2017-08-11 07:02:26 +02:00
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Public Class NewTrainerScreen
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Inherits Screen
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Private _backTexture As Texture2D
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Private _paperClipTexture As Texture2D
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Private _charTexture As Texture2D
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Private _papersTexture As Texture2D
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Private _isIntro As Boolean = True
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Private _introY As Single = -100.0F
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Private _rotation As Single = 0F
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Private _badgeRegionIndex As Integer = 0
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Private _badgeIndex As Integer = 0
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Private _spriteBatch As SpriteBatch
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Private _textBatch As SpriteBatch
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Private _charBatch As SpriteBatch
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Private _cardBatch As SpriteBatch
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Private _badgeAnimation As BadgeAnimation = New BadgeAnimation()
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Private target As RenderTarget2D
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Private target2 As RenderTarget2D
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Private Class BadgeAnimation
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Public _shakeV As Single
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Public _shakeLeft As Boolean
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Public _shakeCount As Integer
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End Class
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Public Sub New(ByVal currentScreen As Screen)
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Me.Identification = Identifications.TrainerScreen
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Me.PreScreen = currentScreen
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''Requires file restructure
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'_backTexture = Content.Load(Of Texture2D)("SharedResources\Textures\UI\TrainerCard\Back")
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'_paperClipTexture = Content.Load(Of Texture2D)("SharedResources\Textures\UI\TrainerCard\Paperclip")
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'_papersTexture = Content.Load(Of Texture2D)("SharedResources\Textures\UI\TrainerCard\Papers")
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2018-02-21 16:34:06 +01:00
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_backTexture = TextureManager.LoadDirect("Textures\UI\TrainerCard\Back.png")
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_paperClipTexture = TextureManager.LoadDirect("Textures\UI\TrainerCard\Paperclip.png")
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_papersTexture = TextureManager.LoadDirect("Textures\UI\TrainerCard\Papers.png")
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2017-10-28 04:39:40 +02:00
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target = New RenderTarget2D(GraphicsDevice, _backTexture.Width, _backTexture.Height + _paperClipTexture.Height, False, SurfaceFormat.Color, DepthFormat.Depth24Stencil8)
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target2 = New RenderTarget2D(GraphicsDevice, Core.windowSize.Width, Core.windowSize.Height, False, SurfaceFormat.Color, DepthFormat.Depth24Stencil8)
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2017-08-11 07:02:26 +02:00
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If Screen.Level.Surfing = True Then
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_charTexture = TextureManager.GetTexture("Textures\NPC\" & Core.Player.TempSurfSkin)
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Else
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If Screen.Level.Riding = True Then
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_charTexture = TextureManager.GetTexture("Textures\NPC\" & Core.Player.TempRideSkin)
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Else
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_charTexture = Screen.Level.OwnPlayer.Texture
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End If
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End If
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Dim frameSize As Size = New Size(CInt(_charTexture.Width / 3), CInt(_charTexture.Height / 4))
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_charTexture = TextureManager.GetTexture(_charTexture, New Rectangle(0, frameSize.Width * 2, frameSize.Width, frameSize.Height))
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_spriteBatch = New SpriteBatch(GraphicsDevice)
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_textBatch = New SpriteBatch(GraphicsDevice)
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_charBatch = New SpriteBatch(GraphicsDevice)
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_cardBatch = New SpriteBatch(GraphicsDevice)
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Dim hasKanto As Boolean = True
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For i = 1 To 8
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If Core.Player.Badges.Contains(i) = False Then
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hasKanto = False
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End If
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Next
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Dim hasJohto As Boolean = True
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For i = 9 To 16
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If Core.Player.Badges.Contains(i) = False Then
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hasJohto = False
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End If
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Next
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If hasKanto = True Then
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GameJolt.Emblem.AchieveEmblem("kanto")
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End If
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If hasJohto = True Then
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GameJolt.Emblem.AchieveEmblem("johto")
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End If
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End Sub
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Public Overrides Sub Draw()
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PreScreen.Draw()
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'Dim target As New RenderTarget2D(GraphicsDevice, _backTexture.Width, _backTexture.Height + _paperClipTexture.Height)
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'Dim target2 As New RenderTarget2D(GraphicsDevice, Core.windowSize.Width, Core.windowSize.Height)
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GraphicsDevice.SetRenderTarget(target)
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GraphicsDevice.Clear(Color.Transparent)
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_spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise)
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_textBatch.Begin()
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_charBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise)
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_spriteBatch.Draw(_backTexture, New Rectangle(0, _paperClipTexture.Height, _backTexture.Width, _backTexture.Height), Color.White)
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_textBatch.Draw(_papersTexture, New Vector2(48, 8 + _paperClipTexture.Height), Color.White)
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_charBatch.Draw(_paperClipTexture, New Rectangle(85, 50, 47, 88), Color.White)
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_charBatch.Draw(_charTexture, New Rectangle(70, 36 + _paperClipTexture.Height, 128, 128), Color.White)
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If Core.Player.IsGameJoltSave Then
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_spriteBatch.Draw(GameJolt.Emblem.GetEmblemBackgroundTexture(GameJoltSave.Emblem), New Rectangle(-10, 290, 256, 64), Nothing, Color.White, 0F, Vector2.Zero, SpriteEffects.None, 0F)
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Canvas.DrawRectangle(_textBatch, New Rectangle(-10, 300, 190, 30), New Color(0, 0, 0, 150))
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Dim emblemName = GameJoltSave.Emblem
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2019-01-22 20:04:02 +01:00
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_textBatch.DrawString(FontManager.MiniFont, emblemName(0).ToString().ToUpper() & emblemName.Substring(1, emblemName.Length - 1), New Vector2(15, 305), Color.White)
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2017-08-11 07:02:26 +02:00
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DrawLevelProgress()
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End If
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_textBatch.DrawString(FontManager.MainFont, "Trainer Card", New Vector2(260, 100), Color.Black, 0F, Vector2.Zero, 1.5F, SpriteEffects.None, 0F)
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_textBatch.DrawString(FontManager.MainFont, "Name: ", New Vector2(270, 160), Color.Black, 0F, Vector2.Zero, 1.0F, SpriteEffects.None, 0F)
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_textBatch.DrawString(FontManager.MainFont, "Money: ", New Vector2(270, 190), Color.Black, 0F, Vector2.Zero, 1.0F, SpriteEffects.None, 0F)
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_textBatch.DrawString(FontManager.MainFont, "OT: ", New Vector2(270, 220), Color.Black, 0F, Vector2.Zero, 1.0F, SpriteEffects.None, 0F)
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_textBatch.DrawString(FontManager.MainFont, "Time: ", New Vector2(270, 250), Color.Black, 0F, Vector2.Zero, 1.0F, SpriteEffects.None, 0F)
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_textBatch.DrawString(FontManager.MainFont, "Points: ", New Vector2(270, 280), Color.Black, 0F, Vector2.Zero, 1.0F, SpriteEffects.None, 0F)
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_textBatch.DrawString(FontManager.MiniFont, Core.Player.Name, New Vector2(390, 165), New Color(80, 80, 80), 0F, Vector2.Zero, 1.0F, SpriteEffects.None, 0F)
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_textBatch.DrawString(FontManager.TextFont, "$", New Vector2(390, 195), New Color(80, 80, 80), 0F, Vector2.Zero, 1.1F, SpriteEffects.None, 0F)
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_textBatch.DrawString(FontManager.MiniFont, Core.Player.Money.ToString(), New Vector2(400, 195), New Color(80, 80, 80), 0F, Vector2.Zero, 1.0F, SpriteEffects.None, 0F)
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_textBatch.DrawString(FontManager.MiniFont, Core.Player.OT, New Vector2(390, 225), New Color(80, 80, 80), 0F, Vector2.Zero, 1.0F, SpriteEffects.None, 0F)
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_textBatch.DrawString(FontManager.MiniFont, TimeHelpers.GetDisplayTime(TimeHelpers.GetCurrentPlayTime(), True), New Vector2(390, 255), New Color(80, 80, 80), 0F, Vector2.Zero, 1.0F, SpriteEffects.None, 0F)
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Dim points = Core.Player.Points
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If Core.Player.IsGameJoltSave Then
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points = GameJoltSave.Points
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End If
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_textBatch.DrawString(FontManager.MiniFont, points.ToString(), New Vector2(390, 285), New Color(80, 80, 80), 0F, Vector2.Zero, 1.0F, SpriteEffects.None, 0F)
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DrawBadges()
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_spriteBatch.End()
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_textBatch.End()
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_charBatch.End()
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GraphicsDevice.SetRenderTarget(target2)
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GraphicsDevice.Clear(Color.Transparent)
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_cardBatch.Begin()
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_cardBatch.Draw(target, New Rectangle(CInt(Core.ScreenSize.Width / 2 - target.Width / 2) + 42, CInt(60 + _introY), target.Width, target.Height), Nothing, Color.White, _rotation, Vector2.Zero, SpriteEffects.None, 0F)
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_cardBatch.End()
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GraphicsDevice.SetRenderTarget(Nothing)
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SpriteBatch.Draw(target2, New Vector2(0, 0), Color.White)
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End Sub
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Private Sub DrawBadges()
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_textBatch.DrawString(FontManager.MiniFont, Localization.GetString("trainer_screen_collected_badges") & ": " & Core.Player.Badges.Count, New Vector2(50, 360), Color.Black)
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Dim selectedRegion As String = Badge.GetRegion(_badgeRegionIndex)
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Dim badgesCount As Integer = Badge.GetBadgesCount(selectedRegion)
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Dim badgeName As String = ""
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For i = 0 To badgesCount - 1
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Dim badgeID As Integer = Badge.GetBadgeID(selectedRegion, i)
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Dim c As Color = Color.White
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Dim t As String = Badge.GetBadgeName(badgeID) & Localization.GetString("trainer_screen_badge")
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Dim shake As Single = 0F
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If Badge.PlayerHasBadge(badgeID) = False Then
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c = Color.Black
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t = Localization.GetString("trainer_screen_empty_badge")
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End If
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If i = CInt(_badgeIndex) Then
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badgeName = t
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shake = _badgeAnimation._shakeV
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End If
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2022-02-14 19:28:21 +01:00
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_spriteBatch.Draw(Badge.GetBadgeTexture(badgeID), New Rectangle(16 + (i + 1) * 64, 412, 50, 50), Nothing, c, shake, New Vector2(CInt(Badge.GetBadgeTexture(badgeID).Width / 2), CInt(Badge.GetBadgeTexture(badgeID).Height / 2)), SpriteEffects.None, 0F)
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2017-08-11 07:02:26 +02:00
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Next
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_textBatch.DrawString(FontManager.MiniFont, badgeName, New Vector2(555 - FontManager.MiniFont.MeasureString(badgeName).X.ToInteger(), 360), Color.Black)
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End Sub
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Private Sub DrawLevelProgress()
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Dim currentLevel As Integer = GameJolt.Emblem.GetPlayerLevel(Core.GameJoltSave.Points)
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Dim needPoints As Integer = 0
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Dim totalNeedPoints As Integer = 0
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2019-01-22 20:04:02 +01:00
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Dim hasPointsThisLevel As Integer = 0
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2017-08-11 07:02:26 +02:00
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Dim hasPoints As Integer = Core.GameJoltSave.Points
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Dim needPointsCurrentLevel As Integer = GameJolt.Emblem.GetPointsForLevel(currentLevel)
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Dim needPointsNextLevel As Integer = GameJolt.Emblem.GetPointsForLevel(currentLevel + 1)
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totalNeedPoints = needPointsNextLevel - needPointsCurrentLevel
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2019-01-22 20:04:02 +01:00
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hasPointsThisLevel = hasPoints - needPointsCurrentLevel
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2017-08-11 07:02:26 +02:00
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2019-01-22 20:04:02 +01:00
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needPoints = totalNeedPoints - hasPointsThisLevel
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2017-08-11 07:02:26 +02:00
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Dim nextSprite As Texture2D = GameJolt.Emblem.GetPlayerSprite(currentLevel + 1, Core.GameJoltSave.GameJoltID, Core.GameJoltSave.Gender)
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_spriteBatch.Draw(nextSprite, New Rectangle(570, 310, 32, 32), New Rectangle(0, 64, 32, 32), Color.White)
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2019-01-22 20:04:02 +01:00
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Dim value = Clamp(hasPointsThisLevel / totalNeedPoints * 310, 0, 310)
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2017-08-22 08:44:56 +02:00
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If currentLevel >= 100 Then
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value = 310
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needPoints = 0
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End If
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2017-08-11 07:02:26 +02:00
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Canvas.DrawRectangle(_spriteBatch, New Rectangle(260, 312, 310, 32), New Color(0, 0, 0, 180))
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Canvas.DrawRectangle(_spriteBatch, New Rectangle(260, 316, CInt(value), 24), New Color(255, 165, 0))
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Canvas.DrawRectangle(_spriteBatch, New Rectangle(260, 316, CInt(value), 8), New Color(255, 203, 108))
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2017-08-22 08:44:56 +02:00
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Dim nxtLvl As Integer = currentLevel + 1
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If currentLevel = 100 Then
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nxtLvl = 100
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End If
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Dim rankStr = "Rank: " & nxtLvl
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2017-08-11 07:02:26 +02:00
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_textBatch.DrawString(FontManager.MiniFont, rankStr, New Vector2(600 - FontManager.MiniFont.MeasureString(rankStr).X.ToInteger(), 290), Color.Black)
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If needPoints = 1 Then
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_textBatch.DrawString(FontManager.MiniFont, "Need " & needPoints & " point", New Vector2(280, 318), Color.Black)
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Else
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_textBatch.DrawString(FontManager.MiniFont, "Need " & needPoints & " points", New Vector2(280, 318), Color.Black)
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End If
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'If totalNeedPoints > 0 Then
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' Canvas.DrawScrollBar(New Vector2(140, 380), totalNeedPoints, hasPointsThisLevel, 0, New Size(320, 16), True, Color.Black, New Color(255, 165, 0))
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' Canvas.DrawScrollBar(New Vector2(140, 380), totalNeedPoints, hasPointsThisLevel, 0, New Size(320, 6), True, Color.Black, New Color(255, 203, 108))
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'Else
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' Canvas.DrawRectangle(New Rectangle(140, 380, 320, 16), Color.Black)
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'End If
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'Core.SpriteBatch.DrawString(FontManager.MiniFont, "Rank: " & currentLevel, New Vector2(100, 400), Color.Black)
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'Core.SpriteBatch.DrawString(FontManager.MiniFont, "Rank: " & currentLevel + 1, New Vector2(430, 400), Color.Black)
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End Sub
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Public Overrides Sub Update()
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If _isIntro Then
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If _rotation < 0.12F Then
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2017-08-22 08:44:56 +02:00
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_rotation = MathHelper.Lerp(_rotation, 0.12F, 0.1F)
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_introY = MathHelper.Lerp(_introY, 0, 0.1F)
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2017-08-11 07:02:26 +02:00
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If _rotation + 0.01F >= 0.12F Then
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_isIntro = False
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End If
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End If
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Else
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If Controls.Dismiss() Then
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Fix audio engine & contentpacks (#35)
* Replaced existing Gen 2 SFX with better sounding ones (no ugly reverb)
Replaced MediaPlayer with NAudio(and NAudio.Vorbis) for playing music in order to fix random stopping issues.
The game now directly loads .ogg files instead of the .wma/.xnb combination from before.
ContentPacks are now able to replace Music and SFX again (I haven't added a menu yet for choosing ContentPacks).
To make older GameModes work with current versions, you can add the GameMode property EnterType and set it to "1", this will make the game use the older 2D NewGameScreen.
* Delete GameController.vb
* Add gamecontroller.vb back
* Fix sfx missing
* Battleintro doodle now doesn't loop anymore (for no trainer)
Changed the shutter sound (aka Large Door sound) to something more large door-y
Made the enter sound slightly louder
The enter sound now plays when going through any warp to or from an indoor map (including falling through holes)
The flying sound effect is played earlier in the animation after selecting a location
Changed played sound effect when using the Escape Rope to "teleport" instead of "destroy"
The bump noise now also plays when bumping into something in first person
Fixed small gap between the end of the intro song and the start of the main song
Replaced some songs with better songs
* Fixed some more intro issues
* Forgot to change a thing
* Fixed an error where the main music would play, ignoring the muted musicmanager.
* fix indenting in musicmanager
* The music player will now only start playback on a new song if the music player is not muted, fixed the end time calculation of the intro of a song after muting, Music can't be unmuted now as long as a sound effect plays that stops the music.
* Fixed league restplace position, fixed sound effects sharing the volume slider of the music, sound effects are now also muted when pressing M, changed music on/off popup to audio on/off, removed bump delay in first person, added more control on whether played songs should be looping or not.
* Fixed some more scripts that turn on thirdperson mode but don't check if it was on before or set it back to what it was before afterwards, also fixed a small error in creditsscreen.vb.
* Fixed indenting error in musicmanager.vb, fixed an error of mine where the loopsong parameter would be seen as the playintro parameter.
* Added more music commands, added quite some menu select noises, will add more later
* More select sound effects!
* Fix music not resuming after soundeffect
* Trainer using item now plays the single_heal soundeffect
* Pokémon cries now sound louder
* Possibly fixing crash when playing Pokémon cry at volume higher than 0.71
* Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720.
* Sound effects now sound louder
* Revert "Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720."
This reverts commit 8c9296ed1a82144d17f303a52c3f2e9e65a5bfea.
* Fixed the cause of why the title screen music plays even when the game is muted
* Tabs to spaces
* Revert
Co-authored-by: darkfire006 <blazer257@live.com>
Co-authored-by: JappaWakkaP3D <66885565+JappaWakkaP3D@users.noreply.github.com>
Co-authored-by: JappaWakkaP3D <jasper.speelman@outlook.com>
Co-authored-by: Vitaly Mikhailov <personal@aragas.org>
2020-07-09 19:59:42 +02:00
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SoundManager.PlaySound("select")
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2017-08-11 07:02:26 +02:00
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SetScreen(PreScreen)
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End If
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End If
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If Controls.Right(True, False, False, True, True, False) = True Then
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_badgeIndex += 1
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End If
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If Controls.Left(True, False, False, True, True, False) = True Then
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_badgeIndex -= 1
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End If
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If Controls.Up(True, False, False, True, True, False) = True Then
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_badgeRegionIndex -= 1
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End If
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If Controls.Down(True, False, False, True, True, False) = True Then
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_badgeRegionIndex += 1
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End If
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_badgeRegionIndex = _badgeRegionIndex.Clamp(0, Badge.GetRegionCount() - 1)
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_badgeIndex = _badgeIndex.Clamp(0, Badge.GetBadgesCount(Badge.GetRegion(_badgeRegionIndex)) - 1)
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If Core.Player.IsGameJoltSave = True Then
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Dim EmblemName As String = Core.GameJoltSave.Emblem
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Dim newIndex As Integer = Core.GameJoltSave.AchievedEmblems.IndexOf(EmblemName)
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If Controls.Up(True, True, False, False, False, True) OrElse Controls.Left(True, True, False, False, False, True) Or ControllerHandler.ButtonPressed(Buttons.LeftShoulder) Then
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newIndex -= 1
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End If
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If Controls.Down(True, True, False, False, False, True) OrElse Controls.Right(True, True, False, False, False, True) Or ControllerHandler.ButtonPressed(Buttons.RightShoulder) Then
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newIndex += 1
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End If
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If newIndex >= 0 And newIndex < Core.GameJoltSave.AchievedEmblems.Count Then
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Core.GameJoltSave.Emblem = Core.GameJoltSave.AchievedEmblems(newIndex)
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End If
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End If
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If _badgeAnimation._shakeLeft Then
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_badgeAnimation._shakeV -= 0.035F
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If _badgeAnimation._shakeV <= -0.4F Then
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_badgeAnimation._shakeCount -= 1
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_badgeAnimation._shakeLeft = False
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End If
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Else
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_badgeAnimation._shakeV += 0.035F
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If _badgeAnimation._shakeV >= 0.4F Then
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_badgeAnimation._shakeCount -= 1
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_badgeAnimation._shakeLeft = True
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End If
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End If
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End Sub
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End Class
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