12 switch (task->
state) {
27 }
else if (task->
level < 0) {
void FIGHTSTG_updateFader(ScreenFade *task)
The screen fade's task: src/shared/update_fader.inc.c, but for its first state, which sets TASK_RUN w...
ScreenFade * FIGHTSTG_createFader(void)
Creates the screen fade, idle until started, on layer BATTLE_LAYER_FRONT.
#define BATTLE_LAYER_FRONT
the fades, the flashes and the sprite effects over all
FIGHTSTG.PRO: the battle.
void FIGHTSTG_drawFader(ScreenFade *task)
void FIGHTSTG_startFader(ScreenFade *task, s32 fadeIn, s32 duration)
#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
#define FADE_LEVEL_MAX
ScreenFade.level when the screen is black: 0xFF in 8.8 fixed point.
Fades the whole screen to black and back with a subtractive rectangle.
void(* start)(struct ScreenFade *fade, s32 fadeIn, s32 frames)
TASK_DONE when done.
s32 level
0-FADE_LEVEL_MAX
void * createTask(void(*update)(), s32 size, s32 childrenSize)
createTaskWithId for a task nothing needs to find