P3D-Legacy/P3D/Screens/Pokemon/ChooseAttackScreen.vb

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2016-09-07 18:50:38 +02:00
Public Class ChooseAttackScreen
Inherits Screen
Dim Pokemon As Pokemon
Dim mainTexture As Texture2D
Dim index As Integer = 0
Dim AttackIndex As Integer = 0
Dim AttackPos As Single = 320.0F
Dim canChooseHMMove As Boolean = True
Dim canExit As Boolean = True
Public Shared Selected As Integer = -1
Public Shared Exited As Boolean = False
Public Shared Chosen As Boolean = False
Public Delegate Sub ChoseAttack(ByVal Pokemon As Pokemon, ByVal AttackIndex As Integer)
Dim DoSub As ChoseAttack
Public Sub New(ByVal currentScreen As Screen, ByVal Pokemon As Pokemon, ByVal canChooseHmMove As Boolean, ByVal canExit As Boolean, ByVal DoSub As ChoseAttack)
Me.Identification = Identifications.ChooseAttackScreen
Me.MouseVisible = False
Me.CanBePaused = True
Me.CanMuteMusic = True
Me.CanChat = True
Me.CanTakeScreenshot = True
Me.CanDrawDebug = True
Me.PreScreen = currentScreen
Me.Pokemon = Pokemon
mainTexture = TextureManager.GetTexture("GUI\Menus\Menu")
Me.canChooseHMMove = canChooseHmMove
Me.canExit = canExit
Me.DoSub = DoSub
End Sub
Public Overrides Sub Update()
If TextBox.Showing = False Then
If Controls.Up(True, True, True, True) = True Then
Me.AttackIndex -= 1
End If
If Controls.Down(True, True, True, True) = True Then
Me.AttackIndex += 1
End If
Me.AttackIndex = CInt(MathHelper.Clamp(Me.AttackIndex, 0, Pokemon.Attacks.Count - 1))
If Controls.Accept() = True Then
Fix audio engine & contentpacks (#35) * Replaced existing Gen 2 SFX with better sounding ones (no ugly reverb) Replaced MediaPlayer with NAudio(and NAudio.Vorbis) for playing music in order to fix random stopping issues. The game now directly loads .ogg files instead of the .wma/.xnb combination from before. ContentPacks are now able to replace Music and SFX again (I haven't added a menu yet for choosing ContentPacks). To make older GameModes work with current versions, you can add the GameMode property EnterType and set it to "1", this will make the game use the older 2D NewGameScreen. * Delete GameController.vb * Add gamecontroller.vb back * Fix sfx missing * Battleintro doodle now doesn't loop anymore (for no trainer) Changed the shutter sound (aka Large Door sound) to something more large door-y Made the enter sound slightly louder The enter sound now plays when going through any warp to or from an indoor map (including falling through holes) The flying sound effect is played earlier in the animation after selecting a location Changed played sound effect when using the Escape Rope to "teleport" instead of "destroy" The bump noise now also plays when bumping into something in first person Fixed small gap between the end of the intro song and the start of the main song Replaced some songs with better songs * Fixed some more intro issues * Forgot to change a thing * Fixed an error where the main music would play, ignoring the muted musicmanager. * fix indenting in musicmanager * The music player will now only start playback on a new song if the music player is not muted, fixed the end time calculation of the intro of a song after muting, Music can't be unmuted now as long as a sound effect plays that stops the music. * Fixed league restplace position, fixed sound effects sharing the volume slider of the music, sound effects are now also muted when pressing M, changed music on/off popup to audio on/off, removed bump delay in first person, added more control on whether played songs should be looping or not. * Fixed some more scripts that turn on thirdperson mode but don't check if it was on before or set it back to what it was before afterwards, also fixed a small error in creditsscreen.vb. * Fixed indenting error in musicmanager.vb, fixed an error of mine where the loopsong parameter would be seen as the playintro parameter. * Added more music commands, added quite some menu select noises, will add more later * More select sound effects! * Fix music not resuming after soundeffect * Trainer using item now plays the single_heal soundeffect * Pokémon cries now sound louder * Possibly fixing crash when playing Pokémon cry at volume higher than 0.71 * Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720. * Sound effects now sound louder * Revert "Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720." This reverts commit 8c9296ed1a82144d17f303a52c3f2e9e65a5bfea. * Fixed the cause of why the title screen music plays even when the game is muted * Tabs to spaces * Revert Co-authored-by: darkfire006 <blazer257@live.com> Co-authored-by: JappaWakkaP3D <66885565+JappaWakkaP3D@users.noreply.github.com> Co-authored-by: JappaWakkaP3D <jasper.speelman@outlook.com> Co-authored-by: Vitaly Mikhailov <personal@aragas.org>
2020-07-09 19:59:42 +02:00
SoundManager.PlaySound("select")
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ClickYes()
End If
If Controls.Dismiss() = True Then
If canExit = True Then
Fix audio engine & contentpacks (#35) * Replaced existing Gen 2 SFX with better sounding ones (no ugly reverb) Replaced MediaPlayer with NAudio(and NAudio.Vorbis) for playing music in order to fix random stopping issues. The game now directly loads .ogg files instead of the .wma/.xnb combination from before. ContentPacks are now able to replace Music and SFX again (I haven't added a menu yet for choosing ContentPacks). To make older GameModes work with current versions, you can add the GameMode property EnterType and set it to "1", this will make the game use the older 2D NewGameScreen. * Delete GameController.vb * Add gamecontroller.vb back * Fix sfx missing * Battleintro doodle now doesn't loop anymore (for no trainer) Changed the shutter sound (aka Large Door sound) to something more large door-y Made the enter sound slightly louder The enter sound now plays when going through any warp to or from an indoor map (including falling through holes) The flying sound effect is played earlier in the animation after selecting a location Changed played sound effect when using the Escape Rope to "teleport" instead of "destroy" The bump noise now also plays when bumping into something in first person Fixed small gap between the end of the intro song and the start of the main song Replaced some songs with better songs * Fixed some more intro issues * Forgot to change a thing * Fixed an error where the main music would play, ignoring the muted musicmanager. * fix indenting in musicmanager * The music player will now only start playback on a new song if the music player is not muted, fixed the end time calculation of the intro of a song after muting, Music can't be unmuted now as long as a sound effect plays that stops the music. * Fixed league restplace position, fixed sound effects sharing the volume slider of the music, sound effects are now also muted when pressing M, changed music on/off popup to audio on/off, removed bump delay in first person, added more control on whether played songs should be looping or not. * Fixed some more scripts that turn on thirdperson mode but don't check if it was on before or set it back to what it was before afterwards, also fixed a small error in creditsscreen.vb. * Fixed indenting error in musicmanager.vb, fixed an error of mine where the loopsong parameter would be seen as the playintro parameter. * Added more music commands, added quite some menu select noises, will add more later * More select sound effects! * Fix music not resuming after soundeffect * Trainer using item now plays the single_heal soundeffect * Pokémon cries now sound louder * Possibly fixing crash when playing Pokémon cry at volume higher than 0.71 * Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720. * Sound effects now sound louder * Revert "Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720." This reverts commit 8c9296ed1a82144d17f303a52c3f2e9e65a5bfea. * Fixed the cause of why the title screen music plays even when the game is muted * Tabs to spaces * Revert Co-authored-by: darkfire006 <blazer257@live.com> Co-authored-by: JappaWakkaP3D <66885565+JappaWakkaP3D@users.noreply.github.com> Co-authored-by: JappaWakkaP3D <jasper.speelman@outlook.com> Co-authored-by: Vitaly Mikhailov <personal@aragas.org>
2020-07-09 19:59:42 +02:00
SoundManager.PlaySound("select")
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ClickNo()
End If
End If
End If
End Sub
Public Overrides Sub Draw()
Me.PreScreen.Draw()
Canvas.DrawRectangle(Core.windowSize, New Color(0, 0, 0, 150))
Dim CanvasTexture As Texture2D = TextureManager.GetTexture("GUI\Menus\Menu", New Rectangle(0, 0, 48, 48), "")
Dim p As Vector2 = New Vector2(40, 50)
If Pokemon.Attacks.Count > 0 Then
Canvas.DrawImageBorder(CanvasTexture, 2, New Rectangle(CInt(p.X + 432 - 352 + AttackPos), CInt(p.Y + 18), 288, 384))
Dim A As BattleSystem.Attack = Pokemon.Attacks(AttackIndex)
With Core.SpriteBatch
Dim fullText As String = A.Description
Dim t As String = ""
Dim i As Integer = 0
Dim n As String = ""
For i = 0 To fullText.Length - 1
Dim c As Char = CChar(fullText(i).ToString().Replace("", "'"))
If c = CChar(" ") Then
If FontManager.MiniFont.MeasureString(n & c).X > 170 Then
t &= Environment.NewLine
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n = ""
Else
t &= " "
n &= " "
End If
Else
t &= c
n &= c
End If
Next
Dim power As String = A.Power.ToString()
If power = "0" Then
power = "-"
End If
Dim acc As String = A.Accuracy.ToString()
If acc = "0" Then
acc = "-"
End If
.DrawString(FontManager.MiniFont, "Power: " & power & Environment.NewLine & "Accuracy: " & acc & Environment.NewLine & Environment.NewLine & t, New Vector2(CInt(p.X + 432 - 300 + AttackPos), p.Y + 38), Color.Black)
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.Draw(A.GetDamageCategoryImage(), New Rectangle(CInt(p.X + 432 - 150 + AttackPos), CInt(p.Y + 42), 56, 28), Color.White)
End With
Canvas.DrawImageBorder(CanvasTexture, 2, New Rectangle(CInt(p.X + 80), CInt(p.Y + 18), 320, 384))
Canvas.DrawImageBorder(CanvasTexture, 2, New Rectangle(CInt(p.X + 80), CInt(p.Y + 48 + 384), 320, 96))
For i = 0 To Me.Pokemon.Attacks.Count - 1
DrawAttack(i, Me.Pokemon.Attacks(i))
Next
End If
End Sub
Private Sub DrawAttack(ByVal i As Integer, ByVal A As BattleSystem.Attack)
Dim p As New Vector2(140, 80 + i * (64 + 32))
If i = 4 Then
p.Y += 32
End If
Dim CanvasTexture As Texture2D = TextureManager.GetTexture("GUI\Menus\Menu", New Rectangle(0, 0, 48, 48), "")
If Me.AttackIndex = i Then
CanvasTexture = TextureManager.GetTexture("GUI\Menus\Menu", New Rectangle(48, 0, 48, 48), "")
End If
Canvas.DrawImageBorder(CanvasTexture, 2, New Rectangle(CInt(p.X) + 12, CInt(p.Y), 256, 64))
With Core.SpriteBatch
.DrawString(FontManager.MiniFont, A.Name, New Vector2(CInt(p.X) + 30, CInt(p.Y + 26)), Color.Black)
Dim c As Color = Color.Black
Dim per As Integer = CInt((A.CurrentPP / A.MaxPP) * 100)
If per <= 33 And per > 10 Then
c = Color.Orange
ElseIf per <= 10 Then
c = Color.IndianRed
End If
.DrawString(FontManager.MiniFont, "PP " & A.CurrentPP & " / " & A.MaxPP, New Vector2(CInt(p.X) + 160, CInt(p.Y + 58)), c)
.Draw(TextureManager.GetTexture("GUI\Menus\Types", A.Type.GetElementImage(), ""), New Rectangle(CInt(p.X) + 30, CInt(p.Y + 54), 48, 16), Color.White)
End With
End Sub
Private Sub ClickYes()
Dim valid As Boolean = True
If canChooseHMMove = False Then
Dim A As BattleSystem.Attack = Pokemon.Attacks(AttackIndex)
If A.IsHMMove = True Then
valid = False
TextBox.Show("Cannot choose HM move.", {}, False, False)
End If
End If
If valid = True Then
Selected = AttackIndex
Core.SetScreen(Me.PreScreen)
Exited = True
Chosen = True
If Not DoSub Is Nothing Then
DoSub(Pokemon, AttackIndex)
End If
End If
End Sub
Private Sub ClickNo()
Selected = -1
Core.SetScreen(Me.PreScreen)
Exited = True
Chosen = False
End Sub
End Class