P3D-Legacy/P3D/Screens/SaveScreen.vb

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Public Class SaveScreen
Inherits Screen
Dim ready As Boolean = False
Dim delay As Single = 15.0F
Dim mainTexture As Texture2D
Dim savingStarted As Boolean = False
Dim saveSessionFailed As Boolean = False
Dim backupFileLocation As String = ""
Private Yslide As Integer = 0
Private YslideMAX As Integer = CInt(Core.windowSize.Height / 2) + 270
Dim menuTexture As Texture2D
Dim _closing As Boolean = False
Dim _opening As Boolean = True
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Public Sub New(ByVal currentScreen As Screen)
Yslide = YslideMAX
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Me.Identification = Identifications.SaveScreen
Me.PreScreen = currentScreen
Me.mainTexture = TextureManager.GetTexture("GUI\Menus\Menu")
Me.menuTexture = TextureManager.GetTexture("GUI\Menus\SaveBook")
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ChooseBox.Show({Localization.GetString("save_screen_yes"), Localization.GetString("save_screen_no")}, 0, {})
SaveGameHelpers.ResetSaveCounter()
End Sub
Public Overrides Sub Draw()
Me.PreScreen.Draw()
Dim halfWidth As Integer = CInt(Core.windowSize.Width / 2)
Dim halfHeight As Integer = CInt(Core.windowSize.Height / 2)
Dim Delta_X As Integer = halfWidth - 350
Dim Delta_Y As Integer = halfHeight - 220 + Yslide
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If Core.Player.IsGameJoltSave = True Then
GameJolt.Emblem.Draw(GameJolt.API.username, Core.GameJoltSave.GameJoltID, Core.GameJoltSave.Points, Core.GameJoltSave.Gender, Core.GameJoltSave.Emblem, New Vector2(CSng(Core.windowSize.Width / 2 - 256), 30), 4, Core.GameJoltSave.DownloadedSprite)
End If
With Core.SpriteBatch
.Draw(menuTexture, New Rectangle(Delta_X, Delta_Y, 700, 440), Color.White)
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If saveSessionFailed = True Then
.DrawString(FontManager.InGameFont, "Saving failed!", New Vector2(Delta_X + 90, Delta_Y + 50), Color.Red)
If Core.GameOptions.Extras.Contains("Backup Save Feature") Then
.DrawString(FontManager.MiniFont,
"Press Dismiss to close this" & Environment.NewLine &
"screen and try to save again" & Environment.NewLine &
"in order to prevent data" & Environment.NewLine &
"corruption." & Environment.NewLine & Environment.NewLine & Environment.NewLine &
"Your save has been backed" & Environment.NewLine &
"up in the event of the" & Environment.NewLine &
"Gamejolt API being down.", New Vector2(Delta_X + 90, Delta_Y + 100), Color.Black)
.DrawString(FontManager.MiniFont,
"You may safely quit the" & Environment.NewLine &
"game now or try to save" & Environment.NewLine &
"again later." & Environment.NewLine & Environment.NewLine & Environment.NewLine &
"The backup save can be" & Environment.NewLine &
"found in the Backup Save" & Environment.NewLine &
"folder", New Vector2(Delta_X + 390, Delta_Y + 100), Color.Black)
Else
.DrawString(FontManager.MiniFont,
"Press Dismiss to close this" & Environment.NewLine &
"screen and try to save again" & Environment.NewLine &
"in order to prevent data" & Environment.NewLine &
"corruption." & Environment.NewLine & Environment.NewLine & Environment.NewLine &
"If the problem persists, the" & Environment.NewLine &
"GameJolt servers could be" & Environment.NewLine &
"down for maintenance right" & Environment.NewLine &
"now.", New Vector2(Delta_X + 90, Delta_Y + 100), Color.Black)
.DrawString(FontManager.MiniFont, "Please try again later," & Environment.NewLine &
"or contact us here:" & Environment.NewLine & Environment.NewLine &
"Discord server" & Environment.NewLine &
"www.discord.me/p3d" & Environment.NewLine & Environment.NewLine &
"Official Forum" & Environment.NewLine &
"pokemon3d.net/forum/news", New Vector2(Delta_X + 390, Delta_Y + 100), Color.Black)
End If
Dim text As String = String.Empty
If ControllerHandler.IsConnected() Then
text = "Press to continue"
Else
text = "Press " & KeyBindings.BackKey1.ToString() & " to continue"
End If
Dim textSize As Vector2 = FontManager.GameJoltFont.MeasureString(text)
GetFontRenderer().DrawString(FontManager.MiniFont, text, New Vector2(Delta_X + 610 - textSize.X / 2.0F,
Delta_Y + 350 - textSize.Y / 2.0F), Color.DarkBlue)
If ControllerHandler.IsConnected() Then
SpriteBatch.Draw(TextureManager.GetTexture("GUI\GamePad\xboxControllerButtonB"), New Rectangle(CInt(Delta_X + 610 - textSize.X / 2 + FontManager.MiniFont.MeasureString("Press ").X),
CInt(Delta_Y + 350 - textSize.Y / 2), 20, 20), Color.White)
End If
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Else
If ready = True Then
.DrawString(FontManager.InGameFont, "Saved the game.", New Vector2(Delta_X + 90, Delta_Y + 50), Color.DarkBlue)
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Else
If SaveGameHelpers.GameJoltSaveDone() = False And savingStarted = True Then
If SaveGameHelpers.StartedDownloadCheck = True Then
.DrawString(FontManager.InGameFont, "Validating data" & LoadingDots.Dots, New Vector2(Delta_X + 90, Delta_Y + 50), Color.Black)
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Else
.DrawString(FontManager.InGameFont, "Saving, please wait" & LoadingDots.Dots, New Vector2(Delta_X + 77, Delta_Y + 50), Color.Black)
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End If
Else
.DrawString(FontManager.InGameFont, "Would you like to", New Vector2(Delta_X + 90, Delta_Y + 50), Color.Black)
.DrawString(FontManager.InGameFont, "save the game?", New Vector2(Delta_X + 90, Delta_Y + 80), Color.Black)
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End If
End If
For i = 0 To Core.Player.Pokemons.Count - 1
Dim Pos As New Vector2(Delta_X + 390 + (i Mod 3) * 80, Delta_Y + 50 + CInt(Math.Floor(i / 3)) * 80)
Dim pokeTexture = Core.Player.Pokemons(i).GetMenuTexture()
.Draw(pokeTexture, New Rectangle(CInt(Pos.X), CInt(Pos.Y), 64, 64), Color.White)
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If Not Core.Player.Pokemons(i).Item Is Nothing And Core.Player.Pokemons(i).IsEgg() = False Then
.Draw(Core.Player.Pokemons(i).Item.Texture, New Rectangle(CInt(Pos.X) + 36, CInt(Pos.Y) + 36, 32, 32), Color.White)
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End If
Next
.DrawString(FontManager.MainFont, Localization.GetString("save_screen_name") & ": " & Core.Player.Name & Environment.NewLine & Environment.NewLine & Localization.GetString("save_screen_badges") & ": " & Core.Player.Badges.Count.ToString() & Environment.NewLine & Environment.NewLine & Localization.GetString("save_screen_money") & ": " & Core.Player.Money & Environment.NewLine & Environment.NewLine & Localization.GetString("save_screen_time") & ": " & TimeHelpers.GetDisplayTime(TimeHelpers.GetCurrentPlayTime(), True), New Vector2(Delta_X + 400, Delta_Y + 215), Color.DarkBlue)
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End If
End With
Screen.ChooseBox.Draw(New Vector2(Delta_X + 115, Delta_Y + 155), False, 1.5F)
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End Sub
Public Overrides Sub Update()
Screen.ChooseBox.Update()
If _opening Then
If Yslide < 5 Then
Yslide = 0
_opening = False
Else
Yslide = CInt(MathHelper.Lerp(Yslide, 0, 0.1F))
End If
Exit Sub
ElseIf _closing Then
If Yslide < CInt(YslideMAX * 0.91) Then
Yslide = CInt(MathHelper.Lerp(Yslide, YslideMAX, 0.1F))
Else
_closing = False
Core.SetScreen(Me.PreScreen)
End If
Exit Sub
End If
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If Core.Player.IsGameJoltSave = True Then
If SaveGameHelpers.GameJoltSaveDone() = True Then
ready = True
If SaveGameHelpers.EncounteredErrors = True Then
Me.saveSessionFailed = True
Else
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If (File.Exists(GameController.GamePath & "\Backup Save\" & GameJoltSave.GameJoltID.ToString() & "\Encrypted\Encrypted.dat")) Then
File.Delete(GameController.GamePath & "\Backup Save\" & GameJoltSave.GameJoltID.ToString() & "\Encrypted\Encrypted.dat")
End If
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SoundManager.PlaySound("save")
End If
SaveGameHelpers.ResetSaveCounter()
End If
End If
If saveSessionFailed = False Then
If ChooseBox.Showing = False Then
If ready = True Then
If Me.delay <= 0.0F Then
_closing = True
'Core.SetScreen(Me.PreScreen)
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Else
Me.delay -= 0.2F
If delay <= 0.0F Then
delay = 0.0F
End If
End If
End If
End If
If ChooseBox.readyForResult = True And savingStarted = False Then
If ChooseBox.result = 0 Then
If ready = False Then
Core.Player.SaveGame(False)
savingStarted = True
If Core.Player.IsGameJoltSave = False Then
ready = True
SoundManager.PlaySound("save")
End If
End If
Else
delay = 0.0F
ready = True
End If
End If
If Controls.Dismiss() And ready = False 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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ChooseBox.Showing = False
_closing = True
'Core.SetScreen(Me.PreScreen)
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End If
Else
If Controls.Dismiss() = 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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ChooseBox.Showing = False
_closing = True
'Core.SetScreen(Me.PreScreen)
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End If
End If
End Sub
End Class