P3D-Legacy/P3D/Screens/MainMenu/NewNewGameScreen.vb

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VB.net
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Namespace Screens.MainMenu
''' <summary>
''' The screen that is used to act out a New Game sequence.
''' </summary>
Public Class NewNewGameScreen
Inherits OverworldScreen
Private Shared _fadeValue As Integer = 255 'Fade progress value for the black screen fade.
Public Sub New(ByVal currentScreen As Screen)
Identification = Identifications.NewGameScreen
CanChat = False
MouseVisible = False
IsOverlay = True
PreScreen = currentScreen
CanBePaused = False
UpdateFadeOut = True
'Set up 3D environment variables (Effect, Camera, SkyDome and Level):
Effect = New BasicEffect(GraphicsDevice)
Effect.FogEnabled = True
'Reset Construct:
ScriptStorage.Clear()
Me.ActionScript.Scripts.Clear()
Camera = New NewGameCamera()
SkyDome = New SkyDome()
Level = New Level()
Level.Load(GameModeManager.ActiveGameMode.StartMap)
Core.Player.Unload()
MusicManager.StopMusic()
'Initialize the World information with the loaded level.
Level.World.Initialize(Level.EnvironmentType, Level.WeatherType)
Me.ActionScript.StartScript("newgame\intro", 0)
End Sub
Public Overrides Sub Update()
Lighting.UpdateLighting(Effect) 'Update the lighting on the basic effect.
'Update the Dialogues:
ChooseBox.Update()
If ChooseBox.Showing = False Then
TextBox.Update()
End If
If PokemonImageView.Showing = True Then
PokemonImageView.Update()
End If
'If no dialogue is showing, do level update tasks:
If TextBox.Showing = False And ChooseBox.Showing = False And PokemonImageView.Showing = False Then
If Me.ActionScript.IsReady Then
Camera.Update()
Level.Update()
End If
If ActionScript.Scripts.Count = 0 Then
If CurrentScreen.Identification = Screen.Identifications.NewGameScreen Then
Core.SetScreen(New TransitionScreen(CurrentScreen, New OverworldScreen(), Color.Black, False, AddressOf RemoveFade))
Else
'Dim fadeSpeed As Integer = 12
'If OverworldScreen.FadeValue > 0 Then
' OverworldScreen.FadeValue -= fadeSpeed
' If OverworldScreen.FadeValue <= 0 Then
' OverworldScreen.FadeValue = 0
' End If
'End If
End If
Else
Me.ActionScript.Update() 'Update construct scripts.
End If
Else
Camera.Update()
Level.Update()
End If
SkyDome.Update()
'Update the World with new environment variables.
Level.World.Initialize(Level.EnvironmentType, Level.WeatherType)
End Sub
Public Sub RemoveFade()
FadeValue = 0
End Sub
Public Overrides Sub Draw()
SkyDome.Draw(Camera.FOV)
Level.Draw()
PokemonImageView.Draw()
TextBox.Draw()
'Only draw the ChooseBox when it's the current screen, cause the same ChooseBox might get used on other screens.
If IsCurrentScreen() = True Then
ChooseBox.Draw()
End If
If FadeValue > 0 Then
Canvas.DrawRectangle(windowSize, New Color(0, 0, 0, FadeValue))
End If
End Sub
Public Shared Sub EndNewGame(ByVal map As String, ByVal x As Single, ByVal y As Single, ByVal z As Single, ByVal rot As Integer)
Dim folderPath As String = Core.Player.Name
Dim folderPrefix As Integer = 0
If folderPath.ToLower() = "autosave" Then
folderPath = "autosave0"
End If
Dim savePath As String = GameController.GamePath & "\Save\"
While IO.Directory.Exists(savePath & folderPath) = True
If folderPath <> Core.Player.Name Then
folderPath = folderPath.Remove(folderPath.Length - folderPrefix.ToString().Length, folderPrefix.ToString().Length)
End If
folderPath &= folderPrefix
folderPrefix += 1
End While
If IO.Directory.Exists(GameController.GamePath & "\Save") = False Then
IO.Directory.CreateDirectory(GameController.GamePath & "\Save")
End If
'IO.Directory.CreateDirectory(savePath & folderPath)
Core.Player.filePrefix = folderPath
Core.Player.GameStart = Date.Now
Core.Player.startFOV = 60
Core.Player.startFreeCameraMode = True
Core.Player.startPosition = New Vector3(x, y, z)
Core.Player.startMap = map
Core.Player.startRotationSpeed = 12
Core.Player.startSurfing = False
Core.Player.startThirdPerson = False
Core.Player.startRiding = False
Core.Player.startRotation = CSng(MathHelper.Pi * (rot / 2))
End Sub
''' <summary>
''' A screen used to select from a range of skins.
''' </summary>
Public Class CharacterSelectionScreen
Inherits Screen
Private _skins As String()
Private _sprites As New List(Of Texture2D)
Private _offset As Single = 0F
Private _index As Integer = 0
Private _fadeIn As Single = 0F
Private Shared _selectedSkin As String = ""
Public Shared Property SelectedSkin() As String
Get
Return _selectedSkin
End Get
Set(value As String)
_selectedSkin = value
End Set
End Property
Public Sub New(ByVal currentScreen As Screen, ByVal skins As String())
Identification = Identifications.CharacterSelectionScreen
PreScreen = currentScreen
CanBePaused = True
CanChat = False
CanDrawDebug = True
CanGoFullscreen = True
CanTakeScreenshot = True
MouseVisible = True
For Each skin As String In skins
_sprites.Add(TextureManager.GetTexture("Textures\NPC\" & skin))
Next
_skins = skins
End Sub
Public Overrides Sub Update()
If _fadeIn < 1.0F Then
_fadeIn = MathHelper.Lerp(1.0F, _fadeIn, 0.95F)
If _fadeIn + 0.01F >= 1.0F Then
_fadeIn = 1.0F
End If
Else
If Controls.Left(True) And _index > 0 Then
_index -= 1
_offset -= 280
End If
If Controls.Right(True) And _index < _skins.Count - 1 Then
_index += 1
_offset += 280
End If
If _offset > 0F Then
_offset = MathHelper.Lerp(0F, _offset, 0.9F)
If _offset - 0.01F <= 0F Then
_offset = 0F
End If
ElseIf _offset < 0F Then
_offset = MathHelper.Lerp(0F, _offset, 0.9F)
If _offset + 0.01F >= 0F Then
_offset = 0F
End If
End If
If Controls.Accept(False, True, True) Then
_selectedSkin = _skins(_index)
SetScreen(PreScreen)
End If
If Controls.Accept(True, False, False) Then
For i = 0 To _skins.Count - 1
If New Rectangle(CInt(windowSize.Width / 2 - 128 + i * 280 - _index * 280 + _offset), CInt(windowSize.Height / 2 - 128), 256, 256).Contains(MouseHandler.MousePosition) Then
If i = _index Then
_selectedSkin = _skins(_index)
SetScreen(PreScreen)
Else
_offset += (i - _index) * 280
_index = i
End If
Exit For
End If
Next
End If
End If
End Sub
Public Overrides Sub Draw()
PreScreen.Draw()
Canvas.DrawRectangle(windowSize, Screens.UI.ColorProvider.MainColor(False, CInt(100 * _fadeIn)))
DrawGradients(255)
SpriteBatch.DrawString(FontManager.MainFont, "Select your appearance", New Vector2(windowSize.Width / 2.0F - FontManager.MainFont.MeasureString("Select your appearance").X, 100), New Color(255, 255, 255, CInt(255 * _fadeIn)), 0F, Vector2.Zero, 2.0F, SpriteEffects.None, 0F)
For i = 0 To _sprites.Count - 1
Dim sprite As Texture2D = _sprites(i)
Dim frameSize As New Size(CInt(sprite.Width / 3), CInt(sprite.Height / 4))
Dim outSize As Integer = 256 - Math.Abs(_index - i) * 30
SpriteBatch.Draw(sprite, New Rectangle(CInt(windowSize.Width / 2 - CInt(outSize / 2) + i * 280 - _index * 280 + _offset), CInt(windowSize.Height / 2 - 128), outSize, outSize), New Rectangle(0, frameSize.Height * 2, frameSize.Width, frameSize.Height), New Color(255, 255, 255, CInt(255 * _fadeIn)))
Next
SpriteBatch.DrawString(FontManager.MainFont, _skins(_index), New Vector2(windowSize.Width / 2.0F - FontManager.MainFont.MeasureString(_skins(_index)).X / 2.0F, windowSize.Height / 2.0F + 200), New Color(255, 255, 255, CInt(255 * _fadeIn)))
End Sub
End Class
End Class
End Namespace