Various Fixes & Improvements
Fixed PlayerSkins displaying incorrectly in the new intro. Fixed position of Pause Menu text. Songs don't fade in by default now except with the @musicplayer.playfade(songname) command You can now also close the Options row in the Main Menu with the "Up" or "Move Forward" keys Improved the timing of the Battle intro screens Renamed Badge_Aquired to Receive_Badge for consistency
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@ -15328,6 +15328,9 @@
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<Content Include="Content\Sounds\PC\TurnOn.wav">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Sounds\Receive_Badge.wav">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Sounds\Receive_Egg.wav">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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@ -23968,9 +23971,6 @@
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<Content Include="Content\SkyDomeResource\UnderwaterGround.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Sounds\badge_acquired.wav">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Sounds\Battle\exp_max.wav">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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@ -106,7 +106,6 @@ Public Class MusicManager
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' if the song that gets played after fading completed is an intro to another song
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Public Shared _fadeIntoIntro As Boolean = False
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Private Shared _isFadingOut As Boolean = False
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Private Shared _isFadingIn As Boolean = False
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' NAudio properties
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Public Shared outputDevice As WaveOutEvent
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Public Shared audioFile As VorbisWaveReader
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@ -176,7 +175,6 @@ Public Class MusicManager
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_nextSong = ""
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_fadeSpeed = DEFAULT_FADE_SPEED
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_isFadingOut = False
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_isFadingIn = False
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_isLooping = True
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End Sub
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@ -201,7 +199,7 @@ Public Class MusicManager
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Public Shared Sub Update()
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If _isPausedForSound Then
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If Date.Now >= _pausedUntil Then
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If MusicManager.Paused = True Then
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If Paused = True Then
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_isPausedForSound = False
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Paused = False
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End If
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@ -216,7 +214,6 @@ Public Class MusicManager
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Volume = 0F
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_isFadingOut = False
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_isFadingIn = True
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Dim song = GetSong(_nextSong)
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@ -232,13 +229,16 @@ Public Class MusicManager
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Else
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_isLooping = True
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End If
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If Muted = True Then
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Volume = 0.0F
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Else
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Volume = 1.0F
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End If
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Else
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' no song found, do not fade into anything
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_fadeIntoIntro = False
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ClearCurrentlyPlaying()
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_isFadingIn = False
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If Muted = True Then
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Volume = 0.0F
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Else
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@ -252,32 +252,19 @@ Public Class MusicManager
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End If
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ElseIf _isFadingIn Then
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If Muted = True Then
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Volume = 0.0F
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_isFadingIn = False
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Else
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Volume += _fadeSpeed
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If Volume >= 1.0F Then
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Volume = 1.0F
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_isFadingIn = False
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End If
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End If
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' intro
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' If _isIntroStarted Then
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' If Paused = False Then
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'If Date.Now >= _introEndTime Then
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'Dim song = GetSong(_introContinueSong)
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'_isLooping = True
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'_isIntroStarted = False
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'Play(song)
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'End If
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'End If
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'End If
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End If
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' intro
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' If _isIntroStarted Then
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' If Paused = False Then
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'If Date.Now >= _introEndTime Then
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'Dim song = GetSong(_introContinueSong)
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'_isLooping = True
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'_isIntroStarted = False
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'Play(song)
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'End If
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'End If
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'End If
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End If
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If Core.GameInstance.IsActive AndAlso _lastVolume <> (Volume * MasterVolume) Then
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UpdateVolume()
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End If
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@ -15,7 +15,7 @@
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Dim Trainer As Trainer
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Dim minDelay As Single = 16.0F
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Dim minDelay As Single = 4.0F
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Dim startTime As Date
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Dim duration As TimeSpan
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@ -453,22 +453,22 @@
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Private Sub UpdateBlockIn()
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If Animations.Count = 0 Then
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Animations.Add(New Rectangle(CInt(Core.windowSize.Width / 2) - 10, CInt(Core.windowSize.Height / 2) - 10, 20, 20))
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Animations.Add(New Rectangle(CInt(Core.windowSize.Width / 2 - (Core.windowSize.Width / 100 / 2)), CInt(Core.windowSize.Height / 2 - (Core.windowSize.Height / 100 / 2)), CInt(Core.windowSize.Width / 100), CInt(Core.windowSize.Height / 100)))
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Else
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If Animations(0).Width >= Core.windowSize.Width Then
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Dim Speed As Integer = CInt(Me.duration.TotalMilliseconds / Core.windowSize.Height * 6)
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If Animations(0).Height >= Core.windowSize.Height + 128 Then
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ready = True
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Else
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Dim a As Rectangle = Animations(0)
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a.X -= 7
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a.Y -= 7
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a.Width += 14
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a.Height += 14
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Animations.RemoveAt(0)
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Animations.Add(a)
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End If
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Dim a As Rectangle = Animations(0)
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a.X -= CInt(Speed)
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a.Y -= CInt(Speed / 16 * 9)
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a.Width += Speed * 2
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a.Height += CInt(Speed * 2 / 16 * 9)
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Animations.RemoveAt(0)
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Animations.Add(a)
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End If
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End Sub
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@ -476,10 +476,10 @@
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If Animations.Count = 0 Then
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Animations.Add(New Rectangle(0, 0, Core.windowSize.Width, Core.windowSize.Height))
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Else
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If value >= Core.windowSize.Height / 2 Then
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If value >= Core.windowSize.Height / 2 - 4 Then
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ready = True
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Else
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value += CInt(Math.Ceiling(Core.windowSize.Height / 300))
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value += CInt(Math.Ceiling(Me.duration.TotalMilliseconds / Core.windowSize.Height * 3))
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End If
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End If
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End Sub
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@ -515,7 +515,7 @@
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End Sub
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Private Function SongOver() As Boolean
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Return startTime + duration < Date.Now.AddSeconds(0.1)
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Return startTime + duration < Date.Now
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End Function
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'Protected Overrides Sub Finalize()
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@ -234,7 +234,7 @@
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SelectedSkin = ""
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For Each skin As String In GameModeManager.ActiveGameMode.SkinFiles
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_sprites.Add(TextureManager.GetTexture("Textures\OverworldSprites\PlayerSkins\" & skin))
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_sprites.Add(TextureManager.GetTexture("Textures\NPC\" & skin))
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Next
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_skins = GameModeManager.ActiveGameMode.SkinFiles
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@ -51,9 +51,10 @@
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Me.PreScreen.Draw()
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Canvas.DrawRectangle(New Rectangle(0, 0, Core.ScreenSize.Width, Core.ScreenSize.Height), New Color(0, 0, 0, 150))
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Dim pX As Integer = CInt(Core.ScreenSize.Width / 2) - CInt(FontManager.InGameFont.MeasureString(Localization.GetString("pause_menu_title")).X / 2)
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Core.SpriteBatch.DrawInterfaceString(FontManager.InGameFont, Localization.GetString("pause_menu_title"), New Vector2(pX - 7, CInt(Core.ScreenSize.Height / 7.5) + 3), Color.Black)
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Core.SpriteBatch.DrawInterfaceString(FontManager.InGameFont, Localization.GetString("pause_menu_title"), New Vector2(pX - 10, CInt(Core.ScreenSize.Height / 7.5)), Color.White)
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Dim titletext As String = Localization.GetString("pause_menu_title")
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Dim pX As Integer = CInt(Core.ScreenSize.Width / 2) - CInt(FontManager.InGameFont.MeasureString(titletext).X / 2)
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Core.SpriteBatch.DrawInterfaceString(FontManager.InGameFont, titletext, New Vector2(pX - 7, CInt(160 - FontManager.InGameFont.MeasureString(titletext).Y / 2 + 3)), Color.Black)
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Core.SpriteBatch.DrawInterfaceString(FontManager.InGameFont, titletext, New Vector2(pX - 10, CInt(160 - FontManager.InGameFont.MeasureString(titletext).Y / 2)), Color.White)
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If Me.menuIndex = 0 Then
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DrawMenu()
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@ -62,10 +63,10 @@
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End If
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If Me.canCreateAutosave = False Then
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Dim text As String = Localization.GetString("pause_menu_autosave_fail")
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Dim autosaveFailText As String = Localization.GetString("pause_menu_autosave_fail")
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Core.SpriteBatch.DrawInterfaceString(FontManager.InGameFont, text, New Vector2(9, Core.ScreenSize.Height - FontManager.InGameFont.MeasureString(text).Y), Color.Black)
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Core.SpriteBatch.DrawInterfaceString(FontManager.InGameFont, text, New Vector2(5, Core.ScreenSize.Height - FontManager.InGameFont.MeasureString(text).Y - 4), Color.White)
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Core.SpriteBatch.DrawInterfaceString(FontManager.InGameFont, autosaveFailText, New Vector2(9, Core.ScreenSize.Height - FontManager.InGameFont.MeasureString(autosaveFailText).Y), Color.Black)
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Core.SpriteBatch.DrawInterfaceString(FontManager.InGameFont, autosaveFailText, New Vector2(5, Core.ScreenSize.Height - FontManager.InGameFont.MeasureString(autosaveFailText).Y - 4), Color.White)
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End If
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Dim d As New Dictionary(Of Buttons, String)
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@ -182,8 +183,8 @@
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Private Sub DrawQuit()
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Dim pX As Integer = CInt(Core.ScreenSize.Width / 2) - CInt(FontManager.InGameFont.MeasureString(Localization.GetString("pause_menu_confirmation")).X / 2)
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Core.SpriteBatch.DrawInterfaceString(FontManager.InGameFont, Localization.GetString("pause_menu_confirmation"), New Vector2(pX - 7, CInt(Core.ScreenSize.Height / 6.8) + 3 + 110), Color.Black)
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Core.SpriteBatch.DrawInterfaceString(FontManager.InGameFont, Localization.GetString("pause_menu_confirmation"), New Vector2(pX - 10, CInt(Core.ScreenSize.Height / 6.8) + 110), Color.White)
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Core.SpriteBatch.DrawInterfaceString(FontManager.InGameFont, Localization.GetString("pause_menu_confirmation"), New Vector2(pX - 7, CInt(Core.ScreenSize.Height / 7.5) + 3 + 110), Color.Black)
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Core.SpriteBatch.DrawInterfaceString(FontManager.InGameFont, Localization.GetString("pause_menu_confirmation"), New Vector2(pX - 10, CInt(Core.ScreenSize.Height / 7.5) + 110), Color.White)
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For i = 0 To 1
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Dim Text As String = ""
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@ -548,6 +548,19 @@ Public Class NewMainMenuScreen
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_sliderTarget = GetSliderTarget(_selectedProfile)
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End Select
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End If
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If KeyBoardHandler.KeyPressed(KeyBindings.ForwardMoveKey) Or KeyBoardHandler.KeyPressed(KeyBindings.UpKey) Then
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Select Case _menuIndex
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Case 1, 2
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_menuIndex = 0
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_selectedProfile = _selectedProfileTemp
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_sliderTarget = GetSliderTarget(_selectedProfile)
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Case 3
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_menuIndex = 1
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_selectedProfile = _selectedProfileTemp
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_sliderTarget = GetSliderTarget(_selectedProfile)
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End Select
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End If
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If _fadeInMain = 1.0F Then
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If _closingDisplay Then
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If _expandDisplay > 0.0F Then
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@ -12,6 +12,12 @@
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Select Case command.ToLower()
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Case "play"
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MusicManager.Play(argument, True, 0.0F)
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If Core.CurrentScreen.Identification = Screen.Identifications.OverworldScreen Then
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Screen.Level.MusicLoop = argument
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End If
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Case "playfade"
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MusicManager.Play(argument, True)
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If Core.CurrentScreen.Identification = Screen.Identifications.OverworldScreen Then
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@ -188,7 +188,7 @@
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If StringHelper.IsNumeric(argument) Then
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If Core.Player.Badges.Contains(int(argument)) = False Then
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Core.Player.Badges.Add(int(argument))
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SoundManager.PlaySound("badge_acquired", True)
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SoundManager.PlaySound("Receive_Badge", True)
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Screen.TextBox.TextColor = TextBox.PlayerColor
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Screen.TextBox.Show(Core.Player.Name & " received the~" & Badge.GetBadgeName(int(argument)) & " Badge.", {}, False, False)
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@ -231,7 +231,6 @@
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CanContinue = False
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Case "skinselection"
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Dim skins = argument.Split(","c)
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If Screens.MainMenu.NewNewGameScreen.CharacterSelectionScreen.SelectedSkin <> "" Then
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IsReady = True
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Else
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