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Imports GameDevCommon . Drawing
Imports P3D . Screens . MainMenu
''' <summary>
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''' This is the game screen that includes the shimmering Pokémon 3D logo, the "Press {BUTTON} to start" text, and the time-dependent animated background.
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''' </summary>
Public Class PressStartScreen
Inherits Screen
Private _fadeIn As Single = 1 . 0F
Private _introDelay As Single = 4 . 0F
Private _logoFade As Single = 1 . 0F
Private _logoTexture As Texture2D = Nothing
Private _shineTexture As Texture2D = Nothing
Private _logoRenderer As SpriteBatch
Private _shineRenderer As SpriteBatch
Private _backgroundRenderer As SpriteBatch
Private target As RenderTarget2D
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Private _shader As GameDevCommon . Rendering . Shader
Private _entities As List ( Of MainMenuEntity ) = New List ( Of MainMenuEntity ) ( )
Private _camera As Screens . MainMenu . Scene . MainMenuCamera
Private _fromColor As Color
Private _toColor As Color
Private _textColor As Color
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Dim tempF As Single = 0F
Dim tempG As Single = 0F
Public Sub New ( )
Identification = Identifications . PressStartScreen
CanBePaused = False
MouseVisible = True
CanChat = False
TextBox . Showing = False
PokemonImageView . Showing = False
ChooseBox . Showing = False
GameModeManager . SetGameModePointer ( " Kolben " )
Core . Player . Skin = " Hilbert "
If IO . Directory . Exists ( GameController . GamePath & " \Save\ " ) = False Then
IO . Directory . CreateDirectory ( GameController . GamePath & " \Save\ " )
End If
GameJolt . Emblem . ClearOnlineSpriteCache ( )
_logoTexture = TextureManager . GetTexture ( " GUI\Logos\Pokemon_Small " )
_shineTexture = TextureManager . GetTexture ( " GUI\Logos\logo_shine " )
_logoRenderer = New SpriteBatch ( GraphicsDevice )
_shineRenderer = New SpriteBatch ( GraphicsDevice )
_backgroundRenderer = New SpriteBatch ( GraphicsDevice )
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target = New RenderTarget2D ( GraphicsDevice , 1200 , 680 , False , SurfaceFormat . Color , DepthFormat . Depth24Stencil8 )
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' TODO: Replace bad workaround.
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Screens . MainMenu . NewNewGameScreen . CharacterSelectionScreen . SelectedSkin = " "
Core . Player . Unload ( )
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_shader = New GameDevCommon . Rendering . BasicShader ( )
CType ( _shader . Effect , BasicEffect ) . LightingEnabled = False
_camera = New Scene . MainMenuCamera ( )
Dim dayTime = World . GetTime
Select Case dayTime
Case World . DayTime . Morning
_fromColor = New Color ( 246 , 170 , 109 )
_toColor = New Color ( 248 , 248 , 248 )
_textColor = Color . Black
Case World . DayTime . Day
_fromColor = New Color ( 120 , 160 , 248 )
_toColor = New Color ( 248 , 248 , 248 )
_textColor = Color . Black
Case World . DayTime . Evening
_fromColor = New Color ( 32 , 64 , 168 )
_toColor = New Color ( 40 , 80 , 88 )
_textColor = Color . White
Case World . DayTime . Night
_fromColor = New Color ( 32 , 64 , 168 )
_toColor = New Color ( 0 , 0 , 0 )
_textColor = Color . White
End Select
If dayTime = World . DayTime . Day OrElse dayTime = World . DayTime . Morning Then
Dim clouds = New Scene . Clouds ( )
clouds . LoadContent ( )
_entities . Add ( clouds )
Dim hooh = New Scene . HoOh ( _entities )
hooh . LoadContent ( )
_entities . Add ( hooh )
Else
Dim ground = New Scene . Ground ( )
ground . LoadContent ( )
_entities . Add ( ground )
Dim lugia = New Scene . Lugia ( _entities )
lugia . LoadContent ( )
_entities . Add ( lugia )
End If
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End Sub
Public Overrides Sub Update ( )
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For i = 0 To _entities . Count - 1
If i < _entities . Count Then
_entities ( i ) . Update ( )
If _entities ( i ) . ToBeRemoved Then
_entities ( i ) . Dispose ( )
_entities . RemoveAt ( i )
i -= 1
End If
End If
Next
_camera . Update ( )
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If _introDelay > 0F Then
_introDelay -= 0 . 1F
If _introDelay <= 0F Then
_introDelay = 0F
End If
Else
If IsCurrentScreen ( ) Then
If _fadeIn > 0 . 0F Then
_fadeIn = MathHelper . Lerp ( 0 . 0F , _fadeIn , 0 . 93F )
If _fadeIn - 0 . 01F <= 0 . 0F Then
_fadeIn = 0 . 0F
End If
End If
Else
If _logoFade > 0 . 0F Then
_logoFade = MathHelper . Lerp ( 0 . 0F , _logoFade , 0 . 2F )
If _logoFade - 0 . 01F <= 0 . 0F Then
_logoFade = 0 . 0F
End If
End If
End If
tempF += 0 . 01F
tempG += 0 . 04F
If IsCurrentScreen ( ) Then
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If KeyBoardHandler . KeyPressed ( KeyBindings . EnterKey1 ) Or KeyBoardHandler . KeyPressed ( KeyBindings . EnterKey2 ) Or ControllerHandler . ButtonPressed ( Buttons . A ) Or MouseHandler . ButtonPressed ( MouseHandler . MouseButtons . LeftButton ) Then
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SetScreen ( New NewMainMenuScreen ( Me ) )
End If
End If
End If
End Sub
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Private _blurHandler As Resources . Blur . BlurHandler
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Public Overrides Sub Draw ( )
If _blurHandler Is Nothing Then
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_blurHandler = New Resources . Blur . BlurHandler ( target . Width , target . Height )
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End If
GraphicsDevice . SetRenderTarget ( target )
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GraphicsDevice . ResetFull ( )
GraphicsDevice . Clear ( _fromColor )
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' DRAW HERE
_backgroundRenderer . Begin ( )
_backgroundRenderer . DrawGradient ( New Rectangle ( 0 , CType ( target . Height / 2 , Integer ) , target . Width , CType ( target . Height / 4 , Integer ) ) ,
_fromColor , _toColor , False , 1 , 10 )
_backgroundRenderer . DrawRectangle ( New Rectangle ( 0 , CType ( target . Height / 4 * 3 , Integer ) , target . Width , CType ( target . Height / 4 , Integer ) ) ,
_toColor )
_backgroundRenderer . End ( )
GraphicsDevice . ResetFull ( )
_shader . Prepare ( _camera )
For Each entity In _entities
_shader . Render ( entity )
Next
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GraphicsDevice . SetRenderTarget ( Nothing )
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_backgroundRenderer . Begin ( )
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Dim blurred = _blurHandler . Perform ( target )
_backgroundRenderer . Draw ( blurred , New Rectangle ( 0 , 0 , windowSize . Width , windowSize . Height ) , Color . White )
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'_backgroundRenderer.Draw(target, New Rectangle(0, 0, windowSize.Width, windowSize.Height), Color.White)
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_backgroundRenderer . End ( )
If IsCurrentScreen ( ) Then
_logoRenderer . Begin ( SpriteSortMode . Texture , BlendState . AlphaBlend , SamplerState . AnisotropicClamp , DepthStencilState . Default , RasterizerState . CullNone )
Else
_logoRenderer . Begin ( SpriteSortMode . Texture , BlendState . NonPremultiplied , SamplerState . AnisotropicClamp , DepthStencilState . Default , RasterizerState . CullNone )
End If
_shineRenderer . Begin ( SpriteSortMode . Texture , BlendState . Additive )
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_logoRenderer . Draw ( _logoTexture , New Rectangle ( CInt ( ScreenSize . Width / 2 ) - 350 , CInt ( 160 * _fadeIn ) , 700 , 300 ) , New Color ( 255 , 255 , 255 , CInt ( 255 * _logoFade ) ) )
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_shineRenderer . Draw ( _shineTexture , New Rectangle ( CInt ( ScreenSize . Width / 2 - 250 + Math . Sin ( tempF ) * 240 . 0F ) , CInt ( - 100 + Math . Sin ( tempG ) * 10 . 0F + CInt ( 160 * _fadeIn ) ) , 512 , 512 ) , New Color ( 255 , 255 , 255 , CInt ( 255 * _logoFade ) ) )
If _fadeIn = 0F Then
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If IsCurrentScreen ( ) And Core . GameOptions . ShowGUI Then ' Want to implement fading of text, but core doesn't seem to support this.
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Dim text As String = String . Empty
If ControllerHandler . IsConnected ( ) Then
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text = " Press to start. "
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Else
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text = " Press " & KeyBindings . EnterKey1 . ToString ( ) & " , " & KeyBindings . EnterKey2 . ToString ( ) & " , or primary mouse button to start. "
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End If
Dim textSize As Vector2 = FontManager . GameJoltFont . MeasureString ( text )
GetFontRenderer ( ) . DrawString ( FontManager . GameJoltFont , text , New Vector2 ( windowSize . Width / 2 . 0F - textSize . X / 2 . 0F ,
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windowSize . Height - textSize . Y - 50 ) , _textColor )
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If ControllerHandler . IsConnected ( ) Then
SpriteBatch . Draw ( TextureManager . GetTexture ( " GUI\GamePad\xboxControllerButtonA " ) , New Rectangle ( CInt ( windowSize . Width / 2 - textSize . X / 2 + FontManager . GameJoltFont . MeasureString ( " Press " ) . X ) ,
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CInt ( windowSize . Height - textSize . Y - 50 ) , 40 , 40 ) , Color . White )
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End If
End If
End If
_logoRenderer . End ( )
_shineRenderer . End ( )
Canvas . DrawRectangle ( windowSize , New Color ( 0 , 0 , 0 , CInt ( 255 * _fadeIn ) ) )
End Sub
Public Overrides Sub ChangeTo ( )
Core . Player . Unload ( )
Core . Player . Skin = " Hilbert "
TextBox . Hide ( )
TextBox . CanProceed = True
OverworldScreen . FadeValue = 0
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MusicManager . Play ( " title " , True , 0 . 0F )
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End Sub
End Class
Public Class NewMainMenuScreen
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' TODO: Replace old MainMenuScreen.
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Inherits Screen
Private _screenOffset As Vector2 = New Vector2 ( 20 , 180 )
Private _screenOffsetTarget As Vector2 = New Vector2 ( 20 , 180 )
Private _loading As Boolean = True
Private _fadeIn As Single = 0F
Private _expandDisplay As Single = 0F
Private _closingDisplay As Boolean = False
Private _displayTextFade As Single = 0F
Private _sliderPosition As Single = 0F
Private _sliderTarget As Integer = 0
Private _menuTexture As Texture2D = Nothing
Private _profiles As New List ( Of GameProfile )
Private _selectedProfile As Integer = 0
Private _menuIndex As Integer = 1 '0 = New Game, 1 = Profiles
Private _messageBox As UI . MessageBox
Public Sub New ( ByVal currentScreen As Screen )
Identification = Identifications . MainMenuScreen
PreScreen = currentScreen
CanBePaused = False
MouseVisible = True
CanChat = False
_menuTexture = TextureManager . GetTexture ( " GUI\Menus\MainMenu " )
_screenOffset . X = CSng ( windowSize . Width / 2 - 80 )
_screenOffsetTarget . X = _screenOffset . X
_sliderTarget = GetSliderTarget ( _selectedProfile )
_sliderPosition = _sliderTarget
_messageBox = New UI . MessageBox ( Me )
End Sub
Public Overrides Sub Update ( )
PreScreen . Update ( )
If _loading = False Then
If _fadeIn < 1 . 0F Then
_fadeIn = MathHelper . Lerp ( 1 . 0F , _fadeIn , 0 . 93F )
If _fadeIn + 0 . 01F >= 1 . 0F Then
_fadeIn = 1 . 0F
_sliderPosition = _sliderTarget
End If
Else
If Controls . Accept ( True , False , False ) Then
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' Click on profiles.
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For x = 0 To _profiles . Count - 1
Dim xOffset As Single = _screenOffset . X + x * 180 + ( ( x + 1 ) * 100 * ( 1 - _fadeIn ) )
If New Rectangle ( CInt ( xOffset ) , CInt ( _screenOffset . Y ) , 160 , 160 ) . Contains ( MouseHandler . MousePosition ) Then
If _selectedProfile = x Then
ClickedProfile ( )
Else
Dim diff As Integer = x - _selectedProfile
_screenOffsetTarget . X -= diff * 180
_selectedProfile = x
End If
Exit For
End If
Next
End If
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If Controls . Dismiss ( True , False , False ) Then
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' Click on profiles.
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For x = 0 To _profiles . Count - 1
Dim xOffset As Single = _screenOffset . X + x * 180 + ( ( x + 1 ) * 100 * ( 1 - _fadeIn ) )
If New Rectangle ( CInt ( xOffset ) , CInt ( _screenOffset . Y ) , 160 , 160 ) . Contains ( MouseHandler . MousePosition ) Then
If _selectedProfile = x Then
DismissProfile ( )
End If
Exit For
End If
Next
End If
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If Controls . Right ( True ) And _selectedProfile < _profiles . Count - 1 Then
_selectedProfile += 1
_screenOffsetTarget . X -= 180
End If
If Controls . Left ( True ) And _selectedProfile > 0 Then
_selectedProfile -= 1
_screenOffsetTarget . X += 180
End If
_selectedProfile = _selectedProfile . Clamp ( 0 , _profiles . Count - 1 )
If _fadeIn = 1 . 0F Then
If Controls . Accept ( False , True , True ) Then
ClickedProfile ( )
End If
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If Controls . Dismiss ( False , True , True ) Then
DismissProfile ( )
End If
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' Try to load the GameJolt profile once the player has logged in.
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_profiles ( 0 ) . LoadGameJolt ( )
End If
If _profiles ( _selectedProfile ) . Loaded = False Then
_closingDisplay = True
Else
_closingDisplay = False
End If
_sliderTarget = GetSliderTarget ( _selectedProfile )
If _sliderPosition < _sliderTarget Then
_sliderPosition = MathHelper . Lerp ( _sliderTarget , _sliderPosition , 0 . 8F )
ElseIf _sliderPosition > _sliderTarget Then
_sliderPosition = MathHelper . Lerp ( _sliderTarget , _sliderPosition , 0 . 8F )
End If
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If KeyBoardHandler . KeyPressed ( KeyBindings . EscapeKey ) Or KeyBoardHandler . KeyPressed ( KeyBindings . BackKey1 ) Or KeyBoardHandler . KeyPressed ( KeyBindings . BackKey2 ) Or MouseHandler . ButtonPressed ( MouseHandler . MouseButtons . RightButton ) Or ControllerHandler . ButtonPressed ( Buttons . B ) Then
'SetScreen(New TransitionScreen(CurrentScreen, Me.PreScreen, Color.White, False))
SetScreen ( New PressStartScreen ( ) )
End If
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If _fadeIn = 1 . 0F Then
If _closingDisplay Then
If _expandDisplay > 0 . 0F Then
_expandDisplay = MathHelper . Lerp ( 0 . 0F , _expandDisplay , 0 . 9F )
If _expandDisplay - 0 . 01F <= 0 . 0F Then
_expandDisplay = 0 . 0F
End If
End If
Else
If _expandDisplay < 1 . 0F Then
_expandDisplay = MathHelper . Lerp ( 1 . 0F , _expandDisplay , 0 . 9F )
If _expandDisplay + 0 . 01F >= 1 . 0F Then
_expandDisplay = 1 . 0F
End If
End If
End If
End If
End If
UpdateScreenOffset ( )
End If
End Sub
Private Sub ClickedProfile ( )
If _selectedProfile = 0 And Security . FileValidation . IsValid ( False ) = False Then
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_messageBox . Show ( " File validation failed! " & Environment . NewLine & " Redownload the game's files to solve this problem. " )
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Else
_profiles ( _selectedProfile ) . SelectProfile ( )
End If
End Sub
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Private Sub DismissProfile ( )
_profiles ( _selectedProfile ) . UnSelectProfile ( )
End Sub
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Private Sub UpdateScreenOffset ( )
If _screenOffset . X > _screenOffsetTarget . X Then
_screenOffset . X = MathHelper . Lerp ( _screenOffsetTarget . X , _screenOffset . X , 0 . 93F )
If _screenOffset . X - 0 . 01F <= _screenOffsetTarget . X Then
_screenOffset . X = _screenOffsetTarget . X
End If
End If
If _screenOffset . X < _screenOffsetTarget . X Then
_screenOffset . X = MathHelper . Lerp ( _screenOffsetTarget . X , _screenOffset . X , 0 . 93F )
If _screenOffset . X + 0 . 01F >= _screenOffsetTarget . X Then
_screenOffset . X = _screenOffsetTarget . X
End If
End If
If _screenOffset . Y > _screenOffsetTarget . Y Then
_screenOffset . Y = MathHelper . Lerp ( _screenOffsetTarget . Y , _screenOffset . Y , 0 . 93F )
If _screenOffset . Y - 0 . 01F <= _screenOffsetTarget . Y Then
_screenOffset . Y = _screenOffsetTarget . Y
End If
End If
If _screenOffset . Y < _screenOffsetTarget . Y Then
_screenOffset . Y = MathHelper . Lerp ( _screenOffsetTarget . Y , _screenOffset . Y , 0 . 93F )
If _screenOffset . Y + 0 . 01F >= _screenOffsetTarget . Y Then
_screenOffset . Y = _screenOffsetTarget . Y
End If
End If
End Sub
Public Overrides Sub Draw ( )
PreScreen . Draw ( )
If _loading = False Then
If _selectedProfile = 0 Then
DrawGradients ( CInt ( 255 * _fadeIn ) , True )
Else
DrawGradients ( CInt ( 255 * _fadeIn ) , False )
End If
End If
If IsCurrentScreen ( ) Then
If _loading Then
Dim textSize As Vector2 = FontManager . GameJoltFont . MeasureString ( " Please wait.. " )
GetFontRenderer ( ) . DrawString ( FontManager . GameJoltFont , " Please wait " & LoadingDots . Dots , New Vector2 ( windowSize . Width / 2 . 0F - textSize . X / 2 . 0F ,
windowSize . Height / 2 . 0F - textSize . Y / 2 . 0F + 100 ) , Color . White )
Else
DrawProfiles ( )
End If
End If
End Sub
Private Sub DrawProfiles ( )
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' Draw profiles.
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For x = 0 To _profiles . Count - 1
Dim xOffset As Single = _screenOffset . X + x * 180 + ( ( x + 1 ) * 100 * ( 1 - _fadeIn ) )
_profiles ( x ) . Draw ( New Vector2 ( xOffset , _screenOffset . Y ) , CInt ( _fadeIn * 255 ) , ( x = _selectedProfile ) , _menuTexture )
Next
If _fadeIn = 1 . 0F Then
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' Draw arrow.
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SpriteBatch . Draw ( _menuTexture , New Rectangle ( CInt ( _sliderPosition - 16 ) , CInt ( _screenOffset . Y + 170 ) , 32 , 16 ) , New Rectangle ( 0 , 16 , 32 , 16 ) , Color . White )
Dim displayRect = New Rectangle ( CInt ( ( _sliderPosition - 300 ) . Clamp ( 20 , windowSize . Width - 620 ) ) , CInt ( _screenOffset . Y + 170 + 16 ) , 600 , CInt ( 240 * _expandDisplay ) )
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' Draw display.
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If _expandDisplay > 0F Then
Canvas . DrawRectangle ( displayRect , Screens . UI . ColorProvider . MainColor ( False ) )
Canvas . DrawRectangle ( New Rectangle ( displayRect . X , displayRect . Y + displayRect . Height - 3 , displayRect . Width , 3 ) , Screens . UI . ColorProvider . AccentColor ( False , CInt ( 255 * _expandDisplay ) ) )
End If
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' Dark theme.
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If ( _selectedProfile = 0 Or _selectedProfile = 1 ) And _sliderPosition <= GetSliderTarget ( 1 ) Then
Dim maxDistance As Integer = 180
Dim distance As Integer = CInt ( Math . Abs ( _sliderTarget - _sliderPosition ) )
Dim dist As Double = distance / maxDistance
If _selectedProfile = 0 Then
dist = 1 - dist
End If
SpriteBatch . Draw ( _menuTexture , New Rectangle ( CInt ( _sliderPosition - 16 ) , CInt ( _screenOffset . Y + 170 ) , 32 , 16 ) , New Rectangle ( 32 , 16 , 32 , 16 ) , New Color ( 255 , 255 , 255 , CInt ( 255 * dist ) ) )
If _expandDisplay > 0F Then
Canvas . DrawRectangle ( displayRect , Screens . UI . ColorProvider . MainColor ( True , CInt ( 255 * dist ) ) )
Canvas . DrawRectangle ( New Rectangle ( displayRect . X , displayRect . Y + displayRect . Height - 3 , displayRect . Width , 3 ) , Screens . UI . ColorProvider . AccentColor ( True , CInt ( 255 * dist * _expandDisplay ) ) )
End If
End If
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' Draw profile info.
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Dim tmpProfile = _profiles ( _selectedProfile )
If _expandDisplay = 1 . 0F Then
If tmpProfile . GameModeExists Then
For i = 0 To tmpProfile . PokemonTextures . Count - 1
SpriteBatch . Draw ( tmpProfile . PokemonTextures ( i ) , New Rectangle ( displayRect . X + 30 + i * 70 , displayRect . Y + 70 , 64 , 64 ) , Color . White )
Next
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GetFontRenderer ( ) . DrawString ( FontManager . GameJoltFont , " Player Name: " & tmpProfile . Name & Environment . NewLine &
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" GameMode: " & tmpProfile . GameMode , New Vector2 ( displayRect . X + 30 , displayRect . Y + 20 ) , Color . White , 0F , Vector2 . Zero , 0 . 5F , SpriteEffects . None , 0F )
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GetFontRenderer ( ) . DrawString ( FontManager . GameJoltFont , " Badges: " & tmpProfile . Badges . ToString ( ) & Environment . NewLine &
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" Play time: " & tmpProfile . TimePlayed & Environment . NewLine &
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" Location: " & tmpProfile . Location , New Vector2 ( displayRect . X + 30 , displayRect . Y + 150 ) , Color . White , 0F , Vector2 . Zero , 0 . 5F , SpriteEffects . None , 0F )
Else
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GetFontRenderer ( ) . DrawString ( FontManager . GameJoltFont , " Player Name: " & tmpProfile . Name & Environment . NewLine &
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" GameMode: " & tmpProfile . GameMode , New Vector2 ( displayRect . X + 30 , displayRect . Y + 20 ) , Color . White , 0F , Vector2 . Zero , 0 . 5F , SpriteEffects . None , 0F )
SpriteBatch . Draw ( _menuTexture , New Rectangle ( displayRect . X + 30 , displayRect . Y + 70 , 32 , 32 ) , New Rectangle ( 0 , 32 , 32 , 32 ) , Color . White )
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Dim errorText As String = " "
If tmpProfile . IsGameJolt ( ) Then
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errorText = " Download failed. Press Accept to try again. " & Environment . NewLine & Environment . NewLine &
" If the problem persists, please try again later " & Environment . NewLine &
" or contact us in our Discord server: " & Environment . NewLine & Environment . NewLine &
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" http://www.discord.me/p3d "
Else
errorText = " The required GameMode does not exist! "
End If
GetFontRenderer ( ) . DrawString ( FontManager . GameJoltFont , errorText , New Vector2 ( displayRect . X + 70 , displayRect . Y + 78 ) , Color . White , 0F , Vector2 . Zero , 0 . 5F , SpriteEffects . None , 0F )
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End If
End If
End If
End Sub
Private Function GetSliderTarget ( ByVal index As Integer ) As Integer
Return CInt ( _screenOffset . X + index * 180 + 80 )
End Function
Public Overrides Sub ChangeTo ( )
If _profiles . Count = 0 Then
'Dim t As New Threading.Thread(AddressOf LoadProfiles)
't.IsBackground = True
't.Start()
LoadProfiles ( )
End If
End Sub
Private Sub LoadProfiles ( )
_profiles . Add ( New GameProfile ( " " , False ) )
Dim files As String ( ) = { " Apricorns.dat " , " Berries.dat " , " Box.dat " , " Daycare.dat " , " HallOfFame.dat " , " ItemData.dat " , " Items.dat " , " NPC.dat " , " Options.dat " , " Party.dat " , " Player.dat " , " Pokedex.dat " , " Register.dat " , " RoamingPokemon.dat " , " SecretBase.dat " , " Statistics.dat " }
For Each path As String In IO . Directory . GetDirectories ( GameController . GamePath & " \Save\ " )
Dim exists As Boolean = True
For Each file As String In files
If IO . File . Exists ( path & " \ " & file ) = False Then
exists = False
Exit For
End If
Next
If exists = True Then
_profiles . Add ( New GameProfile ( path , False ) )
End If
Next
GameModeManager . SetGameModePointer ( " Kolben " )
_profiles . Add ( New GameProfile ( " " , True ) )
_loading = False
End Sub
Private Class GameProfile
Private _isGameJolt As Boolean = False
Private _loaded As Boolean = False
Private _isLoading As Boolean = False
Private _failedGameJoltLoading As Boolean = False
Private _path As String = " "
Private _isNewGameButton As Boolean = False
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Private _name As String = " "
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Private _gameMode As String
Private _pokedexSeen As Integer
Private _pokedexCaught As Integer
Private _badges As Integer
Private _timePlayed As String
Private _location As String
Private _pokemonTextures As New List ( Of Texture2D )
Private _sprite As Texture2D
Private _gameModeExists As Boolean
Private _skin As String = " "
Private _fontSize As Single = 0 . 75F
Private _spriteIndex As Integer = 0
Private _spriteDelay As Single = 1 . 5F
Private _logoBounce As Single = 0F
Private ReadOnly _spriteOrder As Integer ( ) = { 0 , 1 , 0 , 2 }
Public ReadOnly Property IsGameJolt As Boolean
Get
Return _isGameJolt
End Get
End Property
Public ReadOnly Property Path ( ) As String
Get
Return _path
End Get
End Property
Public ReadOnly Property Name ( ) As String
Get
Return _name
End Get
End Property
Public ReadOnly Property GameMode ( ) As String
Get
Return _gameMode
End Get
End Property
Public ReadOnly Property PokedexSeen ( ) As Integer
Get
Return _pokedexSeen
End Get
End Property
Public ReadOnly Property PokedexCaught ( ) As Integer
Get
Return _pokedexCaught
End Get
End Property
Public ReadOnly Property Badges ( ) As Integer
Get
Return _badges
End Get
End Property
Public ReadOnly Property TimePlayed ( ) As String
Get
Return _timePlayed
End Get
End Property
Public ReadOnly Property Location ( ) As String
Get
Return _location
End Get
End Property
Public ReadOnly Property PokemonTextures ( ) As List ( Of Texture2D )
Get
Return _pokemonTextures
End Get
End Property
Public ReadOnly Property Loaded ( ) As Boolean
Get
Return _loaded
End Get
End Property
Public ReadOnly Property IsLoading ( ) As Boolean
Get
Return _isLoading
End Get
End Property
Public ReadOnly Property GameModeExists ( ) As Boolean
Get
Return _gameModeExists
End Get
End Property
Public Sub New ( ByVal path As String , ByVal isNewGameButton As Boolean )
If isNewGameButton Then
_isNewGameButton = True
_fontSize = 1 . 0F
Else
If path = " " Then
_isGameJolt = True
_loaded = False
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_sprite = TextureManager . GetTexture ( " Textures\UI\GameJolt\gameJoltIcon " )
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LoadGameJolt ( )
Else
_path = path
LoadFromPlayerData ( IO . File . ReadAllText ( path & " \Player.dat " ) )
LoadContent ( IO . File . ReadAllText ( path & " \Party.dat " ) )
_loaded = True
End If
End If
End Sub
Private Sub LoadContent ( ByVal data As String )
If GameModeManager . GameModeExists ( _gameMode ) Then
_gameModeExists = True
GameModeManager . SetGameModePointer ( _gameMode )
Dim pokemonData As String ( ) = data . SplitAtNewline ( )
For Each line As String In pokemonData
If line . StartsWith ( " { " ) Then
_pokemonTextures . Add ( Pokemon . GetPokemonByData ( line ) . GetMenuTexture ( True ) )
End If
Next
If _isGameJolt = False Then
_sprite = TextureManager . GetTexture ( " Textures\NPC\ " & _skin )
End If
Else
_gameModeExists = False
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_sprite = TextureManager . GetTexture ( " GUI\unknownSprite " )
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End If
End Sub
Private Sub LoadFromPlayerData ( ByVal data As String )
Dim playerData As String ( ) = data . SplitAtNewline ( )
For Each line As String In playerData
If line . Contains ( " | " ) Then
Dim id As String = line . Split ( " | "c ) ( 0 )
Dim content As String = line . Split ( " | "c ) ( 1 )
Select Case id . ToLower ( )
Case " name "
_name = content
While FontManager . GameJoltFont . MeasureString ( _name ) . X * _fontSize > 140
_fontSize -= 0 . 01F
End While
Case " badges "
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If content . Length > 0 AndAlso content <> " 0 " Then
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_badges = content . Split ( " , "c ) . Length
Else
_badges = 0
End If
Case " playtime "
Dim timedata As String ( ) = content . Split ( " , "c )
Dim hours As Integer = CInt ( timedata ( 0 ) ) + CInt ( timedata ( 3 ) ) * 24
Dim minutes As Integer = CInt ( timedata ( 1 ) )
Dim seconds As Integer = CInt ( timedata ( 2 ) )
_timePlayed = hours . ToString ( " D2 " ) & " : " & minutes . ToString ( " D2 " ) & " : " & seconds . ToString ( " D2 " )
Case " location "
_location = content
Case " gamemode "
_gameMode = content
Case " skin "
_skin = content
End Select
End If
Next
End Sub
Public Sub Draw ( ByVal offset As Vector2 , ByVal alpha As Integer , ByVal isSelected As Boolean , ByVal t As Texture2D )
If _isGameJolt Then
For x = 0 To 9
For y = 0 To 9
SpriteBatch . Draw ( t , New Rectangle ( CInt ( x * 16 + offset . X ) , CInt ( y * 16 + offset . Y ) , 16 , 16 ) , New Rectangle ( 32 , 0 , 16 , 16 ) , New Color ( 255 , 255 , 255 , alpha ) )
Next
Next
Canvas . DrawRectangle ( New Rectangle ( CInt ( offset . X ) , CInt ( offset . Y ) , 160 , 3 ) , Screens . UI . ColorProvider . AccentColor ( True , alpha ) )
If _isLoading And GameJoltSave . DownloadProgress > 0 Then
Dim width As Integer = CInt ( ( GameJoltSave . DownloadProgress / ( GameJolt . GamejoltSave . SAVEFILECOUNT + GameJolt . GamejoltSave . EXTRADATADOWNLOADCOUNT ) ) * 160 )
Canvas . DrawRectangle ( New Rectangle ( CInt ( offset . X ) , CInt ( offset . Y + 3 ) , width , 157 ) , New Color ( 100 , 100 , 100 , 128 ) )
End If
Else
For x = 0 To 9
For y = 0 To 9
SpriteBatch . Draw ( t , New Rectangle ( CInt ( x * 16 + offset . X ) , CInt ( y * 16 + offset . Y ) , 16 , 16 ) , New Rectangle ( 0 , 0 , 16 , 16 ) , New Color ( 255 , 255 , 255 , alpha ) )
Next
Next
Canvas . DrawRectangle ( New Rectangle ( CInt ( offset . X ) , CInt ( offset . Y ) , 160 , 3 ) , Screens . UI . ColorProvider . AccentColor ( False , alpha ) )
End If
If _isNewGameButton Then
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Dim text As String = " New " & Environment . NewLine & " Game "
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If alpha >= 250 And CurrentScreen . Identification = Identifications . MainMenuScreen Then
FontRenderer . DrawString ( FontManager . GameJoltFont , text , New Vector2 ( offset . X + 80 - ( FontManager . GameJoltFont . MeasureString ( text ) . X ) / 2 ,
offset . Y + 80 - ( FontManager . GameJoltFont . MeasureString ( text ) . Y ) / 2 ) , New Color ( 255 , 255 , 255 , alpha ) )
Else
SpriteBatch . DrawString ( FontManager . GameJoltFont , text , New Vector2 ( offset . X + 80 - ( FontManager . GameJoltFont . MeasureString ( text ) . X ) / 2 ,
offset . Y + 80 - ( FontManager . GameJoltFont . MeasureString ( text ) . Y ) / 2 ) , New Color ( 255 , 255 , 255 , alpha ) )
End If
Else
If _loaded Then
Dim frameSize As Size = New Size ( CInt ( _sprite . Width / 3 ) , CInt ( _sprite . Height / 4 ) )
If isSelected Then
_spriteDelay -= 0 . 1F
If _spriteDelay <= 0F Then
_spriteDelay = 1 . 5F
_spriteIndex += 1
If _spriteIndex = _spriteOrder . Length Then
_spriteIndex = 0
End If
End If
Else
_spriteIndex = 0
End If
SpriteBatch . Draw ( _sprite , New Rectangle ( CInt ( offset . X + 17 ) , CInt ( offset . Y - 10 ) , 128 , 128 ) , New Rectangle ( frameSize . Width * _spriteOrder ( _spriteIndex ) , frameSize . Height * 2 , frameSize . Width , frameSize . Height ) , New Color ( 255 , 255 , 255 , alpha ) )
If alpha >= 250 And CurrentScreen . Identification = Identifications . MainMenuScreen Then
FontRenderer . DrawString ( FontManager . GameJoltFont , _name , New Vector2 ( offset . X + 80 - ( FontManager . GameJoltFont . MeasureString ( _name ) . X * _fontSize ) / 2 , offset . Y + 120 ) , New Color ( 255 , 255 , 255 , alpha ) , 0F , Vector2 . Zero , New Vector2 ( _fontSize ) , SpriteEffects . None , 0F )
Else
SpriteBatch . DrawString ( FontManager . GameJoltFont , _name , New Vector2 ( offset . X + 80 - ( FontManager . GameJoltFont . MeasureString ( _name ) . X * _fontSize ) / 2 , offset . Y + 120 ) , New Color ( 255 , 255 , 255 , alpha ) , 0F , Vector2 . Zero , New Vector2 ( _fontSize ) , SpriteEffects . None , 0F )
End If
Else
If isSelected Then
_logoBounce += 0 . 2F
Else
_logoBounce = 0F
End If
Dim text As String = " Log in "
If _isLoading Then
text = " Loading... "
End If
SpriteBatch . Draw ( _sprite , New Rectangle ( CInt ( offset . X + 46 ) , CInt ( offset . Y + 36 + Math . Sin ( _logoBounce ) * 8 . 0F ) , 68 , 72 ) , New Color ( 255 , 255 , 255 , alpha ) )
If alpha >= 250 And CurrentScreen . Identification = Identifications . MainMenuScreen Then
FontRenderer . DrawString ( FontManager . GameJoltFont , text , New Vector2 ( offset . X + 80 - ( FontManager . GameJoltFont . MeasureString ( text ) . X * _fontSize ) / 2 , offset . Y + 120 ) , New Color ( 255 , 255 , 255 , alpha ) , 0F , Vector2 . Zero , New Vector2 ( _fontSize ) , SpriteEffects . None , 0F )
Else
SpriteBatch . DrawString ( FontManager . GameJoltFont , text , New Vector2 ( offset . X + 80 - ( FontManager . GameJoltFont . MeasureString ( text ) . X * _fontSize ) / 2 , offset . Y + 120 ) , New Color ( 255 , 255 , 255 , alpha ) , 0F , Vector2 . Zero , New Vector2 ( _fontSize ) , SpriteEffects . None , 0F )
End If
End If
End If
End Sub
Public Sub LoadGameJolt ( )
If GameJolt . API . LoggedIn Then
If _isGameJolt And _loaded = False And _isLoading = False Then
_isLoading = True
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GameJoltSave . DownloadSave ( GameJolt . LogInScreen . LoadedGameJoltID , True )
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ElseIf _isGameJolt And _loaded = False And _isLoading Then
If GameJoltSave . DownloadFinished Then
_loaded = True
_isLoading = False
_sprite = GameJoltSave . DownloadedSprite
If _sprite Is Nothing Then
_sprite = GameJolt . Emblem . GetPlayerSprite ( GameJolt . Emblem . GetPlayerLevel ( GameJoltSave . Points ) , GameJoltSave . GameJoltID , GameJoltSave . Gender )
End If
LoadFromPlayerData ( GameJoltSave . Player )
LoadContent ( GameJoltSave . Party )
Else
If GameJoltSave . DownloadFailed Then
_loaded = True
_isLoading = False
_failedGameJoltLoading = True
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_sprite = TextureManager . GetTexture ( " GUI\unknownSprite " )
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End If
End If
End If
End If
End Sub
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Public Sub UnSelectProfile ( )
If IsGameJolt AndAlso _loaded Then
_loaded = False
_isLoading = False
_pokemonTextures . Clear ( )
_sprite = TextureManager . GetTexture ( " Textures\UI\GameJolt\gameJoltIcon " )
_fontSize = 0 . 75F
GameJolt . API . LoggedIn = False
End If
End Sub
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Public Sub SelectProfile ( )
If _isNewGameButton Then
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World . IsMainMenu = False
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If GameModeManager . GameModeCount = 1 Then
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' There's only the default GameMode available, so just load that one.
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GameModeManager . SetGameModePointer ( " Kolben " )
SetScreen ( New Screens . MainMenu . NewNewGameScreen ( CurrentScreen ) )
Else
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' There is more than one GameMode, prompt a selection screen:
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SetScreen ( New GameModeSelectionScreen ( CurrentScreen ) )
End If
Else
If _isGameJolt And _loaded = False And GameJolt . API . LoggedIn = False Then
SetScreen ( New GameJolt . LogInScreen ( CurrentScreen ) )
Else
If _gameModeExists Then
GameModeManager . SetGameModePointer ( _gameMode )
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World . IsMainMenu = False
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If _isGameJolt Then
Core . Player . IsGameJoltSave = True
Core . Player . LoadGame ( " GAMEJOLTSAVE " )
SetScreen ( New JoinServerScreen ( CurrentScreen ) )
Else
Core . Player . IsGameJoltSave = False
Core . Player . LoadGame ( IO . Path . GetFileName ( _path ) )
SetScreen ( New JoinServerScreen ( CurrentScreen ) )
End If
Else
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If Me . IsGameJolt Then
_loaded = False
_sprite = TextureManager . GetTexture ( " Textures\UI\GameJolt\gameJoltIcon " )
LoadGameJolt ( )
Else
Dim messageBox As New UI . MessageBox ( CurrentScreen )
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messageBox . Show ( " The required GameMode does not exist. " & Environment . NewLine & " Reaquire the GameMode to play on this profile. " )
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End If
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End If
End If
End If
End Sub
End Class
End Class
Public Class GameModeSelectionScreen
Inherits Screen
Private _gameModes As GameMode ( )
Private _index As Integer = 0
Private _offset As Single = 0F
Private Const WIDTH = 400
Private Const HEIGHT = 64
Private Const GAP = 32
Public Sub New ( ByVal currentScreen As Screen )
Me . Identification = Identifications . GameModeSelectionScreen
CanBePaused = True
CanChat = False
CanDrawDebug = True
CanGoFullscreen = True
CanMuteMusic = True
CanTakeScreenshot = True
PreScreen = currentScreen
_gameModes = GameModeManager . GetAllGameModes
End Sub
Public Overrides Sub Draw ( )
PreScreen . Draw ( )
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Dim text = " Select a GameMode " + Environment . NewLine + " to start the new game with. "
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GetFontRenderer ( ) . DrawString ( FontManager . GameJoltFont , text , New Vector2 ( 30 , 30 ) , Color . White )
Dim center = windowSize . Width - 250
For i = 0 To _gameModes . Length - 1
Dim y = CType ( i * ( HEIGHT + GAP ) + _offset + windowSize . Height / 2 - HEIGHT / 2 , Integer )
Dim color = Screens . UI . ColorProvider . LightColor
Dim alphaColor = New Color ( color . R , color . G , color . B , 0 )
Dim halfWidth = CType ( WIDTH / 2 , Integer )
Canvas . DrawGradient ( New Rectangle ( center - halfWidth , y , 50 , HEIGHT ) , alphaColor , color , True , - 1 )
Canvas . DrawGradient ( New Rectangle ( center + halfWidth - 50 , y , 50 , HEIGHT ) , color , alphaColor , True , - 1 )
Canvas . DrawRectangle ( New Rectangle ( center - halfWidth + 50 , y , WIDTH - 100 , HEIGHT ) , color )
Dim displayText = _gameModes ( i ) . Name
Dim textSize = FontManager . GameJoltFont . MeasureString ( displayText )
GetFontRenderer ( ) . DrawString ( FontManager . GameJoltFont , displayText , New Vector2 ( center - halfWidth + 50 , CType ( y + HEIGHT / 2 - ( ( textSize . Y * 0 . 75F ) / 2 ) , Integer ) ) , Color . White , 0F , Vector2 . Zero , 0 . 75F , SpriteEffects . None , 0F )
Next
End Sub
Public Overrides Sub Update ( )
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' PreScreen is the MainMenuScreen, so update the previous screen of that to achieve the background world.
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PreScreen . PreScreen . Update ( )
If _index > 0 AndAlso Controls . Up ( True , True , True , True , True , True ) Then
_index -= 1
End If
If _index < _gameModes . Length - 1 AndAlso Controls . Down ( True , True , True , True , True , True ) Then
_index += 1
End If
If Controls . Dismiss ( True , True , True ) Then
SetScreen ( PreScreen )
End If
If Controls . Accept ( True , True , True ) Then
GameModeManager . SetGameModePointer ( _gameModes ( _index ) . DirectoryName )
SetScreen ( New Screens . MainMenu . NewNewGameScreen ( PreScreen ) )
End If
Dim targetOffset = GetTargetOffset ( )
If _offset <> targetOffset Then
_offset = MathHelper . Lerp ( _offset , targetOffset , 0 . 25F )
If Math . Abs ( _offset - targetOffset ) <= 0 . 01F Then
_offset = targetOffset
End If
End If
End Sub
Private Function GetTargetOffset ( ) As Integer
Return - _index * ( HEIGHT + GAP )
End Function
End Class