Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
47 lines
1.5 KiB
OpenEdge ABL
47 lines
1.5 KiB
OpenEdge ABL
VERSION 1.0 CLASS
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BEGIN
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MultiUse = -1 'True
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Persistable = 0 'NotPersistable
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DataBindingBehavior = 0 'vbNone
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DataSourceBehavior = 0 'vbNone
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MTSTransactionMode = 0 'NotAnMTSObject
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END
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Attribute VB_Name = "cFade"
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Attribute VB_GlobalNameSpace = False
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Attribute VB_Creatable = True
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Attribute VB_PredeclaredId = False
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Attribute VB_Exposed = False
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Option Explicit
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'This is an 'effects' class, that will fade a scene in or out
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'by increasing the alpha channel on all objects
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Public FadeInterval As Single
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Public AmFading As Boolean
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Public CanFade As Boolean
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Private mlPixelShaderHandle As Long
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'Methods used during fading
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'This will update the global params for fading the scene in, or out
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'Fading is simply accomplished by adding or subtracting the amount of light in the scene until
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'it reaches a desired level. Since the background is black anyway, we could have also
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'simply slowly turned up the alpha on each of the objects, this is just the way I chose.
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Public Sub Fade(ByVal nInterval As Long)
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If Not CanFade Then Exit Sub
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FadeInterval = nInterval
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AmFading = True
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End Sub
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Public Sub UpdateFade(oPuck As cPuck, oPaddle() As cPaddle, oTable As cTable, oRoom As cRoom)
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Dim fDoneFading As Boolean
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fDoneFading = True
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fDoneFading = oPuck.FadeMesh(FadeInterval) And oPaddle(0).FadeMesh(FadeInterval) And oPaddle(1).FadeMesh(FadeInterval) And oTable.FadeMesh(FadeInterval) And oRoom.FadeMesh(FadeInterval)
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AmFading = Not fDoneFading
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End Sub
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Private Sub Class_Initialize()
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'By default we will allow fading
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CanFade = True
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End Sub
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