2016-09-07 18:50:38 +02:00
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Namespace GameJolt
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Public Class GTSSearchScreen
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Inherits Screen
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Dim LevelFilter As String = ""
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Dim RequestFilter As String = ""
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Dim OfferFilter As String = ""
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Dim GenderFilter As String = ""
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Dim AreaFilter As String = ""
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Dim Selected As Integer = -1
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Dim ScrollIndex As Integer = 0
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Dim SearchResults As New List(Of GTSDataItem)
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Public Sub New(ByVal currentScreen As Screen)
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Me.PreScreen = currentScreen
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Me.Identification = Identifications.GTSSearchScreen
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Me.CanBePaused = False
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Me.CanChat = False
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Me.CanDrawDebug = True
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2021-10-01 15:24:54 +02:00
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Me.CanMuteAudio = True
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2016-09-07 18:50:38 +02:00
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Me.CanTakeScreenshot = True
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Me.MouseVisible = True
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End Sub
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Public Overrides Sub ChangeTo()
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If Me.AreaFilter = "" Then
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Core.SetScreen(New SelectAreaScreen(Me))
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End If
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End Sub
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Public Overrides Sub Draw()
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Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\GTS"), Core.windowSize, New Rectangle(320, 176, 192, 160), Color.White)
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For Each F As Furr In GTSMainScreen.Furrs
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F.Draw()
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Next
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Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\GTS"), New Rectangle(32, CInt(32), 208, 96), New Rectangle(304, 0, 208, 96), Color.White)
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DrawFilters()
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DrawButton(New Vector2(1000, 64), "Search", 3)
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DrawMain()
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Core.SpriteBatch.DrawString(FontManager.MiniFont, "Version " & GTSMainScreen.GTSVersion, New Vector2(4, Core.windowSize.Height - 1 - FontManager.MiniFont.MeasureString("Version " & GTSMainScreen.GTSVersion).Y), Color.DarkGray)
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End Sub
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Private Sub DrawFilters()
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Core.SpriteBatch.DrawString(FontManager.MiniFont, "Area: " & Me.AreaFilter, New Vector2(280, 4), Color.White)
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Core.SpriteBatch.DrawString(FontManager.MiniFont, "Offer:", New Vector2(280, 26), Color.White)
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Core.SpriteBatch.DrawString(FontManager.MiniFont, "Request:", New Vector2(792, 26), Color.White)
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DrawFilter(New Vector2(280, 48), 4, "Pokémon:", OfferFilter)
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DrawFilter(New Vector2(472, 48), 3, "Level:", LevelFilter)
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DrawFilter(New Vector2(632, 48), 3, "Gender:", GenderFilter)
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DrawFilter(New Vector2(792, 48), 4, "Pokémon:", RequestFilter)
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End Sub
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Private Sub DrawFilter(ByVal Position As Vector2, ByVal Size As Integer, ByVal Label As String, ByVal Text As String)
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Dim TexX As Integer = 368
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If New Rectangle(CInt(Position.X), CInt(Position.Y), (Size + 1) * 32, 64).Contains(MouseHandler.MousePosition) = True And Me.IsCurrentScreen() = True Then
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TexX = 400
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End If
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For i = 0 To Size - 1
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Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\GTS"), New Rectangle(CInt(Position.X + i * 32), CInt(Position.Y), 32, 64), New Rectangle(TexX, 112, 16, 32), Color.White)
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Next
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Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\GTS"), New Rectangle(CInt(Position.X + Size * 32), CInt(Position.Y), 32, 64), New Rectangle(TexX + 16, 112, 16, 32), Color.White)
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Core.SpriteBatch.DrawString(FontManager.MiniFont, Label, New Vector2(Position.X + 4, Position.Y + 4), New Color(100, 100, 100))
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Core.SpriteBatch.DrawString(FontManager.MiniFont, Text, New Vector2(Position.X + 4, Position.Y + 32), Color.Black)
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End Sub
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Private Sub DrawButton(ByVal Position As Vector2, ByVal Text As String, ByVal Size As Integer)
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Dim t As Texture2D = TextureManager.GetTexture("GUI\Menus\GTS")
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Dim touching As Boolean = New Rectangle(CInt(Position.X), CInt(Position.Y), 64 + Size * 32, 32).Contains(MouseHandler.MousePosition)
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Dim Y As Integer = 0
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If touching = True Then
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Y = 16
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End If
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Core.SpriteBatch.Draw(t, New Rectangle(CInt(Position.X), CInt(Position.Y), 32, 32), New Rectangle(0, Y, 16, 16), Color.White)
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For i = 1 To Size
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Core.SpriteBatch.Draw(t, New Rectangle(CInt(Position.X + i * 32), CInt(Position.Y), 32, 32), New Rectangle(16, Y, 16, 16), Color.White)
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Next
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Core.SpriteBatch.Draw(t, New Rectangle(CInt(Position.X + Size * 32 + 32), CInt(Position.Y), 32, 32), New Rectangle(32, Y, 16, 16), Color.White)
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Dim sizeX As Integer = Size * 32 + 64
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Dim TextSizeX As Integer = CInt(FontManager.MiniFont.MeasureString(Text).X)
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Core.SpriteBatch.DrawString(FontManager.MiniFont, Text, New Vector2(CSng(Position.X + sizeX / 2 - TextSizeX / 2 - 2), Position.Y + 4), Color.Black)
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End Sub
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Private Sub DrawStringC(ByVal t As String, ByVal p As Vector2)
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Core.SpriteBatch.DrawString(FontManager.MiniFont, t, New Vector2(p.X + 2, p.Y + 2), Color.Black)
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Core.SpriteBatch.DrawString(FontManager.MiniFont, t, p, Color.White)
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End Sub
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Dim TempPokemon As Pokemon = Nothing
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Dim Emblem As Emblem = Nothing
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Private Sub DrawMain()
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If ShowingResults = False Then
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If Searching = True Then
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DrawStringC("Searching" & LoadingDots.Dots & " (" & LoadedResults & " / " & FoundResults & ")", New Vector2(100, 160))
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Else
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DrawStringC("Enter a search pattern above and click ""Search"" to begin trading!", New Vector2(100, 160))
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End If
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Else
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If FoundResults = 0 Or SearchResults.Count = 0 Then
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DrawStringC("No results found! Try to change the search pattern.", New Vector2(100, 160))
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Else
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If SearchResults.Count > 0 Then
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For i = ScrollIndex To ScrollIndex + 5
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If i < SearchResults.Count Then
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Dim Y As Integer = 132 + i * 64
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Dim D As GTSDataItem = SearchResults(i)
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Dim Touching As Boolean = New Rectangle(116, Y + 16, 64, 64).Contains(MouseHandler.MousePosition)
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Dim C As Color = New Color(255, 255, 255, 150)
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If i = Me.Selected Then
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C = New Color(0, 217, 237)
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End If
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If Touching = True Then
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C = Color.White
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End If
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If i = Me.Selected Then
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Canvas.DrawRectangle(New Rectangle(142, Y + 32, 358, 32), C)
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Else
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Canvas.DrawRectangle(New Rectangle(142, Y + 32, 320, 32), C)
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End If
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Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\GTS"), New Rectangle(100, Y, 96, 96), New Rectangle(320, 96, 48, 48), Color.White)
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Core.SpriteBatch.Draw(D.Pokemon.GetMenuTexture(), New Rectangle(116, Y + 16, 64, 64), C)
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Core.SpriteBatch.DrawString(FontManager.MiniFont, D.Pokemon.GetDisplayName(), New Vector2(198, Y + 37), Color.Black)
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Core.SpriteBatch.DrawString(FontManager.MiniFont, "Lv. " & D.Pokemon.Level, New Vector2(360, Y + 37), Color.Black)
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End If
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Next
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End If
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If Selected > -1 Then
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Dim D As GTSDataItem = Me.SearchResults(Selected)
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Canvas.DrawRectangle(New Rectangle(500, 164, 600, 500), New Color(255, 255, 255, 150))
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If D.TradeID <> "" Then
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Core.SpriteBatch.DrawString(FontManager.MiniFont, "Transaction ID: " & D.TradeID, New Vector2(510, 166), Color.Black)
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End If
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'Pokemon image/data:
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Core.SpriteBatch.Draw(D.Pokemon.GetTexture(True), New Rectangle(500, 164, 128, 128), Color.White)
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If D.Pokemon.GetDisplayName() <> D.Pokemon.OriginalName Then
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Core.SpriteBatch.DrawString(FontManager.MainFont, D.Pokemon.GetDisplayName(), New Vector2(630, 190), Color.Black)
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Core.SpriteBatch.DrawString(FontManager.MainFont, "/" & D.Pokemon.OriginalName, New Vector2(640, 220), Color.Black)
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Else
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Core.SpriteBatch.DrawString(FontManager.MainFont, D.Pokemon.GetDisplayName(), New Vector2(630, 205), Color.Black)
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End If
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Dim ItemString As String = "None"
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If Not D.Pokemon.Item Is Nothing Then
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ItemString = " " & D.Pokemon.Item.Name
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Core.SpriteBatch.Draw(D.Pokemon.Item.Texture, New Rectangle(575, 478, 24, 24), Color.White)
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End If
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2018-01-07 18:01:32 +01:00
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Core.SpriteBatch.DrawString(FontManager.MiniFont, "Level: " & D.Pokemon.Level & Environment.NewLine & Environment.NewLine &
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"Gender: " & D.Pokemon.Gender.ToString() & Environment.NewLine & Environment.NewLine &
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"OT: " & D.Pokemon.CatchTrainerName & "/" & D.Pokemon.OT & Environment.NewLine & Environment.NewLine &
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2016-09-07 18:50:38 +02:00
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"Item: " & ItemString, New Vector2(524, 360), Color.Black)
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'Stars:
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GTSMainScreen.DrawStars(D.Pokemon.TradeValue, New Vector2(630, 256))
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'RequestPokemon:
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Dim p As Pokemon = TempPokemon
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Core.SpriteBatch.Draw(p.GetTexture(True), New Rectangle(800, 164, 128, 128), Color.White)
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If D.Pokemon.GetDisplayName() <> p.OriginalName Then
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Core.SpriteBatch.DrawString(FontManager.MainFont, p.GetDisplayName(), New Vector2(930, 190), Color.Black)
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Core.SpriteBatch.DrawString(FontManager.MainFont, "/" & p.OriginalName, New Vector2(940, 220), Color.Black)
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Else
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Core.SpriteBatch.DrawString(FontManager.MainFont, p.GetDisplayName(), New Vector2(930, 205), Color.Black)
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End If
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2018-01-07 18:01:32 +01:00
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Core.SpriteBatch.DrawString(FontManager.MiniFont, "Request:" & Environment.NewLine & Environment.NewLine &
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"Number: " & D.RequestID & Environment.NewLine & Environment.NewLine &
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"Level: " & D.RequestLevel & Environment.NewLine & Environment.NewLine &
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2016-09-07 18:50:38 +02:00
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"Gender: " & D.RequestGender, New Vector2(824, 360), Color.Black)
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'Stars:
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GTSMainScreen.DrawStars(p.TradeValue, New Vector2(930, 256))
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'From:
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Core.SpriteBatch.DrawString(FontManager.MiniFont, "From:", New Vector2(516, 320), Color.Black)
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If Not Emblem Is Nothing Then
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If Emblem.DoneLoading = True Then
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Dim SpriteSize As New Size(CInt(Emblem.SpriteTexture.Width / 3), CInt(Emblem.SpriteTexture.Height / 4))
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Core.SpriteBatch.Draw(Emblem.SpriteTexture, New Rectangle(564, 310, 32, 32), New Rectangle(0, SpriteSize.Height * 2, SpriteSize.Width, SpriteSize.Height), Color.White)
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Core.SpriteBatch.DrawString(FontManager.MiniFont, Emblem.Username & " (" & Emblem.GameJoltID & ")", New Vector2(600, 320), Color.Black)
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Else
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Core.SpriteBatch.DrawString(FontManager.MiniFont, "Loading" & LoadingDots.Dots, New Vector2(564, 320), Color.Black)
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End If
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Else
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Core.SpriteBatch.DrawString(FontManager.MiniFont, "Loading" & LoadingDots.Dots, New Vector2(564, 320), Color.Black)
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End If
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'To:
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Core.SpriteBatch.DrawString(FontManager.MiniFont, "To:", New Vector2(816, 320), Color.Black)
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If SearchResults(Selected).SecurityArea = GTSDataItem.SecurityCode.Private Then
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Dim ownEmblem As Emblem = New Emblem(API.username, Core.GameJoltSave.GameJoltID, Core.GameJoltSave.Points, Core.GameJoltSave.Gender, Core.GameJoltSave.Emblem)
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Dim SpriteSize As New Size(CInt(ownEmblem.SpriteTexture.Width / 3), CInt(ownEmblem.SpriteTexture.Height / 4))
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Core.SpriteBatch.Draw(ownEmblem.SpriteTexture, New Rectangle(864, 310, 32, 32), New Rectangle(0, SpriteSize.Height * 2, SpriteSize.Width, SpriteSize.Height), Color.White)
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Core.SpriteBatch.DrawString(FontManager.MiniFont, ownEmblem.Username & " (" & ownEmblem.GameJoltID & ")", New Vector2(900, 320), Color.Black)
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Else
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Core.SpriteBatch.DrawString(FontManager.MiniFont, "Global", New Vector2(864, 320), Color.Black)
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End If
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'Buttons:
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DrawButton(New Vector2(600, 610), "Trade", 3)
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If Me.AreaFilter = "Private" Then
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'DrawButton(New Vector2(800, 610), "Refuse", 3)
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End If
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End If
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End If
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End If
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End Sub
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Public Overrides Sub Update()
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For i = 0 To GTSMainScreen.Furrs.Count - 1
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If i < GTSMainScreen.Furrs.Count Then
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Dim f As Furr = GTSMainScreen.Furrs(i)
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If f.IsOutOfBorder() = True Then
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GTSMainScreen.Furrs.Remove(f)
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i -= 1
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Else
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f.Update()
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End If
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End If
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Next
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If Core.Random.Next(0, 100) = 0 Then
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GTSMainScreen.Furrs.Add(New Furr())
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End If
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If Searching = True And ShowingResults = False Then
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If LoadedResults = FoundResults Then
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Searching = False
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ShowingResults = True
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Dim newL As New List(Of GTSDataItem)
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newL.AddRange(SearchResults.ToArray())
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SearchResults.Clear()
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While newL.Count > 0
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Dim i As Integer = Core.Random.Next(0, newL.Count)
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SearchResults.Add(newL(i))
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newL.RemoveAt(i)
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End While
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End If
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End If
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If SearchResults.Count > 0 Then
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For i = 0 To 5
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If i < Me.SearchResults.Count Then
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|
|
|
If New Rectangle(116, 148 + i * 64, 64, 64).Contains(MouseHandler.MousePosition) = True Then
|
|
|
|
|
If Controls.Accept(True, True) = True Then
|
|
|
|
|
If Selected = i + ScrollIndex Then
|
|
|
|
|
Selected = -1
|
|
|
|
|
Else
|
|
|
|
|
Selected = i + ScrollIndex
|
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")
|
2016-09-07 18:50:38 +02:00
|
|
|
|
TempPokemon = Pokemon.GetPokemonByID(CInt(SearchResults(Selected).RequestID))
|
|
|
|
|
Emblem = New Emblem(SearchResults(Selected).FromUserID, 0)
|
|
|
|
|
End If
|
|
|
|
|
End If
|
|
|
|
|
End If
|
|
|
|
|
End If
|
|
|
|
|
Next
|
|
|
|
|
End If
|
|
|
|
|
|
|
|
|
|
If Controls.Accept(True, False) = True Then
|
|
|
|
|
If New Rectangle(280, 48, 5 * 32, 64).Contains(MouseHandler.MousePosition) = 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")
|
2016-09-07 18:50:38 +02:00
|
|
|
|
Core.SetScreen(New SelectPokemonScreen(Me, "Offer"))
|
|
|
|
|
End If
|
|
|
|
|
If New Rectangle(472, 48, 4 * 32, 64).Contains(MouseHandler.MousePosition) = 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")
|
2016-09-07 18:50:38 +02:00
|
|
|
|
Core.SetScreen(New SelectLevelScreen(Me))
|
|
|
|
|
End If
|
|
|
|
|
If New Rectangle(632, 48, 4 * 32, 64).Contains(MouseHandler.MousePosition) = 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")
|
2016-09-07 18:50:38 +02:00
|
|
|
|
Core.SetScreen(New SelectGenderScreen(Me))
|
|
|
|
|
End If
|
|
|
|
|
If New Rectangle(792, 48, 5 * 32, 64).Contains(MouseHandler.MousePosition) = 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")
|
2016-09-07 18:50:38 +02:00
|
|
|
|
Core.SetScreen(New SelectPokemonScreen(Me, "Request"))
|
|
|
|
|
End If
|
|
|
|
|
If New Rectangle(1000, 64, 32 * 3 + 64, 32).Contains(MouseHandler.MousePosition) = True Then
|
|
|
|
|
'If (OfferFilter <> "" And LevelFilter <> "") = True Or AreaFilter = "Private" Then
|
|
|
|
|
Dim APICall As New APICall(AddressOf GotKeys)
|
|
|
|
|
|
|
|
|
|
Dim RequestPattern As String = "*"
|
|
|
|
|
If Me.RequestFilter <> "" Then
|
|
|
|
|
RequestPattern = RequestFilter.Remove(RequestFilter.IndexOf(")"))
|
|
|
|
|
RequestPattern = RequestPattern.Remove(0, RequestPattern.IndexOf("(") + 1)
|
|
|
|
|
End If
|
|
|
|
|
|
|
|
|
|
Dim OfferPattern As String = "*"
|
|
|
|
|
If Me.OfferFilter <> "" Then
|
|
|
|
|
OfferPattern = OfferFilter.Remove(OfferFilter.IndexOf(")"))
|
|
|
|
|
OfferPattern = OfferPattern.Remove(0, OfferPattern.IndexOf("(") + 1)
|
|
|
|
|
End If
|
|
|
|
|
|
|
|
|
|
Dim AreaPattern As String = Me.AreaFilter
|
|
|
|
|
|
|
|
|
|
APICall.GetKeys(False, "GTSTradeV" & GTSMainScreen.GTSVersion & "|Set|*|*|" & OfferPattern & "|" & RequestPattern & "|Pokemon 3D|" & AreaPattern & "|*")
|
|
|
|
|
|
|
|
|
|
Searching = False
|
|
|
|
|
ShowingResults = False
|
|
|
|
|
FoundResults = 0
|
|
|
|
|
LoadedResults = 0
|
|
|
|
|
Selected = -1
|
|
|
|
|
ScrollIndex = 0
|
|
|
|
|
'End If
|
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")
|
2016-09-07 18:50:38 +02:00
|
|
|
|
End If
|
|
|
|
|
If New Rectangle(600, 610, 32 * 3 + 64, 32).Contains(MouseHandler.MousePosition) = True Then
|
|
|
|
|
If Selected > -1 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")
|
2016-09-07 18:50:38 +02:00
|
|
|
|
Core.SetScreen(New GTSTradeScreen(Me, SearchResults(Selected)))
|
|
|
|
|
End If
|
|
|
|
|
End If
|
|
|
|
|
End If
|
|
|
|
|
|
|
|
|
|
If Controls.Dismiss(True, True) = True Then
|
|
|
|
|
If Selected > -1 Then
|
|
|
|
|
Selected = -1
|
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")
|
2016-09-07 18:50:38 +02:00
|
|
|
|
Else
|
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")
|
2016-09-07 18:50:38 +02:00
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|
|
Core.SetScreen(Me.PreScreen)
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|
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End If
|
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|
|
End If
|
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|
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End Sub
|
|
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|
|
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|
|
Shared BufferList As New Dictionary(Of String, String)
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Dim LoadedResults As Integer = 0
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Dim FoundResults As Integer = 0
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Dim Searching As Boolean = False
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Dim ShowingResults As Boolean = False
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|
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|
|
Private Sub GotKeys(ByVal result As String)
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|
Dim l As List(Of API.JoltValue) = API.HandleData(result)
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|
If l(1).Value <> "" Then
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|
If GenderFilter = "" And OfferFilter = "" And RequestFilter = "" And LevelFilter = "" Then
|
|
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|
|
While l.Count > 7
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l.RemoveAt(Core.Random.Next(1, l.Count))
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End While
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|
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End If
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Me.SearchResults.Clear()
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Searching = True
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FoundResults = l.Count - 1
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|
LoadedResults = 0
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|
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For i = 0 To l.Count - 1
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Dim Item As API.JoltValue = l(i)
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|
|
If Item.Name.ToLower() = "key" Then
|
|
|
|
|
If BufferList.ContainsKey(Item.Value) = True Then
|
2018-01-07 18:01:32 +01:00
|
|
|
|
GotData("success:""true""" & Environment.NewLine & "data:""" & BufferList(Item.Value) & """")
|
2016-09-07 18:50:38 +02:00
|
|
|
|
Else
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|
|
Dim APICall As New APICall(AddressOf GotData)
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|
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APICall.GetStorageData(Item.Value, False)
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End If
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|
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End If
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Next
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|
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Else
|
|
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|
Me.SearchResults.Clear()
|
|
|
|
|
FoundResults = 0
|
|
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|
|
LoadedResults = 0
|
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|
|
Searching = False
|
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|
ShowingResults = True
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|
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End If
|
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|
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End Sub
|
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|
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Private Sub GotData(ByVal result As String)
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|
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LoadedResults += 1
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|
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|
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Dim l As List(Of API.JoltValue) = API.HandleData(result)
|
|
|
|
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|
|
Dim data As String = l(1).Value
|
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|
|
Dim D As New GTSDataItem(data)
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|
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|
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If BufferList.ContainsKey(D.Key) = False Then
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|
|
BufferList.Add(D.Key, data)
|
|
|
|
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End If
|
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|
|
|
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|
|
Dim levelMax As Integer = 9
|
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Dim levelMin As Integer = 0
|
|
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|
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|
|
If Me.LevelFilter = "" Then
|
|
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|
|
levelMin = 0
|
|
|
|
|
levelMax = 100
|
|
|
|
|
Else
|
|
|
|
|
If Me.LevelFilter <> "9 and under" Then
|
|
|
|
|
levelMax = CInt(Me.LevelFilter.Remove(0, Me.LevelFilter.IndexOf(" - ") + 3))
|
|
|
|
|
levelMin = CInt(Me.LevelFilter.Remove(Me.LevelFilter.IndexOf(" ")))
|
|
|
|
|
End If
|
|
|
|
|
End If
|
|
|
|
|
|
|
|
|
|
If (D.Pokemon.Level <= levelMax And D.Pokemon.Level >= levelMin) = True Or AreaFilter = "Private" And D.FromUserID <> Core.GameJoltSave.GameJoltID Then
|
|
|
|
|
Dim hasGender As Boolean = False
|
|
|
|
|
Select Case Me.GenderFilter
|
|
|
|
|
Case "Male"
|
|
|
|
|
If D.Pokemon.Gender = Pokemon.Genders.Male Then
|
|
|
|
|
hasGender = True
|
|
|
|
|
End If
|
|
|
|
|
Case "Female"
|
|
|
|
|
If D.Pokemon.Gender = Pokemon.Genders.Female Then
|
|
|
|
|
hasGender = True
|
|
|
|
|
End If
|
|
|
|
|
Case "Genderless"
|
|
|
|
|
If D.Pokemon.Gender = Pokemon.Genders.Genderless Then
|
|
|
|
|
hasGender = True
|
|
|
|
|
End If
|
|
|
|
|
Case ""
|
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|
|
|
hasGender = True
|
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|
|
|
End Select
|
|
|
|
|
|
|
|
|
|
If hasGender = True Then
|
|
|
|
|
If Me.AreaFilter = "Private" And D.ToUserID = Core.GameJoltSave.GameJoltID Or Me.AreaFilter = "Global" Then
|
|
|
|
|
Me.SearchResults.Add(D)
|
|
|
|
|
End If
|
|
|
|
|
End If
|
|
|
|
|
End If
|
|
|
|
|
End Sub
|
|
|
|
|
|
|
|
|
|
Class SelectLevelScreen
|
|
|
|
|
|
|
|
|
|
Inherits Screen
|
|
|
|
|
|
|
|
|
|
Dim GTSSearchScreen As GTSSearchScreen
|
|
|
|
|
|
|
|
|
|
Public Sub New(ByVal GTSSearchScreen As GTSSearchScreen)
|
|
|
|
|
Me.GTSSearchScreen = GTSSearchScreen
|
|
|
|
|
Me.Identification = Identifications.GTSSelectLevelScreen
|
|
|
|
|
|
|
|
|
|
Me.CanBePaused = False
|
|
|
|
|
Me.CanChat = False
|
|
|
|
|
Me.CanDrawDebug = True
|
2021-10-01 15:24:54 +02:00
|
|
|
|
Me.CanMuteAudio = True
|
2016-09-07 18:50:38 +02:00
|
|
|
|
Me.CanTakeScreenshot = True
|
|
|
|
|
Me.MouseVisible = True
|
|
|
|
|
End Sub
|
|
|
|
|
|
|
|
|
|
Public Overrides Sub Draw()
|
|
|
|
|
Me.GTSSearchScreen.Draw()
|
|
|
|
|
Canvas.DrawRectangle(Core.windowSize, New Color(255, 255, 255, 150))
|
|
|
|
|
|
|
|
|
|
DrawButton(New Vector2(100, 200), 4, "Level", "9 and under")
|
|
|
|
|
DrawButton(New Vector2(260, 200), 4, "Level", "10 - 19")
|
|
|
|
|
DrawButton(New Vector2(420, 200), 4, "Level", "20 - 29")
|
|
|
|
|
DrawButton(New Vector2(580, 200), 4, "Level", "30 - 39")
|
|
|
|
|
DrawButton(New Vector2(740, 200), 4, "Level", "40 - 49")
|
|
|
|
|
DrawButton(New Vector2(100, 300), 4, "Level", "50 - 59")
|
|
|
|
|
DrawButton(New Vector2(260, 300), 4, "Level", "60 - 69")
|
|
|
|
|
DrawButton(New Vector2(420, 300), 4, "Level", "70 - 79")
|
|
|
|
|
DrawButton(New Vector2(580, 300), 4, "Level", "80 - 89")
|
|
|
|
|
DrawButton(New Vector2(740, 300), 4, "Level", "90 - 100")
|
|
|
|
|
|
|
|
|
|
DrawButton(New Vector2(900, 200), 4, "Navigation", "Back")
|
|
|
|
|
End Sub
|
|
|
|
|
|
|
|
|
|
Private Sub DrawButton(ByVal Position As Vector2, ByVal Size As Integer, ByVal Label As String, ByVal Text As String)
|
|
|
|
|
Dim TexX As Integer = 368
|
|
|
|
|
If New Rectangle(CInt(Position.X), CInt(Position.Y), Size * 32, 64).Contains(MouseHandler.MousePosition) = True And Me.IsCurrentScreen() = True Then
|
|
|
|
|
TexX = 400
|
|
|
|
|
End If
|
|
|
|
|
|
|
|
|
|
For i = 0 To Size - 1
|
|
|
|
|
Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\GTS"), New Rectangle(CInt(Position.X + i * 32), CInt(Position.Y), 32, 64), New Rectangle(TexX, 112, 16, 32), Color.White)
|
|
|
|
|
Next
|
|
|
|
|
|
|
|
|
|
Core.SpriteBatch.DrawString(FontManager.MiniFont, Label, New Vector2(Position.X + 4, Position.Y + 4), New Color(100, 100, 100))
|
|
|
|
|
Core.SpriteBatch.DrawString(FontManager.MiniFont, Text, New Vector2(Position.X + 4, Position.Y + 32), Color.Black)
|
|
|
|
|
End Sub
|
|
|
|
|
|
|
|
|
|
Public Overrides Sub Update()
|
|
|
|
|
For i = 0 To GTSMainScreen.Furrs.Count - 1
|
|
|
|
|
If i < GTSMainScreen.Furrs.Count Then
|
|
|
|
|
Dim f As Furr = GTSMainScreen.Furrs(i)
|
|
|
|
|
If f.IsOutOfBorder() = True Then
|
|
|
|
|
GTSMainScreen.Furrs.Remove(f)
|
|
|
|
|
i -= 1
|
|
|
|
|
Else
|
|
|
|
|
f.Update()
|
|
|
|
|
End If
|
|
|
|
|
End If
|
|
|
|
|
Next
|
|
|
|
|
|
|
|
|
|
If Core.Random.Next(0, 100) = 0 Then
|
|
|
|
|
GTSMainScreen.Furrs.Add(New Furr())
|
|
|
|
|
End If
|
|
|
|
|
|
|
|
|
|
If Controls.Accept(True, False) = True Then
|
|
|
|
|
For i = 0 To 9
|
|
|
|
|
Dim x As Integer = i
|
|
|
|
|
Dim y As Integer = 0
|
|
|
|
|
If x > 4 Then
|
|
|
|
|
x -= 5
|
|
|
|
|
y += 1
|
|
|
|
|
End If
|
|
|
|
|
If New Rectangle(100 + x * 160, 200 + y * 100, 32 * 4, 64).Contains(MouseHandler.MousePosition) = True Then
|
|
|
|
|
Dim newSetting As String = "9 and under"
|
|
|
|
|
Select Case i
|
|
|
|
|
Case 0
|
|
|
|
|
newSetting = "9 and under"
|
|
|
|
|
Case 1
|
|
|
|
|
newSetting = "10 - 19"
|
|
|
|
|
Case 2
|
|
|
|
|
newSetting = "20 - 29"
|
|
|
|
|
Case 3
|
|
|
|
|
newSetting = "30 - 39"
|
|
|
|
|
Case 4
|
|
|
|
|
newSetting = "40 - 49"
|
|
|
|
|
Case 5
|
|
|
|
|
newSetting = "50 - 59"
|
|
|
|
|
Case 6
|
|
|
|
|
newSetting = "60 - 69"
|
|
|
|
|
Case 7
|
|
|
|
|
newSetting = "70 - 79"
|
|
|
|
|
Case 8
|
|
|
|
|
newSetting = "80 - 89"
|
|
|
|
|
Case 9
|
|
|
|
|
newSetting = "90 - 100"
|
|
|
|
|
End Select
|
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
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SoundManager.PlaySound("select")
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2016-09-07 18:50:38 +02:00
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Me.GTSSearchScreen.LevelFilter = newSetting
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Core.SetScreen(Me.GTSSearchScreen)
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End If
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Next
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If New Rectangle(900, 200, 32 * 4, 64).Contains(MouseHandler.MousePosition) = 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
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SoundManager.PlaySound("select")
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2016-09-07 18:50:38 +02:00
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Core.SetScreen(Me.GTSSearchScreen)
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End If
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End If
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If Controls.Dismiss(True, True) = 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
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SoundManager.PlaySound("select")
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2016-09-07 18:50:38 +02:00
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Core.SetScreen(Me.GTSSearchScreen)
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End If
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End Sub
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End Class
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Class SelectPokemonScreen
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Inherits Screen
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Dim GTSSearchScreen As GTSSearchScreen
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Dim Mode As String = "Request"
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Dim Page As Integer = 0
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Dim CurrentPokemon As New SortedDictionary(Of Integer, String)
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Dim SpriteList As New List(Of Texture2D)
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Shared TempOfferPage As Integer = 0
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Shared TempRequestPage As Integer = 0
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Public Sub New(ByVal GTSSearchScreen As GTSSearchScreen, ByVal Mode As String)
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Me.GTSSearchScreen = GTSSearchScreen
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Me.Identification = Identifications.GTSSelectPokemonScreen
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Me.Mode = Mode
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Me.CanBePaused = False
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Me.CanChat = False
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Me.CanDrawDebug = True
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2021-10-01 15:24:54 +02:00
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Me.CanMuteAudio = True
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2016-09-07 18:50:38 +02:00
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Me.CanTakeScreenshot = True
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Me.MouseVisible = True
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If Me.Mode = "Request" Then
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Me.Page = TempRequestPage
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ElseIf Me.Mode = "Offer" Then
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Me.Page = TempOfferPage
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End If
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GetPokemon()
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End Sub
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Private Sub GetPokemon()
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CurrentPokemon.Clear()
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SpriteList.Clear()
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Dim index As Integer = Page * 20
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Dim noMorePokemon As Boolean = False
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Dim fileList As New List(Of Integer)
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Dim d As List(Of String) = System.IO.Directory.GetFiles(GameController.GamePath & "\Content\Pokemon\Data\").ToList()
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For Each file As String In d
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Dim fileName As String = System.IO.Path.GetFileNameWithoutExtension(file)
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2018-01-07 18:01:32 +01:00
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If StringHelper.IsNumeric(fileName) = True Then
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2016-09-07 18:50:38 +02:00
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If CInt(fileName) > 0 And CInt(fileName) <= Pokedex.POKEMONCOUNT Then
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If GTSMainScreen.GTSPokemon.Contains(CInt(fileName)) = True Then
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fileList.Add(CInt(fileName))
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End If
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End If
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End If
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Next
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fileList.Sort()
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While CurrentPokemon.Count < 20 And noMorePokemon = False
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If index <= fileList.Count - 1 Then
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Dim fileName As Integer = fileList(index)
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Dim p As Pokemon = Pokemon.GetPokemonByID(fileName)
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CurrentPokemon.Add(p.Number, p.OriginalName)
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SpriteList.Add(p.GetMenuTexture())
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index += 1
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Else
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noMorePokemon = True
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End If
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End While
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End Sub
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Public Overrides Sub Draw()
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Me.GTSSearchScreen.Draw()
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Canvas.DrawRectangle(Core.windowSize, New Color(255, 255, 255, 150))
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For i = 0 To 19
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If i < CurrentPokemon.Count Then
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Dim x As Integer = i
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Dim y As Integer = 0
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While x > 4
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x -= 5
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y += 1
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End While
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Dim Number As String = CurrentPokemon.Keys(i).ToString()
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While Number.Length < 3
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Number = "0" & Number
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End While
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DrawButton(New Vector2(100 + x * 160, 200 + y * 100), 4, "Pokémon " & Number, CurrentPokemon.Values(i), SpriteList(i))
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End If
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Next
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DrawButton(New Vector2(900, 200), 4, "Navigation", "Last Page", Nothing)
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DrawButton(New Vector2(900, 300), 4, "Navigation", "Next Page", Nothing)
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DrawButton(New Vector2(900, 400), 4, "Pokémon", "No entry", Nothing)
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DrawButton(New Vector2(900, 500), 4, "Navigation", "Back", Nothing)
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End Sub
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Private Sub DrawButton(ByVal Position As Vector2, ByVal Size As Integer, ByVal Label As String, ByVal Text As String, ByVal Texture As Texture2D)
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Dim TexX As Integer = 368
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If New Rectangle(CInt(Position.X), CInt(Position.Y), Size * 32, 64).Contains(MouseHandler.MousePosition) = True And Me.IsCurrentScreen() = True Then
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TexX = 400
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End If
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For i = 0 To Size - 1
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Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\GTS"), New Rectangle(CInt(Position.X + i * 32), CInt(Position.Y), 32, 64), New Rectangle(TexX, 112, 16, 32), Color.White)
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Next
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If Not Texture Is Nothing Then
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Dim s As New Size(Size * 32, 64)
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Core.SpriteBatch.Draw(Texture, New Rectangle(CInt(s.Width / 2 - Texture.Width + Position.X), CInt(s.Height / 2 - Texture.Height + Position.Y), Texture.Width * 2, Texture.Height * 2), New Color(255, 255, 255, 100))
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End If
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Core.SpriteBatch.DrawString(FontManager.MiniFont, Label, New Vector2(Position.X + 4, Position.Y + 4), New Color(100, 100, 100))
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Core.SpriteBatch.DrawString(FontManager.MiniFont, Text, New Vector2(Position.X + 4, Position.Y + 32), Color.Black)
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End Sub
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Public Overrides Sub Update()
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For i = 0 To GTSMainScreen.Furrs.Count - 1
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If i < GTSMainScreen.Furrs.Count Then
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Dim f As Furr = GTSMainScreen.Furrs(i)
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If f.IsOutOfBorder() = True Then
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GTSMainScreen.Furrs.Remove(f)
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i -= 1
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Else
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f.Update()
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End If
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End If
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Next
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If Core.Random.Next(0, 100) = 0 Then
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GTSMainScreen.Furrs.Add(New Furr())
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End If
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If Controls.Accept(True, False) = True Then
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For i = 0 To 19
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If i < CurrentPokemon.Count Then
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Dim x As Integer = i
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Dim y As Integer = 0
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While x > 4
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x -= 5
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y += 1
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End While
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If New Rectangle(100 + x * 160, 200 + y * 100, 32 * 4, 64).Contains(MouseHandler.MousePosition) = True Then
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Dim newSetting As String = CurrentPokemon.Values(i) & " (" & CurrentPokemon.Keys(i).ToString() & ")"
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If Mode = "Request" Then
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Me.GTSSearchScreen.RequestFilter = newSetting
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ElseIf Mode = "Offer" Then
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Me.GTSSearchScreen.OfferFilter = newSetting
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End If
|
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")
|
2016-09-07 18:50:38 +02:00
|
|
|
|
Close()
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|
|
|
End If
|
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|
|
End If
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Next
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If New Rectangle(900, 200, 32 * 4, 64).Contains(MouseHandler.MousePosition) = True Then
|
|
|
|
|
If Me.Page > 0 Then
|
|
|
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|
Me.Page -= 1
|
|
|
|
|
GetPokemon()
|
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")
|
2016-09-07 18:50:38 +02:00
|
|
|
|
If Me.Mode = "Request" Then
|
|
|
|
|
TempRequestPage = Me.Page
|
|
|
|
|
ElseIf Me.Mode = "Offer" Then
|
|
|
|
|
TempOfferPage = Me.Page
|
|
|
|
|
End If
|
|
|
|
|
End If
|
|
|
|
|
End If
|
|
|
|
|
If New Rectangle(900, 300, 32 * 4, 64).Contains(MouseHandler.MousePosition) = True Then
|
|
|
|
|
If CurrentPokemon.Count = 20 Then
|
|
|
|
|
Me.Page += 1
|
|
|
|
|
GetPokemon()
|
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")
|
2016-09-07 18:50:38 +02:00
|
|
|
|
If Me.Mode = "Request" Then
|
|
|
|
|
TempRequestPage = Me.Page
|
|
|
|
|
ElseIf Me.Mode = "Offer" Then
|
|
|
|
|
TempOfferPage = Me.Page
|
|
|
|
|
End If
|
|
|
|
|
End If
|
|
|
|
|
End If
|
|
|
|
|
If New Rectangle(900, 400, 32 * 4, 64).Contains(MouseHandler.MousePosition) = True Then
|
|
|
|
|
If Mode = "Request" Then
|
|
|
|
|
Me.GTSSearchScreen.RequestFilter = ""
|
|
|
|
|
ElseIf Mode = "Offer" Then
|
|
|
|
|
Me.GTSSearchScreen.OfferFilter = ""
|
|
|
|
|
End If
|
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")
|
2016-09-07 18:50:38 +02:00
|
|
|
|
Close()
|
|
|
|
|
End If
|
|
|
|
|
If New Rectangle(900, 500, 32 * 4, 64).Contains(MouseHandler.MousePosition) = 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")
|
2016-09-07 18:50:38 +02:00
|
|
|
|
Close()
|
|
|
|
|
End If
|
|
|
|
|
End If
|
|
|
|
|
|
|
|
|
|
If Controls.Dismiss(True, True) = 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")
|
2016-09-07 18:50:38 +02:00
|
|
|
|
Close()
|
|
|
|
|
End If
|
|
|
|
|
End Sub
|
|
|
|
|
|
|
|
|
|
Private Sub Close()
|
|
|
|
|
If Me.Mode = "Request" Then
|
|
|
|
|
TempRequestPage = Me.Page
|
|
|
|
|
ElseIf Me.Mode = "Offer" Then
|
|
|
|
|
TempOfferPage = Me.Page
|
|
|
|
|
End If
|
|
|
|
|
Core.SetScreen(Me.GTSSearchScreen)
|
|
|
|
|
End Sub
|
|
|
|
|
|
|
|
|
|
End Class
|
|
|
|
|
|
|
|
|
|
Class SelectGenderScreen
|
|
|
|
|
|
|
|
|
|
Inherits Screen
|
|
|
|
|
|
|
|
|
|
Dim GTSSearchScreen As GTSSearchScreen
|
|
|
|
|
|
|
|
|
|
Public Sub New(ByVal GTSSearchScreen As GTSSearchScreen)
|
|
|
|
|
Me.GTSSearchScreen = GTSSearchScreen
|
|
|
|
|
Me.Identification = Identifications.GTSSelectGenderScreen
|
|
|
|
|
|
|
|
|
|
Me.CanBePaused = False
|
|
|
|
|
Me.CanChat = False
|
|
|
|
|
Me.CanDrawDebug = True
|
2021-10-01 15:24:54 +02:00
|
|
|
|
Me.CanMuteAudio = True
|
2016-09-07 18:50:38 +02:00
|
|
|
|
Me.CanTakeScreenshot = True
|
|
|
|
|
Me.MouseVisible = True
|
|
|
|
|
End Sub
|
|
|
|
|
|
|
|
|
|
Public Overrides Sub Draw()
|
|
|
|
|
Me.GTSSearchScreen.Draw()
|
|
|
|
|
Canvas.DrawRectangle(Core.windowSize, New Color(255, 255, 255, 150))
|
|
|
|
|
|
|
|
|
|
DrawButton(New Vector2(100, 200), 4, "Gender", "Male")
|
|
|
|
|
DrawButton(New Vector2(260, 200), 4, "Gender", "Female")
|
|
|
|
|
DrawButton(New Vector2(420, 200), 4, "Gender", "Genderless")
|
|
|
|
|
DrawButton(New Vector2(580, 200), 4, "Gender", "No entry")
|
|
|
|
|
|
|
|
|
|
DrawButton(New Vector2(900, 200), 4, "Navigation", "Back")
|
|
|
|
|
End Sub
|
|
|
|
|
|
|
|
|
|
Private Sub DrawButton(ByVal Position As Vector2, ByVal Size As Integer, ByVal Label As String, ByVal Text As String)
|
|
|
|
|
Dim TexX As Integer = 368
|
|
|
|
|
If New Rectangle(CInt(Position.X), CInt(Position.Y), Size * 32, 64).Contains(MouseHandler.MousePosition) = True And Me.IsCurrentScreen() = True Then
|
|
|
|
|
TexX = 400
|
|
|
|
|
End If
|
|
|
|
|
|
|
|
|
|
For i = 0 To Size - 1
|
|
|
|
|
Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\GTS"), New Rectangle(CInt(Position.X + i * 32), CInt(Position.Y), 32, 64), New Rectangle(TexX, 112, 16, 32), Color.White)
|
|
|
|
|
Next
|
|
|
|
|
|
|
|
|
|
Core.SpriteBatch.DrawString(FontManager.MiniFont, Label, New Vector2(Position.X + 4, Position.Y + 4), New Color(100, 100, 100))
|
|
|
|
|
Core.SpriteBatch.DrawString(FontManager.MiniFont, Text, New Vector2(Position.X + 4, Position.Y + 32), Color.Black)
|
|
|
|
|
End Sub
|
|
|
|
|
|
|
|
|
|
Public Overrides Sub Update()
|
|
|
|
|
For i = 0 To GTSMainScreen.Furrs.Count - 1
|
|
|
|
|
If i < GTSMainScreen.Furrs.Count Then
|
|
|
|
|
Dim f As Furr = GTSMainScreen.Furrs(i)
|
|
|
|
|
If f.IsOutOfBorder() = True Then
|
|
|
|
|
GTSMainScreen.Furrs.Remove(f)
|
|
|
|
|
i -= 1
|
|
|
|
|
Else
|
|
|
|
|
f.Update()
|
|
|
|
|
End If
|
|
|
|
|
End If
|
|
|
|
|
Next
|
|
|
|
|
|
|
|
|
|
If Core.Random.Next(0, 100) = 0 Then
|
|
|
|
|
GTSMainScreen.Furrs.Add(New Furr())
|
|
|
|
|
End If
|
|
|
|
|
|
|
|
|
|
If Controls.Accept(True, False) = True Then
|
|
|
|
|
If New Rectangle(100, 200, 32 * 4, 64).Contains(MouseHandler.MousePosition) = True Then
|
|
|
|
|
Me.GTSSearchScreen.GenderFilter = "Male"
|
|
|
|
|
Core.SetScreen(Me.GTSSearchScreen)
|
|
|
|
|
End If
|
|
|
|
|
|
|
|
|
|
If New Rectangle(260, 200, 32 * 4, 64).Contains(MouseHandler.MousePosition) = True Then
|
|
|
|
|
Me.GTSSearchScreen.GenderFilter = "Female"
|
|
|
|
|
Core.SetScreen(Me.GTSSearchScreen)
|
|
|
|
|
End If
|
|
|
|
|
|
|
|
|
|
If New Rectangle(420, 200, 32 * 4, 64).Contains(MouseHandler.MousePosition) = True Then
|
|
|
|
|
Me.GTSSearchScreen.GenderFilter = "Genderless"
|
|
|
|
|
Core.SetScreen(Me.GTSSearchScreen)
|
|
|
|
|
End If
|
|
|
|
|
|
|
|
|
|
If New Rectangle(580, 200, 32 * 4, 64).Contains(MouseHandler.MousePosition) = True Then
|
|
|
|
|
Me.GTSSearchScreen.GenderFilter = ""
|
|
|
|
|
Core.SetScreen(Me.GTSSearchScreen)
|
|
|
|
|
End If
|
|
|
|
|
|
|
|
|
|
If New Rectangle(900, 200, 32 * 4, 64).Contains(MouseHandler.MousePosition) = True Then
|
|
|
|
|
Core.SetScreen(Me.GTSSearchScreen)
|
|
|
|
|
End If
|
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
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SoundManager.PlaySound("select")
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2016-09-07 18:50:38 +02:00
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End If
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If Controls.Dismiss(True, True) = True Then
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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
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SoundManager.PlaySound("select")
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2016-09-07 18:50:38 +02:00
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Core.SetScreen(Me.GTSSearchScreen)
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End If
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End Sub
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End Class
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Class SelectAreaScreen
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Inherits Screen
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Dim GTSSearchScreen As GTSSearchScreen
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Public Sub New(ByVal GTSSearchScreen As GTSSearchScreen)
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Me.GTSSearchScreen = GTSSearchScreen
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Me.Identification = Identifications.GTSSelectAreaScreen
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Me.CanBePaused = False
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Me.CanChat = False
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Me.CanDrawDebug = True
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2021-10-01 15:24:54 +02:00
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Me.CanMuteAudio = True
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2016-09-07 18:50:38 +02:00
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Me.CanTakeScreenshot = True
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Me.MouseVisible = True
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End Sub
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Public Overrides Sub Draw()
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Me.GTSSearchScreen.Draw()
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Canvas.DrawRectangle(Core.windowSize, New Color(255, 255, 255, 150))
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DrawButton(New Vector2(100, 200), 4, "Area", "Global")
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DrawButton(New Vector2(260, 200), 4, "Area", "Private")
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DrawButton(New Vector2(900, 200), 4, "Navigation", "Back")
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End Sub
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Private Sub DrawButton(ByVal Position As Vector2, ByVal Size As Integer, ByVal Label As String, ByVal Text As String)
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Dim TexX As Integer = 368
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If New Rectangle(CInt(Position.X), CInt(Position.Y), Size * 32, 64).Contains(MouseHandler.MousePosition) = True And Me.IsCurrentScreen() = True Then
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TexX = 400
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End If
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For i = 0 To Size - 1
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Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\GTS"), New Rectangle(CInt(Position.X + i * 32), CInt(Position.Y), 32, 64), New Rectangle(TexX, 112, 16, 32), Color.White)
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Next
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Core.SpriteBatch.DrawString(FontManager.MiniFont, Label, New Vector2(Position.X + 4, Position.Y + 4), New Color(100, 100, 100))
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Core.SpriteBatch.DrawString(FontManager.MiniFont, Text, New Vector2(Position.X + 4, Position.Y + 32), Color.Black)
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End Sub
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Public Overrides Sub Update()
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For i = 0 To GTSMainScreen.Furrs.Count - 1
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If i < GTSMainScreen.Furrs.Count Then
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Dim f As Furr = GTSMainScreen.Furrs(i)
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If f.IsOutOfBorder() = True Then
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GTSMainScreen.Furrs.Remove(f)
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i -= 1
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Else
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f.Update()
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End If
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End If
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Next
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If Core.Random.Next(0, 100) = 0 Then
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GTSMainScreen.Furrs.Add(New Furr())
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End If
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If Controls.Accept(True, False) = True Then
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If New Rectangle(100, 200, 32 * 4, 64).Contains(MouseHandler.MousePosition) = True Then
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Me.GTSSearchScreen.AreaFilter = "Global"
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Core.SetScreen(Me.GTSSearchScreen)
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End If
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If New Rectangle(260, 200, 32 * 4, 64).Contains(MouseHandler.MousePosition) = True Then
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Me.GTSSearchScreen.AreaFilter = "Private"
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Core.SetScreen(Me.GTSSearchScreen)
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End If
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If New Rectangle(900, 200, 32 * 4, 64).Contains(MouseHandler.MousePosition) = True Then
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Core.SetScreen(Me.GTSSearchScreen.PreScreen)
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End If
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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
|
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|
|
SoundManager.PlaySound("select")
|
2016-09-07 18:50:38 +02:00
|
|
|
|
End If
|
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If Controls.Dismiss(True, True) = 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")
|
2016-09-07 18:50:38 +02:00
|
|
|
|
Core.SetScreen(Me.GTSSearchScreen.PreScreen)
|
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End If
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End Sub
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End Class
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End Class
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End Namespace
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