kristoisberg/samp-screen-colour-fader
Library for fading players' screens between colours for open.mp and SA-MP.
El autor archivó este repositorio, así que ya no se mantiene.
Este repositorio no tiene archivo de licencia. Se puede leer, pero eso por sí solo no da permiso para reutilizarlo.
Instalar con sampctl
sampctl package install kristoisberg/samp-screen-colour-fader
Ejecútalo en la carpeta de tu proyecto. sampctl descarga el paquete y sus dependencias.
Depende de 2 paquetes
- sampctl/samp-stdlibno está en este directorio
- kristoisberg/pawn-colour-manipulation★ 6
README.md
SA-MP Screen Colour Fader
Notice: This repository is not being actively maintained anymore. If anyone wishes to continue the development of the project, please create a fork of the repository and release future versions there.
This library lets you add colour filters to players' screens and fade between them. Until today I was using a modified version of Joe Staff's fader include, but since it was using a separate argument for each part of an RGBA colour and the original was outdated in general, I decided to create my own. Here's what I came up with.
Installation
Simply install to your project:
sampctl package install kristoisberg/samp-screen-colour-fader
Include in your code and begin using the library:
#include <screen-colour-fader>
Functions
native SetPlayerScreenColour(playerid, colour);
Will set the player's screen colour to the specified colour. Can be used during a fade, but the fade will continue after the current step is finished. Returns 1 if the specified player is connected or 0 if not.
native GetPlayerScreenColour(playerid);
Can be used during a fade. Returns the current colour of the player's screen if the player is connected or 0x00000000 if not.
native FadePlayerScreenColour(playerid, colour, time, steps);
Fades the player's screen from the current colour to the colour specified in the function. time specifies the duration of the fade and steps specifies the amount of steps made during the fade. Returns 1 if the specified player is connected and the values of time and steps are valid or 0 if not.
native StopPlayerScreenColourFade(playerid);
Stops the ongoing fade. The colour of the player's screen will remain as it is at the time of the function call. Returns 1 if the specified player is connected and has an ongoing fade or 0 if not.
Callbacks
forward public OnScreenColourFadeComplete(playerid);
Notes
- Both for the functions and the callback, the American spelling (color instead of colour) is also supported.
Example
The following piece of code (also available in test.pwn) fades the player's screen to red and back to transparent five times.
new bool:reverse, counter;
public OnPlayerConnect(playerid) {
SetPlayerScreenColour(playerid, 0x00000000);
FadePlayerScreenColour(playerid, 0xFF0000AA, 1000, 25);
return 1;
}
public OnScreenColourFadeComplete(playerid) {
if (++counter == 10) {
return 1;
}
FadePlayerScreenColour(playerid, reverse ? 0xFF0000AA : 0x00000000, 1000, 50);
reverse = !reverse;
return 1;
}
Testing
To test, simply run the package:
sampctl package run
And connect to localhost:7777 to test.
colorcolorscolourcoloursfadefaderpawnpawn-packagesa-mpsa-mp-libraryscreen
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