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@@ -86,7 +86,7 @@ class Transitions:
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Returns an interval without starting it. This is particularly useful in
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cutscenes, so when the cutsceneIval is escaped out of we can finish the fade immediately
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"""
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- self.noTransitions()
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+ #self.noTransitions() masad: this creates a one frame pop, is it necessary?
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self.loadFade()
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transitionIval = Sequence(Func(self.fade.reparentTo, render2d, FADE_SORT_INDEX),
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self.lerpFunc(self.fade, t,
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@@ -126,6 +126,7 @@ class Transitions:
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"""
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if (t == 0):
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# Fade in immediately with no lerp
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+ #print "transitiosn: fadeIn 0.0"
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self.noTransitions()
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self.loadFade()
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self.fade.detachNode()
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@@ -165,6 +166,7 @@ class Transitions:
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to darken out the world. Useful for drawing attention to
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a dialog box for instance
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"""
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+ #print "transitiosn: fadeScreen"
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self.noTransitions()
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self.loadFade()
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self.fade.reparentTo(render2d, FADE_SORT_INDEX)
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@@ -179,6 +181,7 @@ class Transitions:
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to darken out the world. Useful for drawing attention to
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a dialog box for instance
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"""
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+ #print "transitiosn: fadeScreenColor"
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self.noTransitions()
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self.loadFade()
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self.fade.reparentTo(render2d, FADE_SORT_INDEX)
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@@ -188,6 +191,7 @@ class Transitions:
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"""
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Removes any current fade tasks and parents the fade polygon away
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"""
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+ #print "transitiosn: noFade"
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if self.transitionIval:
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self.transitionIval.pause()
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self.transitionIval = None
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