local gen = {} function gen:new(game,time,func,args) local Transition = game.objects.base:new(game,0,0) Transition.color = {0.161,0.157,0.192,1} Transition.func = func Transition.args = args Transition.timer = game:Timer(time or 0.7) Transition.depth = 99 function Transition:step(dt) if self.timer:tick(dt) then if self.func then self.game.scenes[func](self.game.scenes,self.game,self.args) local t = self.game.objects.transition:new(self.game,self.timer.maxcount) self.game:summon(t) end self.game:delid(self.id) end end function Transition:draw() local offset = self.game.HEIGHT if not self.func then offset = 0 end lg.setColor(self.color) lg.rectangle("fill",0,offset-self.game.HEIGHT*(1-self.timer:getratio()), self.game.WIDTH,self.game.HEIGHT) lg.setColor({1,1,1,1}) end return Transition end return gen