | { |
| 50 | Sprite* chestSprite = Sprite::createWithSpriteFrameName(fmt::format("chest_0{}_0{}_001.png", _chestID, state)); |
| 51 | this->addChild(chestSprite); |
| 52 | return true; |
| 53 | } |
| 54 | |
| 55 | Color3B glowColor = Color3B(255, 150, 0); |
| 56 | |
| 57 | switch (_chestID) |
| 58 | { |
| 59 | case 2: |
| 60 | glowColor = Color3B(0, 200, 255); |
| 61 | break; |
| 62 | case 3: |
| 63 | glowColor = Color3B(0, 200, 0); |
| 64 | break; |
| 65 | } |
| 66 | |
| 67 | if (state == 3) |
| 68 | { |
| 69 | Sprite* chestSprite = Sprite::createWithSpriteFrameName(fmt::format("chest_0{}_0{}_001.png", _chestID, state)); |
| 70 | Sprite* chestSpriteBack = Sprite::createWithSpriteFrameName(fmt::format("chest_0{}_0{}_back_001.png", _chestID, state)); |
| 71 | Sprite* chestGlow = Sprite::createWithSpriteFrameName(fmt::format("chest_0{}_0{}_glow_001.png", _chestID, state)); |
| 72 | chestGlow->setBlendFunc(GameToolbox::getBlending()); |
| 73 | |
| 74 | this->addChild(chestSpriteBack); |
| 75 | this->addChild(chestGlow); |
| 76 | this->addChild(chestSprite); |
| 77 | |
| 78 | if (!idk) |
| 79 | { |
| 80 | auto chestOpenParticle = ParticleSystemQuad::create("chestOpen.plist"); |
| 81 | chestOpenParticle->setStartColor({(float) glowColor.r, (float) glowColor.g, (float) glowColor.b, 255}); |
| 82 | chestOpenParticle->setEndColor({(float) glowColor.r, (float) glowColor.g, (float) glowColor.b, 255}); |
| 83 | chestOpenParticle->setPosition({0.0f, 0.0f}); |
| 84 | this->addChild(chestOpenParticle); |
| 85 | } |
| 86 | return true; |
| 87 | } |
| 88 | if (state != 4) return true; |
| 89 | if (state == 4) |
| 90 | { |
| 91 | Sprite* chestSprite = Sprite::createWithSpriteFrameName(fmt::format("chest_0{}_0{}_001.png", _chestID, state)); |
| 92 | Sprite* chestSpriteBack = Sprite::createWithSpriteFrameName(fmt::format("chest_0{}_0{}_back_001.png", _chestID, state)); |
| 93 | Sprite* chestGlow = Sprite::createWithSpriteFrameName(fmt::format("chest_0{}_0{}_glow_001.png", _chestID, state)); |
| 94 | Sprite* shineSprite1 = Sprite::createWithSpriteFrameName("shineBurst_001.png"); |
| 95 | Sprite* shineSprite2 = Sprite::createWithSpriteFrameName("shineBurst_001.png"); |
| 96 | chestGlow->setBlendFunc(GameToolbox::getBlending()); |
| 97 | shineSprite1->setBlendFunc(GameToolbox::getBlending()); |
| 98 | shineSprite1->setColor({glowColor}); |
| 99 | shineSprite2->setBlendFunc(GameToolbox::getBlending()); |
| 100 | shineSprite2->setColor({glowColor}); |
| 101 | |
| 102 | auto glow1 = EaseInOut::create(FadeTo::create(1.0,175),2.0); |
no test coverage detected