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Public Class BlackOutScreen
Inherits Screen
Dim BattleScreen As BattleSystem . BattleScreen
Dim index As Integer = 0
Dim textIndex As Integer = 0
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Dim Text ( ) As String = { Localization . GetString ( " black_out_screen_line1 " ) , Environment . NewLine , " " , Localization . GetString ( " black_out_screen_line2 " ) , Localization . GetString ( " black_out_screen_line3 " ) , Localization . GetString ( " black_out_screen_line4 " ) , Localization . GetString ( " black_out_screen_line5 " ) }
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Dim ready As Boolean = False
Dim delay As Single = 0 . 2F
Dim IsGameOver As Boolean = False
Dim FromBattle As Boolean = True
Public Sub New ( ByVal BattleScreen As BattleSystem . BattleScreen )
Me . BattleScreen = BattleScreen
Me . Identification = Identifications . BlackOutScreen
Me . IsGameOver = CBool ( GameModeManager . GetGameRuleValue ( " GameOverAt0Pokemon " , " 0 " ) )
FromBattle = True
End Sub
Public Sub New ( ByVal currentScreen As Screen )
Me . PreScreen = currentScreen
Me . Identification = Identifications . BlackOutScreen
Me . IsGameOver = CBool ( GameModeManager . GetGameRuleValue ( " GameOverAt0Pokemon " , " 0 " ) )
FromBattle = False
End Sub
Public Overrides Sub Update ( )
If Me . IsGameOver = True Then
If Controls . Accept ( True , False ) = 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>
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SoundManager . PlaySound ( " select " )
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Core . SetScreen ( New PressStartScreen ( ) )
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Core . Player . loadedSave = False
End If
Else
If Me . ready = False Then
If delay > 0 . 0F Then
delay -= 0 . 1F
If delay <= 0 . 0F Then
delay = 0 . 2F
ProceedText ( )
End If
End If
Else
If Controls . Accept ( True , True ) = True Then
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SoundManager . PlaySound ( " Heal_Party " )
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If FromBattle = True Then
Core . Player . HealParty ( )
ChangeScreen ( )
ChangeFromSurfRideTexture ( )
Screen . Level . Load ( Core . Player . LastRestPlace )
Screen . Level . OverworldPokemon . Visible = False
Screen . Level . World . Initialize ( Screen . Level . EnvironmentType , Screen . Level . WeatherType )
Dim positionString ( ) As String = Core . Player . LastRestPlacePosition . Split ( CChar ( " , " ) )
CType ( BattleScreen . SavedOverworld . Camera , OverworldCamera ) . YawLocked = False
Screen . Camera . Yaw = MathHelper . Pi
Screen . Camera . Position = New Vector3 ( CSng ( positionString ( 0 ) . Replace ( " . " , GameController . DecSeparator ) ) , CSng ( positionString ( 1 ) . Replace ( " . " , GameController . DecSeparator ) ) , CSng ( positionString ( 2 ) . Replace ( " . " , GameController . DecSeparator ) ) )
CType ( BattleScreen . SavedOverworld . OverworldScreen , OverworldScreen ) . ActionScript . Scripts . Clear ( )
Core . SetScreen ( New TransitionScreen ( Me , BattleScreen . SavedOverworld . OverworldScreen , Color . Black , False ) )
Else
Core . Player . HealParty ( )
ChangeFromSurfRideTexture ( )
Screen . Level . Load ( Core . Player . LastRestPlace )
Screen . Level . OverworldPokemon . Visible = False
Screen . Level . World . Initialize ( Screen . Level . EnvironmentType , Screen . Level . WeatherType )
Dim positionString ( ) As String = Core . Player . LastRestPlacePosition . Split ( CChar ( " , " ) )
CType ( BattleScreen . SavedOverworld . Camera , OverworldCamera ) . YawLocked = False
Screen . Camera . Yaw = MathHelper . Pi
Screen . Camera . Position = New Vector3 ( CSng ( positionString ( 0 ) . Replace ( " . " , GameController . DecSeparator ) ) , CSng ( positionString ( 1 ) . Replace ( " . " , GameController . DecSeparator ) ) , CSng ( positionString ( 2 ) . Replace ( " . " , GameController . DecSeparator ) ) )
CType ( BattleScreen . SavedOverworld . OverworldScreen , OverworldScreen ) . ActionScript . Scripts . Clear ( )
While Core . CurrentScreen . Identification <> Identifications . OverworldScreen
Core . SetScreen ( Core . CurrentScreen . PreScreen )
End While
End If
End If
End If
End If
End Sub
Public Overrides Sub Draw ( )
Canvas . DrawRectangle ( New Rectangle ( 0 , 0 , Core . windowSize . Width , Core . windowSize . Height ) , Color . Black )
If IsGameOver = True Then
Core . SpriteBatch . DrawString ( FontManager . InGameFont , " GAME OVER " , New Vector2 ( CInt ( Core . windowSize . Width / 2 ) - CInt ( FontManager . InGameFont . MeasureString ( " GAME OVER " ) . X / 2 ) , 100 ) , Color . White )
Else
Dim f As SpriteFont = FontManager . MiniFont
Dim aText As String = " "
For i = 0 To textIndex
If i <> textIndex Then
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aText &= Text ( i ) & Environment . NewLine
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Else
If textIndex < Text . Count ( ) Then
aText &= Text ( i ) . Remove ( index )
End If
End If
Next
Dim p As New Vector2 ( CSng ( Core . windowSize . Width / 2 - f . MeasureString ( aText ) . X / 2 ) , CSng ( Core . windowSize . Height / 2 - ( f . MeasureString ( aText ) . Y ) / 2 ) )
Core . SpriteBatch . DrawString ( FontManager . MiniFont , aText , p , Color . White )
End If
If Me . IsGameOver = True Or Me . ready = True Then
Dim d As New Dictionary ( Of Buttons , String )
d . Add ( Buttons . A , " Accept " )
DrawGamePadControls ( d )
End If
End Sub
Private Sub ChangeScreen ( )
Screen . Level = BattleScreen . SavedOverworld . Level
Screen . Camera = BattleScreen . SavedOverworld . Camera
Screen . Effect = BattleScreen . SavedOverworld . Effect
Screen . SkyDome = BattleScreen . SavedOverworld . SkyDome
Screen . Level . World . Initialize ( Screen . Level . EnvironmentType , Screen . Level . WeatherType )
End Sub
Private Sub ProceedText ( )
If index >= Text ( textIndex ) . Length - 1 Then
index = 0
textIndex += 1
If textIndex > Text . Count ( ) - 1 Then
Me . ready = True
End If
Else
index += 1
End If
End Sub
Public Overrides Sub ChangeTo ( )
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MusicManager . PlayNoMusic ( )
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Core . Player . Inventory . RemoveItem ( 177 ) ' Remove all Park Balls (happens regardless of whether or not the player was currently in the Bug-Catching Contest).
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PlayerStatistics . Track ( " Blackouts " , 1 )
End Sub
Private Sub ChangeFromSurfRideTexture ( )
If Screen . Level . Riding = True Then
Screen . Level . Riding = False
Screen . Level . OwnPlayer . SetTexture ( Core . Player . TempRideSkin , True )
Core . Player . Skin = Core . Player . TempRideSkin
End If
If Screen . Level . Surfing = True Then
Screen . Level . Surfing = False
Screen . Level . OwnPlayer . SetTexture ( Core . Player . TempSurfSkin , True )
Core . Player . Skin = Core . Player . TempSurfSkin
End If
Screen . Level . OverworldPokemon . warped = True
Screen . Level . OverworldPokemon . Visible = False
End Sub
End Class