P3D-Legacy/P3D/Network/GameJolt/GTS/GTSSearchScreen.vb

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