How to Flash Screen to player?
#1

Hi there,

Can anyone tell me how to make players screen flash white
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#2

Use textdraws for that.
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#3

pawn Код:
/*
                                    Seifader - SA-MP screen fader by Seif

        *-----------------------------------------------*
        | This include allows you to fade players'      |
        | screens from a color or to a color. Also,     |
        | it calls a callback when the fading finishes  |
        | so you can do whatever when the fading ends.  |
        | 'OnPlayerScreenFade & OnPlayerScreenColorFade'|
        *-----------------------------------------------*
*/

/*x---------------------------------Important-------------------------------------x*/
//**INCLUDES**//
#include <a_samp>
//**PRAGMAS**//

//**MISC**//
#define function%0(%1) forward%0(%1); public%0(%1)
/*
#if defined MAX_PLAYERS
    #undef MAX_PLAYERS
    #define MAX_PLAYERS     100     // CHANGE IT TO YOUR PLAYER SLOTS IN YOUR SERVER
#endif*/

/*x---------------------------------Defining-------------------------------------x*/
//**COLORS*//

    //Some colors I made
/*#define GREEN             0x21DD00FF
#define RED             0xE60000FF
#define ADMIN_RED       0xFB0000FF
#define YELLOW          0xFFFF00FF
#define ORANGE          0xF97804FF
#define LIGHTRED        0xFF8080FF
#define LIGHTBLUE       0x00C2ECFF
#define PURPLE          0xB360FDFF
#define BLUE            0x1229FAFF
#define LIGHTGREEN      0x38FF06FF
#define DARKPINK        0xE100E1FF
#define DARKGREEN       0x008040FF
#define ANNOUNCEMENT    0x6AF7E1FF
#define GREY            0xCECECEFF
#define PINK            0xD52DFFFF
#define DARKGREY        0x626262FF
#define AQUAGREEN       0x03D687FF
#define WHITE           0xFFFFFFFF*/

//**MISC**//
#define MAX_FADES       5      // max fades that a player can have at the same time.
//**VARIABLES**//
new colorfade[MAX_PLAYERS][MAX_FADES];
new FadeAvailability[MAX_PLAYERS][MAX_FADES];
new Text:PlayerFadeText[MAX_PLAYERS][MAX_FADES];
new bool:FlashFade[MAX_PLAYERS][MAX_FADES];
new FlashFadeTimes[MAX_PLAYERS][MAX_FADES];
// **FORWARDS** //
forward OnPlayerScreenFade(playerid, color, speed);
forward OnPlayerScreenColorFade(playerid, color, speed);
forward OnPlayerFadeFlashed(playerid, color, speed);
// **NATIVES** //
/*
    native Seifader_OnExit();
    native RemovePlayerColorFade(playerid);
    native FadePlayerScreen(playerid, color, speed);
    native FadePlayerScreenToColor(playerid, color, speed);
    native FlashPlayerScreen(playerid, color, speed, times);
    native IsValidPlayerFade(playerid, fadeid);
*/

/*x---------------------------------Functions-------------------------------------x*/
/*
                                            ---[FadePlayerScreen]---
            »playerid: the target
            »color: the color you want his screen to fade from
            »speed: from 1-255 where 255 is the fastest(instant)
            »wipe_other_colorfades: (optional) we want no bug to occur, so this will make sure there's
                                                no other fade that could've messed with it and thus maybe causing
                                                a player's screen to be stuck at a color. It's random but you always
                                                want to prevent it. I've fully tested this include and rarely
                                                encountered that issue. Unfortunately, nothing is bug-free.
            *Return: id of the fade
        *-----------------------------------------------*
        | Fades the player's screen from a color.       |
        *-----------------------------------------------*
*/

stock FadePlayerScreen(playerid, color, speed, bool:wipe_other_colorfades = true)
{
    if (wipe_other_colorfades == true) RemovePlayerColorFade(playerid);
    new fadeid = FindFadeID(playerid);
    new maxalpha = GetAlpha(color);
    PlayerFadeText[playerid][fadeid] = TextDrawCreate(0.0, 0.0, "_");
    TextDrawFont(PlayerFadeText[playerid][fadeid], 1);
    TextDrawLetterSize(PlayerFadeText[playerid][fadeid], 0.0, 50.0);
    TextDrawUseBox(PlayerFadeText[playerid][fadeid], true);
    TextDrawColor(PlayerFadeText[playerid][fadeid], 0);
    colorfade[playerid][fadeid] = color;
    TextDrawBoxColor(PlayerFadeText[playerid][fadeid], color);
    TextDrawShowForPlayer(playerid, PlayerFadeText[playerid][fadeid]);
    FadeAvailability[playerid][fadeid] = 1;
    FlashFade[playerid][fadeid] = false;
    SetTimerEx("ScreenFade", 100, 0, "ddddd", playerid, color, speed, maxalpha, fadeid);
    return fadeid;
}

/*
                                            ---[FadePlayerScreenToColor]---
            »playerid: the target
            »color: the color you want his screen to fade TO
            »speed: from 1-255 where 255 is the fastest(instant)
            *Return: id of the fade
        *-----------------------------------------------*
        | Fades the player's screen to a color.         |
        *-----------------------------------------------*
*/

function FadePlayerScreenToColor(playerid, color, speed)
{
    new fadeid = FindFadeID(playerid);
    new maxalpha = GetAlpha(color);
    PlayerFadeText[playerid][fadeid] = TextDrawCreate(0.0, 0.0, "_");
    TextDrawFont(PlayerFadeText[playerid][fadeid], 1);
    TextDrawLetterSize(PlayerFadeText[playerid][fadeid], 0.0, 50.0);
    TextDrawUseBox(PlayerFadeText[playerid][fadeid], true);
    TextDrawColor(PlayerFadeText[playerid][fadeid], 0);
    color -= maxalpha;
    colorfade[playerid][fadeid] = color;
    TextDrawBoxColor(PlayerFadeText[playerid][fadeid], color);
    TextDrawShowForPlayer(playerid, PlayerFadeText[playerid][fadeid]);
    FadeAvailability[playerid][fadeid] = 1;
    FlashFade[playerid][fadeid] = false;
    SetTimerEx("ScreenFadeColor", 100, 0, "ddddd", playerid, color, speed, maxalpha, fadeid);
    return fadeid;
}

/*
                                            ---[FlashPlayerScreen]---
            »playerid: the target
            »color: the color you want his screen to flash to
            »speed: from 1-255 where 1 is the fastest(instant)
            »times: amount of flashes
            *Return: id of the fade
        *-----------------------------------------------*
        | Flashes the player's screen. Basically, this  |
        | is a mix of FadePlayerScreen and ToColor      |
        | together to make your screen flash.           |
        *-----------------------------------------------*
*/

function FlashPlayerScreen(playerid, color, speed, times)
{
    new fadeid = FindFadeID(playerid);
    new maxalpha = GetAlpha(color);
    PlayerFadeText[playerid][fadeid] = TextDrawCreate(0.0, 0.0, "_");
    TextDrawFont(PlayerFadeText[playerid][fadeid], 1);
    TextDrawLetterSize(PlayerFadeText[playerid][fadeid], 0.0, 50.0);
    TextDrawUseBox(PlayerFadeText[playerid][fadeid], true);
    TextDrawColor(PlayerFadeText[playerid][fadeid], 0);
    color -= maxalpha;
    colorfade[playerid][fadeid] = color;
    TextDrawBoxColor(PlayerFadeText[playerid][fadeid], color);
    TextDrawShowForPlayer(playerid, PlayerFadeText[playerid][fadeid]);
    FadeAvailability[playerid][fadeid] = 1;
    FlashFade[playerid][fadeid] = true;
    FlashFadeTimes[playerid][fadeid] = times;
    SetTimerEx("ScreenFadeColor", 100, 0, "ddddd", playerid, color, speed, maxalpha, fadeid);
    return fadeid;
}

/*
                                            ---[RemovePlayerColorFade]---
            »playerid: the target
        *-----------------------------------------------*
        | Removes every fade made to a player.          |
        *-----------------------------------------------*
*/

function RemovePlayerColorFade(playerid) // This function is used to erase every fade made for the player. Should be used before FadePlayerScreen to make sure there's no bug
{
    for(new i; i < MAX_FADES; i++)
    {
        TextDrawDestroy(PlayerFadeText[playerid][i]);
        FadeAvailability[playerid][i] = 0;
        FlashFade[playerid][i] = false;
        FlashFadeTimes[playerid][i] = 0;
    }
}

/*
                                            ---[IsValidPlayerFade]---
            »playerid: the target
            »fadeid: the fade id you want to check
            *Return: 1 if valid, 0 if invalid
        *-----------------------------------------------*
        | Checks if the fade id is valid, meaning       |
        | if it's being used by the player or not.      |
        *-----------------------------------------------*
*/

function IsValidPlayerFade(playerid, fadeid) return FadeAvailability[playerid][fadeid];

//------------------------------------------------: Script functions :---------------------------------------------------//
Seifader_OnExit()
{
    for(new all, m = GetMaxPlayers(); all < m; all++)
    {
        if (IsPlayerNPC(all) || !IsPlayerConnected(all)) continue;
        for(new f; f < MAX_FADES; f++)
        {
            TextDrawDestroy(PlayerFadeText[all][f]);
            FadeAvailability[all][f] = 0;
            FlashFade[all][f] = false;
            FlashFadeTimes[all][f] = 0;
        }
    }
}

function ScreenFade(playerid, color, speed, maxalpha, fadeid)
{
    if (color <= (colorfade[playerid][fadeid] - maxalpha))
    {
        FADECOLOR_FINISH:
        TextDrawDestroy(PlayerFadeText[playerid][fadeid]);
        OnPlayerScreenFade(playerid, color, speed);
        FadeAvailability[playerid][fadeid] = 0;
    }
    else
    {
        if (!FadeAvailability[playerid][fadeid]) return 1;
        color -= speed;
        if (color <= (colorfade[playerid][fadeid] - maxalpha)) goto FADECOLOR_FINISH; //color = (colorfade[playerid][fadeid] - maxalpha);
        TextDrawBoxColor(PlayerFadeText[playerid][fadeid], color);
        TextDrawShowForPlayer(playerid, PlayerFadeText[playerid][fadeid]);
        SetTimerEx("ScreenFade", 100, 0, "ddddd", playerid, color, speed, maxalpha, fadeid);
    }
    return 1;
}

function ScreenFade_Flash(playerid, color, speed, maxalpha, fadeid)
{
    if (color <= colorfade[playerid][fadeid])
    {
        FADECOLOR_FINISH:
        if (FlashFade[playerid][fadeid] == true)
        {
            if (!FlashFadeTimes[playerid][fadeid])
            {
                TextDrawDestroy(PlayerFadeText[playerid][fadeid]);
                OnPlayerFadeFlashed(playerid, color, speed);
                FadeAvailability[playerid][fadeid] = 0;
                return 1;
            }
            TextDrawBoxColor(PlayerFadeText[playerid][fadeid], colorfade[playerid][fadeid]);
            TextDrawShowForPlayer(playerid, PlayerFadeText[playerid][fadeid]);
            SetTimerEx("ScreenFadeColor", 100, 0, "ddddd", playerid, colorfade[playerid][fadeid], speed, maxalpha, fadeid);
            return 1;
        }
        TextDrawDestroy(PlayerFadeText[playerid][fadeid]);
        OnPlayerScreenFade(playerid, color, speed);
        FadeAvailability[playerid][fadeid] = 0;
    }
    else
    {
        if (!FadeAvailability[playerid][fadeid]) return 1;
        color -= speed;
        if (color <= colorfade[playerid][fadeid]) goto FADECOLOR_FINISH; //color = (colorfade[playerid][fadeid] - maxalpha);
        TextDrawBoxColor(PlayerFadeText[playerid][fadeid], color);
        TextDrawShowForPlayer(playerid, PlayerFadeText[playerid][fadeid]);
        SetTimerEx("ScreenFade_Flash", 100, 0, "ddddd", playerid, color, speed, maxalpha, fadeid);
    }
    return 1;
}

function ScreenFadeColor(playerid, color, speed, maxalpha, fadeid)
{
    if (color >= (colorfade[playerid][fadeid] + maxalpha))
    {
        FADE_FINISH:
        if (FlashFade[playerid][fadeid] == true)
        {
            FlashFadeTimes[playerid][fadeid]--;
            TextDrawBoxColor(PlayerFadeText[playerid][fadeid], colorfade[playerid][fadeid]+maxalpha);
            TextDrawShowForPlayer(playerid, PlayerFadeText[playerid][fadeid]);
            SetTimerEx("ScreenFade_Flash", 100, 0, "ddddd", playerid, colorfade[playerid][fadeid]+maxalpha, speed, maxalpha, fadeid);
            return 1;
        }
        OnPlayerScreenColorFade(playerid, color, speed);
        FadeAvailability[playerid][fadeid] = 0;
    }
    else
    {
        if (!FadeAvailability[playerid][fadeid]) return 1;
        color += speed;
        if (color >= (colorfade[playerid][fadeid] + maxalpha)) goto FADE_FINISH;
        TextDrawBoxColor(PlayerFadeText[playerid][fadeid], color);
        TextDrawShowForPlayer(playerid, PlayerFadeText[playerid][fadeid]);
        SetTimerEx("ScreenFadeColor", 100, 0, "ddddd", playerid, color, speed, maxalpha, fadeid);
    }
    return 1;
}

function FindFadeID(playerid)
{
    for(new f; f < MAX_FADES; f++)
    {
        if (FadeAvailability[playerid][f] == 0)
        {
            //printf("found fade id: %d", f);
            return f;
        }
    }
    return -1;
}

function GetAlpha(color)
{
    return color&0xFF;
}

// Required in your script that uses this include, otherwise you'll get an error:

public OnPlayerScreenFade(playerid, color, speed)
{
    return 1;
}

public OnPlayerScreenColorFade(playerid, color, speed)
{
    return 1;
}

public OnPlayerFadeFlashed(playerid, color, speed)
{
    return 1;
}

Using
pawn Код:
FlashPlayerScreen(playerid, 0xFFFFFFAA, 40, 1);
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#4

I have a flash usin g textdraws in my gCamera script, you can take a look at that too if you like
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