P3D-Legacy/P3D/Screens/MainMenu/PressStartScreen.vb

1337 lines
61 KiB
VB.net

Imports GameDevCommon.Drawing
Imports P3D.Screens.MainMenu
''' <summary>
''' This is the game screen that includes the shimmering Pokémon 3D logo, the "Press {BUTTON} to start" text, and the time-dependent animated background.
''' </summary>
Public Class PressStartScreen
Inherits Screen
Private _fadeInMain As Single = 1.0F
Private _introDelay As Single = 4.0F
Private _logoFade As Single = 1.0F
Private _logoTexture As Texture2D = Nothing
Private _shineTexture As Texture2D = Nothing
Private _logoRenderer As SpriteBatch
Private _shineRenderer As SpriteBatch
Private _backgroundRenderer As SpriteBatch
Private target As RenderTarget2D
Private _shader As GameDevCommon.Rendering.Shader
Private _entities As List(Of MainMenuEntity) = New List(Of MainMenuEntity)()
Private _camera As Screens.MainMenu.Scene.MainMenuCamera
Private _fromColor As Color
Private _toColor As Color
Private _textColor As Color
Dim tempF As Single = 0F
Dim tempG As Single = 0F
Public Sub New()
Identification = Identifications.PressStartScreen
CanBePaused = False
MouseVisible = True
CanChat = False
TextBox.Showing = False
PokemonImageView.Showing = False
ChooseBox.Showing = False
GameModeManager.SetGameModePointer("Kolben")
Core.Player.Skin = "Hilbert"
If IO.Directory.Exists(GameController.GamePath & "\Save\") = False Then
IO.Directory.CreateDirectory(GameController.GamePath & "\Save\")
End If
GameJolt.Emblem.ClearOnlineSpriteCache()
_logoTexture = TextureManager.GetTexture("GUI\Logos\Pokemon_Small")
_shineTexture = TextureManager.GetTexture("GUI\Logos\logo_shine")
_logoRenderer = New SpriteBatch(GraphicsDevice)
_shineRenderer = New SpriteBatch(GraphicsDevice)
_backgroundRenderer = New SpriteBatch(GraphicsDevice)
target = New RenderTarget2D(GraphicsDevice, 1200, 680, False, SurfaceFormat.Color, DepthFormat.Depth24Stencil8)
' TODO: Replace bad workaround.
Screens.MainMenu.NewNewGameScreen.CharacterSelectionScreen.SelectedSkin = ""
Core.Player.Unload()
_shader = New GameDevCommon.Rendering.BasicShader()
CType(_shader.Effect, BasicEffect).LightingEnabled = False
_camera = New Scene.MainMenuCamera()
Dim dayTime = World.GetTime
Select Case dayTime
Case World.DayTime.Morning
_fromColor = New Color(246, 170, 109)
_toColor = New Color(248, 248, 248)
_textColor = Color.Black
Case World.DayTime.Day
_fromColor = New Color(120, 160, 248)
_toColor = New Color(248, 248, 248)
_textColor = Color.Black
Case World.DayTime.Evening
_fromColor = New Color(32, 64, 168)
_toColor = New Color(40, 80, 88)
_textColor = Color.White
Case World.DayTime.Night
_fromColor = New Color(32, 64, 168)
_toColor = New Color(0, 0, 0)
_textColor = Color.White
End Select
If dayTime = World.DayTime.Day OrElse dayTime = World.DayTime.Morning Then
Dim clouds = New Scene.Clouds()
clouds.LoadContent()
_entities.Add(clouds)
Dim hooh = New Scene.HoOh(_entities)
hooh.LoadContent()
_entities.Add(hooh)
Else
Dim ground = New Scene.Ground()
ground.LoadContent()
_entities.Add(ground)
Dim lugia = New Scene.Lugia(_entities)
lugia.LoadContent()
_entities.Add(lugia)
End If
End Sub
Public Overrides Sub Update()
For i = 0 To _entities.Count - 1
If i < _entities.Count Then
_entities(i).Update()
If _entities(i).ToBeRemoved Then
_entities(i).Dispose()
_entities.RemoveAt(i)
i -= 1
End If
End If
Next
_camera.Update()
If _introDelay > 0F Then
_introDelay -= 0.1F
If _introDelay <= 0F Then
_introDelay = 0F
End If
Else
If IsCurrentScreen() Then
If _fadeInMain > 0.0F Then
_fadeInMain = MathHelper.Lerp(0.0F, _fadeInMain, 0.93F)
If _fadeInMain - 0.01F <= 0.0F Then
_fadeInMain = 0.0F
End If
End If
Else
If _logoFade > 0.0F Then
_logoFade = MathHelper.Lerp(0.0F, _logoFade, 0.2F)
If _logoFade - 0.01F <= 0.0F Then
_logoFade = 0.0F
End If
End If
End If
tempF += 0.01F
tempG += 0.04F
If IsCurrentScreen() Then
If KeyBoardHandler.KeyPressed(KeyBindings.EnterKey1) Or KeyBoardHandler.KeyPressed(KeyBindings.EnterKey2) Or ControllerHandler.ButtonPressed(Buttons.A) Or MouseHandler.ButtonPressed(MouseHandler.MouseButtons.LeftButton) Then
SetScreen(New NewMainMenuScreen(Me))
End If
End If
End If
End Sub
Private _blurHandler As Resources.Blur.BlurHandler
Public Overrides Sub Draw()
If _blurHandler Is Nothing Then
_blurHandler = New Resources.Blur.BlurHandler(target.Width, target.Height)
End If
GraphicsDevice.SetRenderTarget(target)
GraphicsDevice.ResetFull()
GraphicsDevice.Clear(_fromColor)
' DRAW HERE
_backgroundRenderer.Begin()
_backgroundRenderer.DrawGradient(New Rectangle(0, CType(target.Height / 2, Integer), target.Width, CType(target.Height / 4, Integer)),
_fromColor, _toColor, False, 1, 10)
_backgroundRenderer.DrawRectangle(New Rectangle(0, CType(target.Height / 4 * 3, Integer), target.Width, CType(target.Height / 4, Integer)),
_toColor)
_backgroundRenderer.End()
GraphicsDevice.ResetFull()
_shader.Prepare(_camera)
For Each entity In _entities
_shader.Render(entity)
Next
GraphicsDevice.SetRenderTarget(Nothing)
_backgroundRenderer.Begin()
Dim blurred = _blurHandler.Perform(target)
_backgroundRenderer.Draw(blurred, New Rectangle(0, 0, windowSize.Width, windowSize.Height), Color.White)
'_backgroundRenderer.Draw(target, New Rectangle(0, 0, windowSize.Width, windowSize.Height), Color.White)
_backgroundRenderer.End()
If IsCurrentScreen() Then
_logoRenderer.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.AnisotropicClamp, DepthStencilState.Default, RasterizerState.CullNone)
Else
_logoRenderer.Begin(SpriteSortMode.Texture, BlendState.NonPremultiplied, SamplerState.AnisotropicClamp, DepthStencilState.Default, RasterizerState.CullNone)
End If
_shineRenderer.Begin(SpriteSortMode.Texture, BlendState.Additive)
_logoRenderer.Draw(_logoTexture, New Rectangle(CInt(ScreenSize.Width / 2) - 350, CInt(160 * _fadeInMain), 700, 300), New Color(255, 255, 255, CInt(255 * _logoFade)))
_shineRenderer.Draw(_shineTexture, New Rectangle(CInt(ScreenSize.Width / 2 - 250 + Math.Sin(tempF) * 240.0F), CInt(-100 + Math.Sin(tempG) * 10.0F + CInt(160 * _fadeInMain)), 512, 512), New Color(255, 255, 255, CInt(255 * _logoFade)))
If _fadeInMain = 0F Then
If IsCurrentScreen() And Core.GameOptions.ShowGUI Then ' Want to implement fading of text, but core doesn't seem to support this.
Dim text As String = String.Empty
If ControllerHandler.IsConnected() Then
text = "Press" & " " & "to start."
Else
text = "Press" & " " & KeyBindings.EnterKey1.ToString().ToUpper & " " & "to start."
'text = "Press " & KeyBindings.EnterKey1.ToString() & ", " & KeyBindings.EnterKey2.ToString() & ", or primary mouse button to start."
End If
Dim textSize As Vector2 = FontManager.InGameFont.MeasureString(text)
GetFontRenderer().DrawString(FontManager.InGameFont, text, New Vector2(windowSize.Width / 2.0F - textSize.X / 2.0F,
windowSize.Height - textSize.Y - 50), _textColor)
If ControllerHandler.IsConnected() Then
SpriteBatch.Draw(TextureManager.GetTexture("GUI\GamePad\xboxControllerButtonA"), New Rectangle(CInt(windowSize.Width / 2 - textSize.X / 2 + FontManager.InGameFont.MeasureString("Press" & " ").X + 2), CInt(windowSize.Height - textSize.Y - 58), 40, 40), Color.White)
End If
End If
End If
_logoRenderer.End()
_shineRenderer.End()
Canvas.DrawRectangle(windowSize, New Color(0, 0, 0, CInt(255 * _fadeInMain)))
End Sub
Public Overrides Sub ChangeTo()
Core.Player.Unload()
Core.Player.Skin = "Hilbert"
TextBox.Hide()
TextBox.CanProceed = True
OverworldScreen.FadeValue = 0
MusicManager.Play("title", True, 0.0F)
End Sub
End Class
Public Class NewMainMenuScreen
Inherits Screen
Private _screenOffset As Vector2 = New Vector2(0, 0) 'Position of the main menu relative to the _screenOrigin
Private _screenOffsetTarget As Vector2 = New Vector2(0, 0) 'Target where the main menu needs to move to
Private _screenOrigin As Vector2 = New Vector2(CSng(ScreenSize.Width / 2 - 80 - 180), CSng(ScreenSize.Height / 2 - 80)) 'Center of the game window. It's adjusted when resizing the window.
Private _loading As Boolean = True
Private _fadeInMain As Single = 0F
Private _fadeInOptions As Single = 0F
Private _fadeInGameJolt As Single = 0F
Private _expandDisplay As Single = 0F
Private _closingDisplay As Boolean = False
Private _displayTextFade As Single = 0F
Private _sliderPosition As Single = 0F 'Horizontal position of the main menu arrow
Private _sliderTarget As Integer = 0 'Target where the arrow needs to move to
Private _menuTexture As Texture2D
Private _oldMenuTexture As Texture2D
Private _MainProfiles As New List(Of GameProfile)
Private _GameJoltProfiles As New List(Of GameProfile)
Private _OptionProfiles As New List(Of GameProfile)
Private _selectedProfile As Integer = 1
Private _GameJoltButtonIndex As Integer = 0 'This is to tell which button on a GameJolt profile is selected: the profile itself or the gender & reset buttons
Public Shared _menuIndex As Integer = 0 '0 = Game Profiles, 1 = GameJolt Submenu, 2 = Options Submenu, 3 = GameJolt Options Submenu
Private _messageBox As UI.MessageBox
Public Sub New(ByVal currentScreen As Screen)
Identification = Identifications.MainMenuScreen
PreScreen = currentScreen
CanBePaused = False
MouseVisible = True
CanChat = False
_menuTexture = TextureManager.GetTexture("GUI\Menus\MainMenu")
_oldMenuTexture = TextureManager.GetTexture("GUI\Menus\Menu")
_screenOffset.X = 0
_screenOffsetTarget.X = _screenOffset.X
_screenOffset.Y = 0
_screenOffsetTarget.Y = _screenOffset.Y
_sliderTarget = GetSliderTarget(_selectedProfile)
_sliderPosition = _sliderTarget
_messageBox = New UI.MessageBox(Me)
End Sub
Public Overrides Sub Update()
PreScreen.Update()
If _loading = False Then
'Shift the main menu vertically
Select Case _menuIndex
Case 0
_screenOffsetTarget.Y = 0
Case 1, 2
_screenOffsetTarget.Y = -180 - 32
Case 3
_screenOffsetTarget.Y = -320 - 32
End Select
If _menuIndex = 2 Or _menuIndex = 3 Then
If _fadeInOptions < 1.0F Then
_fadeInOptions = MathHelper.Lerp(1.0F, _fadeInOptions, 0.93F)
If _fadeInOptions + 0.01F >= 1.0F Then
_fadeInOptions = 1.0F
End If
End If
Else
If _fadeInOptions > 1.0F Then
_fadeInOptions = MathHelper.Lerp(0.0F, _fadeInOptions, -0.93F)
If _fadeInOptions + 0.01F <= 0.0F Then
_fadeInOptions = 0.0F
End If
End If
End If
If _fadeInMain < 1.0F Then
_fadeInMain = MathHelper.Lerp(1.0F, _fadeInMain, 0.93F)
If _fadeInMain + 0.01F >= 1.0F Then
_fadeInMain = 1.0F
_sliderPosition = _sliderTarget
End If
Else
If CurrentScreen.Identification = Identifications.MainMenuScreen Then
If Controls.Accept(True, False, False) Then
' Click on profiles.
For x = 0 To _MainProfiles.Count - 1
Dim xOffset As Single = _screenOrigin.X + _screenOffset.X + x * 180 + ((x + 1) * 100 * (1 - _fadeInMain))
If New Rectangle(CInt(xOffset), CInt(_screenOrigin.Y + _screenOffset.Y), 160, 160).Contains(MouseHandler.MousePosition) Then
If _selectedProfile = x Then
If CurrentScreen.Identification = Identifications.MainMenuScreen Then
ClickedProfile()
SoundManager.PlaySound("select")
End If
Else
If CurrentScreen.Identification = Identifications.MainMenuScreen Then
Dim diff As Integer = x - _selectedProfile
_screenOffsetTarget.X -= diff * 180
_selectedProfile = x
End If
Exit For
End If
End If
Next
If _MainProfiles(_selectedProfile).IsGameJolt AndAlso _MainProfiles(_selectedProfile).Loaded Then
' Click on gamejolt buttons
Dim xOffset As Single = _screenOrigin.X + _screenOffset.X + (100 * (1 - _fadeInMain))
Dim r As New Vector2(xOffset + 400, _screenOrigin.Y + _screenOffset.Y + 200)
If New Rectangle(CInt(r.X), CInt(r.Y), 32, 32).Contains(MouseHandler.MousePosition) Then
ButtonChangeMale()
ElseIf New Rectangle(CInt(r.X), CInt(r.Y) + 48, 32, 32).Contains(MouseHandler.MousePosition) Then
ButtonChangeFemale()
ElseIf New Rectangle(CInt(r.X), CInt(r.Y) + 48 + 48, 32, 32).Contains(MouseHandler.MousePosition) Then
ButtonResetSave()
End If
End If
End If
If Controls.Dismiss(True, False, False) Then
' Click on profiles.
For x = 0 To _MainProfiles.Count - 1
Dim xOffset As Single = _screenOrigin.X + _screenOffset.X + x * 180 + ((x + 1) * 100 * (1 - _fadeInMain))
If New Rectangle(CInt(xOffset), CInt(_screenOrigin.Y + _screenOffset.Y), 160, 160).Contains(MouseHandler.MousePosition) Then
If _selectedProfile = x Then
SoundManager.PlaySound("select")
DismissProfile()
End If
Exit For
End If
Next
End If
If CurrentScreen.Identification = Screen.Identifications.MainMenuScreen Then
If Controls.Right(True) And _selectedProfile < _MainProfiles.Count - 1 Then
_selectedProfile += 1
_screenOffsetTarget.X -= 180
_GameJoltButtonIndex = 0
End If
If Controls.Left(True) And _selectedProfile > 0 Then
_selectedProfile -= 1
_screenOffsetTarget.X += 180
_GameJoltButtonIndex = 0
End If
End If
If _MainProfiles(_selectedProfile).IsGameJolt AndAlso _MainProfiles(_selectedProfile).Loaded Then
If Controls.Down(True, True, False) Then
_GameJoltButtonIndex += 1
End If
If Controls.Up(True, True, False) Then
_GameJoltButtonIndex -= 1
End If
_GameJoltButtonIndex = Clamp(_GameJoltButtonIndex, 0, 3)
End If
_selectedProfile = _selectedProfile.Clamp(0, _MainProfiles.Count - 1)
If _fadeInMain = 1.0F Then
If Controls.Accept(False, True, True) Then
Select Case _GameJoltButtonIndex
Case 0
SoundManager.PlaySound("select")
ClickedProfile()
Case 1
SoundManager.PlaySound("select")
ButtonChangeMale()
Case 2
SoundManager.PlaySound("select")
ButtonChangeFemale()
Case 3
SoundManager.PlaySound("select")
ButtonResetSave()
End Select
End If
If Controls.Dismiss(False, True, True) Then
SoundManager.PlaySound("select")
DismissProfile()
_GameJoltButtonIndex = 0
End If
' Try to load the GameJolt profile once the player has logged in.
_MainProfiles(0).LoadGameJolt()
End If
If _MainProfiles(_selectedProfile).Loaded = False Then
_closingDisplay = True
Else
_closingDisplay = False
End If
_sliderTarget = GetSliderTarget(_selectedProfile)
If _sliderPosition < _sliderTarget Then
_sliderPosition = MathHelper.Lerp(_sliderTarget, _sliderPosition, 0.8F)
ElseIf _sliderPosition > _sliderTarget Then
_sliderPosition = MathHelper.Lerp(_sliderTarget, _sliderPosition, 0.8F)
End If
If KeyBoardHandler.KeyPressed(KeyBindings.EscapeKey) Or KeyBoardHandler.KeyPressed(KeyBindings.BackKey1) Or KeyBoardHandler.KeyPressed(KeyBindings.BackKey2) Or MouseHandler.ButtonPressed(MouseHandler.MouseButtons.RightButton) Or ControllerHandler.ButtonPressed(Buttons.B) Then
Select Case _menuIndex
Case 0
'SetScreen(New TransitionScreen(CurrentScreen, Me.PreScreen, Color.White, False))
If CurrentScreen.Identification = Identifications.MainMenuScreen Then
SetScreen(New PressStartScreen())
End If
Case 1, 2
_menuIndex = 0
Case 3
_menuIndex = 1
End Select
End If
If _fadeInMain = 1.0F Then
If _closingDisplay Then
If _expandDisplay > 0.0F Then
_expandDisplay = MathHelper.Lerp(0.0F, _expandDisplay, 0.9F)
If _expandDisplay - 0.01F <= 0.0F Then
_expandDisplay = 0.0F
End If
End If
Else
If _expandDisplay < 1.0F Then
_expandDisplay = MathHelper.Lerp(1.0F, _expandDisplay, 0.9F)
If _expandDisplay + 0.01F >= 1.0F Then
_expandDisplay = 1.0F
End If
End If
End If
End If
End If
UpdateScreenOffset()
End If
End If
End Sub
Private Sub ButtonChangeMale()
If GameJoltSave.Gender = "0" Then
Exit Sub
End If
GameJoltSave.Gender = "0"
Core.Player.Skin = GameJolt.Emblem.GetPlayerSpriteFile(GameJolt.Emblem.GetPlayerLevel(GameJoltSave.Points), GameJoltSave.GameJoltID, GameJoltSave.Gender)
_MainProfiles(_selectedProfile).Sprite = GameJolt.Emblem.GetPlayerSprite(GameJolt.Emblem.GetPlayerLevel(GameJoltSave.Points), GameJoltSave.GameJoltID, GameJoltSave.Gender)
End Sub
Private Sub ButtonChangeFemale()
If GameJoltSave.Gender = "1" Then
Exit Sub
End If
GameJoltSave.Gender = "1"
Core.Player.Skin = GameJolt.Emblem.GetPlayerSpriteFile(GameJolt.Emblem.GetPlayerLevel(GameJoltSave.Points), GameJoltSave.GameJoltID, GameJoltSave.Gender)
_MainProfiles(_selectedProfile).Sprite = GameJolt.Emblem.GetPlayerSprite(GameJolt.Emblem.GetPlayerLevel(GameJoltSave.Points), GameJoltSave.GameJoltID, GameJoltSave.Gender)
End Sub
Private Sub ButtonResetSave()
GameJoltSave.ResetSave()
_MainProfiles(_selectedProfile).Sprite = GameJolt.Emblem.GetPlayerSprite(GameJolt.Emblem.GetPlayerLevel(GameJoltSave.Points), GameJoltSave.GameJoltID, GameJoltSave.Gender)
_MainProfiles(_selectedProfile).SetToDefault()
End Sub
Private Sub ClickedProfile()
If _selectedProfile = 1 And Security.FileValidation.IsValid(False) = False Then
_messageBox.Show("File validation failed!" & Environment.NewLine & "Redownload the game's files to solve this problem.")
Else
_MainProfiles(_selectedProfile).SelectProfile()
End If
End Sub
Private Sub DismissProfile()
_MainProfiles(_selectedProfile).UnSelectProfile()
End Sub
Private Sub UpdateScreenOffset()
_screenOrigin = New Vector2(CSng(ScreenSize.Width / 2 - 80 - 180), CSng(ScreenSize.Height / 2 - 80))
If _screenOffset.X > _screenOffsetTarget.X Then
_screenOffset.X = MathHelper.Lerp(_screenOffsetTarget.X, _screenOffset.X, 0.93F)
If _screenOffset.X - 0.01F <= _screenOffsetTarget.X Then
_screenOffset.X = _screenOffsetTarget.X
End If
End If
If _screenOffset.X < _screenOffsetTarget.X Then
_screenOffset.X = MathHelper.Lerp(_screenOffsetTarget.X, _screenOffset.X, 0.93F)
If _screenOffset.X + 0.01F >= _screenOffsetTarget.X Then
_screenOffset.X = _screenOffsetTarget.X
End If
End If
If _screenOffset.Y > _screenOffsetTarget.Y Then
_screenOffset.Y = MathHelper.Lerp(_screenOffsetTarget.Y, _screenOffset.Y, 0.93F)
If _screenOffset.Y - 0.01F <= _screenOffsetTarget.Y Then
_screenOffset.Y = _screenOffsetTarget.Y
End If
End If
If _screenOffset.Y < _screenOffsetTarget.Y Then
_screenOffset.Y = MathHelper.Lerp(_screenOffsetTarget.Y, _screenOffset.Y, 0.93F)
If _screenOffset.Y + 0.01F >= _screenOffsetTarget.Y Then
_screenOffset.Y = _screenOffsetTarget.Y
End If
End If
End Sub
Public Overrides Sub Draw()
PreScreen.Draw()
If _loading = False Then
Select Case _menuIndex
Case 0
If _MainProfiles(_selectedProfile).IsGameJolt = True Then
DrawGradients(CInt(255 * _fadeInMain), True)
Else
DrawGradients(CInt(255 * _fadeInMain), False)
End If
Case 1
If Not _GameJoltProfiles(_selectedProfile).IsOptionsMenuButton Then
DrawGradients(CInt(255 * _fadeInMain), True)
Else
DrawGradients(CInt(255 * _fadeInMain), False)
End If
Case Else
DrawGradients(CInt(255 * _fadeInMain), False)
End Select
If _selectedProfile = 1 Then
DrawGradients(CInt(255 * _fadeInMain), True)
Else
DrawGradients(CInt(255 * _fadeInMain), False)
End If
End If
If IsCurrentScreen() Then
If _loading Then
Dim textSize As Vector2 = FontManager.InGameFont.MeasureString("Please wait..")
GetFontRenderer().DrawString(FontManager.InGameFont, "Please wait" & LoadingDots.Dots, New Vector2(windowSize.Width / 2.0F - textSize.X / 2.0F, windowSize.Height / 2.0F - textSize.Y / 2.0F + 100), Color.White)
Else
DrawMainProfiles()
Select Case _menuIndex
Case 2
DrawOptionProfiles(False)
Case 3
DrawOptionProfiles(True)
End Select
End If
End If
End Sub
Public Sub DrawGameJoltButtons(ByVal offset As Vector2)
Dim r As New Rectangle(CInt(offset.X + 400), CInt(offset.Y + 200), 512, 128)
Dim y As Integer = 0
Dim fontColor As Color = Color.White
Dim dayTime = World.GetTime
If dayTime = World.DayTime.Day OrElse dayTime = World.DayTime.Morning Then
fontColor = Color.Black
End If
If ScaleScreenRec(New Rectangle(r.X, r.Y, 32, 32)).Contains(MouseHandler.MousePosition) = True And GameInstance.IsMouseVisible OrElse Not GameInstance.IsMouseVisible And _GameJoltButtonIndex = 1 Then
y = 16
SpriteBatch.DrawInterfaceString(FontManager.InGameFont, "Change to male", New Vector2(r.X + 64 + 4, r.Y + 4), fontColor)
End If
SpriteBatch.DrawInterface(_oldMenuTexture, New Rectangle(r.X, r.Y, 32, 32), New Rectangle(144, 32 + y, 16, 16), Color.White)
y = 0
If ScaleScreenRec(New Rectangle(r.X, r.Y + 48, 32, 32)).Contains(MouseHandler.MousePosition) = True And GameInstance.IsMouseVisible OrElse Not GameInstance.IsMouseVisible And _GameJoltButtonIndex = 2 Then
y = 16
SpriteBatch.DrawInterfaceString(FontManager.InGameFont, "Change to female", New Vector2(r.X + 64 + 4, r.Y + 4 + 48), fontColor)
End If
SpriteBatch.DrawInterface(_oldMenuTexture, New Rectangle(r.X, r.Y + 48, 32, 32), New Rectangle(160, 32 + y, 16, 16), Color.White)
y = 0
If ScaleScreenRec(New Rectangle(r.X, r.Y + 48 + 48, 32, 32)).Contains(MouseHandler.MousePosition) = True And GameInstance.IsMouseVisible OrElse Not GameInstance.IsMouseVisible And _GameJoltButtonIndex = 3 Then
y = 16
SpriteBatch.DrawInterfaceString(FontManager.InGameFont, "Reset save", New Vector2(r.X + 64 + 4, r.Y + 4 + 48 + 48), fontColor)
End If
SpriteBatch.DrawInterface(_oldMenuTexture, New Rectangle(r.X, r.Y + 48 + 48, 32, 32), New Rectangle(176, 32 + y, 16, 16), Color.White)
End Sub
Private Sub DrawMainProfiles()
Dim MoveOffset As Single = 0
If _menuIndex = 0 Then
MoveOffset = _screenOffset.X
End If
For x = 0 To _MainProfiles.Count - 1
' Draw main profiles.
Dim xmain As Boolean = x = _selectedProfile
If _menuIndex <> 0 Then
xmain = False
End If
Dim xOffset As Single = _screenOrigin.X + MoveOffset + x * 180 + ((x + 1) * 100 * (1 - _fadeInMain))
_MainProfiles(x).Draw(New Vector2(CInt(xOffset), CInt(_screenOrigin.Y + _screenOffset.Y)), CInt(_fadeInMain * 255), (xmain), _menuTexture)
If _MainProfiles(x).IsGameJolt AndAlso _MainProfiles(x).Loaded AndAlso (xmain) Then
DrawGameJoltButtons(New Vector2(CInt(xOffset), CInt(_screenOffset.Y)))
End If
Next
If _fadeInMain = 1.0F And _menuIndex = 0 Then
' Draw arrow.
If _MainProfiles(_selectedProfile).IsGameJolt = False Then
SpriteBatch.Draw(_menuTexture, New Rectangle(CInt(_screenOrigin.X + _sliderPosition - 16), CInt(_screenOrigin.Y + 170), 32, 16), New Rectangle(0, 16, 32, 16), Color.White)
Else
SpriteBatch.Draw(_menuTexture, New Rectangle(CInt(_screenOrigin.X + _sliderPosition - 16), CInt(_screenOrigin.Y + 170), 32, 16), New Rectangle(32, 16, 32, 16), Color.White)
End If
Dim displayRect = New Rectangle(CInt((_screenOrigin.X + _sliderPosition - 300).Clamp(20, windowSize.Width - 620)), CInt(_screenOrigin.Y + 170 + 16), 600, CInt(240 * _expandDisplay))
' Draw display.
If _expandDisplay > 0F Then
Canvas.DrawRectangle(displayRect, Screens.UI.ColorProvider.MainColor(False))
Canvas.DrawRectangle(New Rectangle(displayRect.X, displayRect.Y + displayRect.Height - 3, displayRect.Width, 3), Screens.UI.ColorProvider.AccentColor(False, CInt(255 * _expandDisplay)))
End If
' Dark theme.
If (_selectedProfile = 1 Or _selectedProfile = 2) And _sliderPosition <= GetSliderTarget(1) Then
Dim maxDistance As Integer = 180
Dim distance As Integer = CInt(Math.Abs(_sliderTarget - _sliderPosition))
Dim dist As Double = distance / maxDistance
If _selectedProfile = 1 Then
dist = 1 - dist
End If
If _expandDisplay > 0F Then
Canvas.DrawRectangle(displayRect, Screens.UI.ColorProvider.MainColor(True, CInt(255 * dist)))
Canvas.DrawRectangle(New Rectangle(displayRect.X, displayRect.Y + displayRect.Height - 3, displayRect.Width, 3), Screens.UI.ColorProvider.AccentColor(True, CInt(255 * dist * _expandDisplay)))
End If
End If
' Draw profile info.
Dim tmpProfile = _MainProfiles(_selectedProfile)
If _expandDisplay = 1.0F Then
If tmpProfile.GameModeExists Then
For i = 0 To tmpProfile.PokemonTextures.Count - 1
SpriteBatch.Draw(tmpProfile.PokemonTextures(i), New Rectangle(displayRect.X + 30 + i * 70, displayRect.Y + 70, 64, 64), Color.White)
Next
GetFontRenderer().DrawString(FontManager.InGameFont, "Player Name: " & tmpProfile.Name & Environment.NewLine &
"GameMode: " & tmpProfile.GameMode, New Vector2(displayRect.X + 30, displayRect.Y + 20), Color.White, 0F, Vector2.Zero, 1.0F, SpriteEffects.None, 0F)
GetFontRenderer().DrawString(FontManager.InGameFont, "Badges: " & tmpProfile.Badges.ToString() & Environment.NewLine &
"Play time: " & tmpProfile.TimePlayed & Environment.NewLine &
"Location: " & tmpProfile.Location, New Vector2(displayRect.X + 30, displayRect.Y + 150), Color.White, 0F, Vector2.Zero, 1.0F, SpriteEffects.None, 0F)
Else
GetFontRenderer().DrawString(FontManager.InGameFont, "Player Name: " & tmpProfile.Name & Environment.NewLine &
"GameMode: " & tmpProfile.GameMode, New Vector2(displayRect.X + 30, displayRect.Y + 20), Color.White, 0F, Vector2.Zero, 1.0F, SpriteEffects.None, 0F)
SpriteBatch.Draw(_menuTexture, New Rectangle(displayRect.X + 30, displayRect.Y + 70, 32, 32), New Rectangle(0, 32, 32, 32), Color.White)
Dim errorText As String = ""
If tmpProfile.IsGameJolt() Then
errorText = "Download failed. Press Accept to try again." & Environment.NewLine & Environment.NewLine &
"If the problem persists, please try again later" & Environment.NewLine &
"or contact us in our Discord server:" & Environment.NewLine & Environment.NewLine &
"http://www.discord.me/p3d"
Else
errorText = "The required GameMode does not exist!"
End If
GetFontRenderer().DrawString(FontManager.InGameFont, errorText, New Vector2(displayRect.X + 70, displayRect.Y + 78), Color.White, 0F, Vector2.Zero, 1.0F, SpriteEffects.None, 0F)
End If
End If
End If
End Sub
Private Sub DrawOptionProfiles(IsGameJoltOptions As Boolean)
' Draw profiles.
For x = 0 To _OptionProfiles.Count - 1
Dim xOffset As Single = _screenOrigin.X + _screenOffset.X + x * 180 + ((x + 1) * 100)
_OptionProfiles(x).Draw(New Vector2(CInt(xOffset), CInt(_screenOrigin.Y)), CInt(_fadeInOptions * 255), (x = _selectedProfile), _menuTexture)
Next
If _fadeInOptions = 1.0F Then
' Draw arrow.
If _menuIndex <> 0 Then
SpriteBatch.Draw(_menuTexture, New Rectangle(CInt(_screenOrigin.X + _sliderPosition - 16), CInt(_screenOrigin.Y + 170), 32, 16), New Rectangle(32, 16, 32, 16), Color.White)
End If
End If
End Sub
Private Function GetSliderTarget(ByVal index As Integer) As Integer
Return CInt(_screenOffset.X + index * 180 + 80)
End Function
Public Overrides Sub ChangeTo()
If _MainProfiles.Count = 0 Then
'Dim t As New Threading.Thread(AddressOf LoadMainProfiles)
't.IsBackground = True
't.Start()
LoadMainProfiles()
End If
If _OptionProfiles.Count = 0 Then
LoadOptionProfiles()
End If
End Sub
Private Sub LoadMainProfiles()
_MainProfiles.Add(New GameProfile("", False, True))
_MainProfiles.Add(New GameProfile("", False, False))
Dim files As String() = {"Apricorns.dat", "Berries.dat", "Box.dat", "Daycare.dat", "HallOfFame.dat", "ItemData.dat", "Items.dat", "NPC.dat", "Options.dat", "Party.dat", "Player.dat", "Pokedex.dat", "Register.dat", "RoamingPokemon.dat", "SecretBase.dat", "Statistics.dat"}
For Each path As String In IO.Directory.GetDirectories(GameController.GamePath & "\Save\")
Dim exists As Boolean = True
For Each file As String In files
If IO.File.Exists(path & "\" & file) = False Then
exists = False
Exit For
End If
Next
If exists = True Then
_MainProfiles.Add(New GameProfile(path, False, False))
End If
Next
GameModeManager.SetGameModePointer("Kolben")
_MainProfiles.Add(New GameProfile("", True, False))
_loading = False
End Sub
Private Sub LoadOptionProfiles()
_OptionProfiles.Add(New GameProfile("", False, False, 0))
_OptionProfiles.Add(New GameProfile("", False, False, 1))
_OptionProfiles.Add(New GameProfile("", False, False, 2))
_OptionProfiles.Add(New GameProfile("", False, False, 3))
End Sub
Private Class GameProfile
Private _isGameJolt As Boolean = False
Private _loaded As Boolean = False
Private _isLoading As Boolean = False
Private _failedGameJoltLoading As Boolean = False
Public _OptionsMenuIndex As Integer = -1
Private _path As String = ""
Private _isNewGameButton As Boolean = False
Private _IsOptionsMenuButton As Boolean = False
Private _name As String = ""
Private _gameMode As String
Private _pokedexSeen As Integer
Private _pokedexCaught As Integer
Private _badges As Integer
Private _timePlayed As String
Private _location As String
Private _pokemonTextures As New List(Of Texture2D)
Private _sprite As Texture2D
Private _gameModeExists As Boolean
Private _skin As String = ""
Private _surfing As Boolean = False
Private _tempSurfSkin As String = ""
Private _fontSize As Single = 1.0F
Private _spriteIndex As Integer = 0
Private _spriteDelay As Single = 1.5F
Private _logoBounce As Single = 0F
Private ReadOnly _spriteOrder As Integer() = {0, 1, 0, 2}
Public Property Sprite As Texture2D
Get
Return _sprite
End Get
Set(value As Texture2D)
_sprite = value
End Set
End Property
Public ReadOnly Property IsGameJolt As Boolean
Get
Return _isGameJolt
End Get
End Property
Public ReadOnly Property IsNewGameButton As Boolean
Get
Return _isNewGameButton
End Get
End Property
Public ReadOnly Property IsOptionsMenuButton As Boolean
Get
Return _IsOptionsMenuButton
End Get
End Property
Public ReadOnly Property Path() As String
Get
Return _path
End Get
End Property
Public ReadOnly Property Name() As String
Get
Return _name
End Get
End Property
Public ReadOnly Property GameMode() As String
Get
Return _gameMode
End Get
End Property
Public ReadOnly Property PokedexSeen() As Integer
Get
Return _pokedexSeen
End Get
End Property
Public ReadOnly Property PokedexCaught() As Integer
Get
Return _pokedexCaught
End Get
End Property
Public ReadOnly Property Badges() As Integer
Get
Return _badges
End Get
End Property
Public ReadOnly Property TimePlayed() As String
Get
Return _timePlayed
End Get
End Property
Public ReadOnly Property Location() As String
Get
Return _location
End Get
End Property
Public ReadOnly Property PokemonTextures() As List(Of Texture2D)
Get
Return _pokemonTextures
End Get
End Property
Public ReadOnly Property Loaded() As Boolean
Get
Return _loaded
End Get
End Property
Public ReadOnly Property IsLoading() As Boolean
Get
Return _isLoading
End Get
End Property
Public ReadOnly Property GameModeExists() As Boolean
Get
Return _gameModeExists
End Get
End Property
Public Sub SetToDefault()
_timePlayed = "00:00:00"
_location = "Your Room"
_pokemonTextures.Clear()
_badges = 0
End Sub
Public Sub New(ByVal path As String, ByVal isNewGameButton As Boolean, ByVal IsOptionsMenuButton As Boolean, Optional ByVal OptionsMenuIndex As Integer = -1)
If isNewGameButton Then
_isNewGameButton = True
_fontSize = 1.0F
ElseIf IsOptionsMenuButton Then
_IsOptionsMenuButton = True
_fontSize = 1.0F
_sprite = TextureManager.GetTexture("Textures\UI\OptionsMenu")
Else
If OptionsMenuIndex <> -1 Then
_OptionsMenuIndex = OptionsMenuIndex
Select Case _OptionsMenuIndex
Case 0
_sprite = TextureManager.GetTexture("Textures\UI\OptionsMenu")
Case 1
_sprite = TextureManager.GetTexture("Textures\UI\OptionsMenu")
Case 2
_sprite = TextureManager.GetTexture("Textures\UI\OptionsMenu")
Case 3
_sprite = TextureManager.GetTexture("Textures\UI\OptionsMenu")
End Select
_sprite = TextureManager.GetTexture("Textures\UI\OptionsMenu")
Else
If path = "" Then
_isGameJolt = True
_loaded = False
_sprite = TextureManager.GetTexture("Textures\UI\GameJolt\gameJoltIcon")
LoadGameJolt()
Else
_path = path
LoadFromPlayerData(IO.File.ReadAllText(path & "\Player.dat"))
LoadContent(IO.File.ReadAllText(path & "\Party.dat"))
_loaded = True
End If
End If
End If
End Sub
Private Sub LoadContent(ByVal pokedata As String)
If GameModeManager.GameModeExists(_gameMode) Then
_gameModeExists = True
GameModeManager.SetGameModePointer(_gameMode)
Dim pokemonData As String() = pokedata.SplitAtNewline()
For Each line As String In pokemonData
If line.StartsWith("{") Then
_pokemonTextures.Add(Pokemon.GetPokemonByData(line).GetMenuTexture(True))
End If
Next
If _isGameJolt = False Then
If _surfing Then
_sprite = TextureManager.GetTexture("Textures\NPC\" & _tempSurfSkin)
Else
_sprite = TextureManager.GetTexture("Textures\NPC\" & _skin)
End If
End If
Else
_gameModeExists = False
_sprite = TextureManager.GetTexture("GUI\unknownSprite")
End If
End Sub
Private Sub LoadFromPlayerData(ByVal data As String)
Dim playerData As String() = data.SplitAtNewline()
For Each line As String In playerData
If line.Contains("|") Then
Dim id As String = line.Split("|"c)(0)
Dim content As String = line.Split("|"c)(1)
Select Case id.ToLower()
Case "name"
_name = content
While FontManager.InGameFont.MeasureString(_name).X * _fontSize > 140
_fontSize -= 0.01F
End While
Case "badges"
If content.Length > 0 AndAlso content <> "0" Then
_badges = content.Split(","c).Length
Else
_badges = 0
End If
Case "playtime"
Dim timedata As String() = content.Split(","c)
Dim hours As Integer = CInt(timedata(0)) + CInt(timedata(3)) * 24
Dim minutes As Integer = CInt(timedata(1))
Dim seconds As Integer = CInt(timedata(2))
_timePlayed = hours.ToString("D2") & ":" & minutes.ToString("D2") & ":" & seconds.ToString("D2")
Case "location"
_location = content
Case "gamemode"
_gameMode = content
Case "skin"
_skin = content
Case "surfing"
If content = "1" Then
_surfing = True
End If
Case "tempsurfskin"
_tempSurfSkin = content
End Select
End If
Next
End Sub
Public Sub Draw(ByVal offset As Vector2, ByVal alpha As Integer, ByVal isSelected As Boolean, ByVal t As Texture2D)
If _isGameJolt Then
For x = 0 To 9
For y = 0 To 9
SpriteBatch.Draw(t, New Rectangle(CInt(x * 16 + offset.X), CInt(y * 16 + offset.Y), 16, 16), New Rectangle(32, 0, 16, 16), New Color(255, 255, 255, alpha))
Next
Next
Canvas.DrawRectangle(New Rectangle(CInt(offset.X), CInt(offset.Y), 160, 3), Screens.UI.ColorProvider.AccentColor(True, alpha))
If _isLoading And GameJoltSave.DownloadProgress > 0 Then
Dim width As Integer = CInt((GameJoltSave.DownloadProgress / (GameJolt.GamejoltSave.SAVEFILECOUNT + GameJolt.GamejoltSave.EXTRADATADOWNLOADCOUNT)) * 160)
Canvas.DrawRectangle(New Rectangle(CInt(offset.X), CInt(offset.Y + 3), width, 157), New Color(100, 100, 100, 128))
End If
Else
For x = 0 To 9
For y = 0 To 9
SpriteBatch.Draw(t, New Rectangle(CInt(x * 16 + offset.X), CInt(y * 16 + offset.Y), 16, 16), New Rectangle(0, 0, 16, 16), New Color(255, 255, 255, alpha))
Next
Next
Canvas.DrawRectangle(New Rectangle(CInt(offset.X), CInt(offset.Y), 160, 3), Screens.UI.ColorProvider.AccentColor(False, alpha))
End If
If _isNewGameButton Then
Dim text As String = "New" & Environment.NewLine & "Game"
If alpha >= 250 And CurrentScreen.Identification = Identifications.MainMenuScreen Then
FontRenderer.DrawString(FontManager.InGameFont, text, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(text).X) / 2),
CInt(offset.Y + 80 - (FontManager.InGameFont.MeasureString(text).Y) / 2)), New Color(255, 255, 255, alpha))
Else
SpriteBatch.DrawString(FontManager.InGameFont, text, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(text).X) / 2),
CInt(offset.Y + 80 - (FontManager.InGameFont.MeasureString(text).Y) / 2)), New Color(255, 255, 255, alpha))
End If
ElseIf _IsOptionsMenuButton Then
Dim text As String = "Options"
If alpha >= 250 And CurrentScreen.Identification = Identifications.MainMenuScreen Then
FontRenderer.DrawString(FontManager.InGameFont, text, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(text).X) / 2),
CInt(offset.Y + 132 - (FontManager.InGameFont.MeasureString(text).Y) / 2)), New Color(255, 255, 255, alpha))
Else
SpriteBatch.DrawString(FontManager.InGameFont, text, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(text).X) / 2),
CInt(offset.Y + 132 - (FontManager.InGameFont.MeasureString(text).Y) / 2)), New Color(255, 255, 255, alpha))
End If
If _menuIndex = 0 Then
If isSelected Then
_logoBounce += 0.2F
Else
_logoBounce = 0F
End If
End If
SpriteBatch.Draw(_sprite, New Rectangle(CInt(offset.X + 40), CInt(offset.Y + 36 + Math.Sin(_logoBounce) * 8.0F), 80, 80), New Color(255, 255, 255, alpha))
ElseIf _OptionsMenuIndex <> -1 Then
Dim text As String = ""
Select Case _OptionsMenuIndex
Case 0
text = "Language"
Case 1
text = "Audio"
Case 2
text = "Controls"
Case 3
text = "Content Packs"
End Select
If alpha >= 250 And CurrentScreen.Identification = Identifications.MainMenuScreen Then
FontRenderer.DrawString(FontManager.InGameFont, text, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(text).X) / 2),
CInt(offset.Y + 132 - (FontManager.InGameFont.MeasureString(text).Y) / 2)), New Color(255, 255, 255, alpha))
Else
SpriteBatch.DrawString(FontManager.InGameFont, text, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(text).X) / 2),
CInt(offset.Y + 132 - (FontManager.InGameFont.MeasureString(text).Y) / 2)), New Color(255, 255, 255, alpha))
End If
If _menuIndex = 2 Or _menuIndex = 3 Then
If isSelected Then
_logoBounce += 0.2F
Else
_logoBounce = 0F
End If
End If
SpriteBatch.Draw(_sprite, New Rectangle(CInt(offset.X + 40), CInt(offset.Y + 36 + Math.Sin(_logoBounce) * 8.0F), 80, 80), New Color(255, 255, 255, alpha))
Else
If _loaded Then
Dim frameSize As Size = New Size(CInt(_sprite.Width / 3), CInt(_sprite.Height / 4))
If isSelected Then
_spriteDelay -= 0.1F
If _spriteDelay <= 0F Then
_spriteDelay = 1.5F
_spriteIndex += 1
If _spriteIndex = _spriteOrder.Length Then
_spriteIndex = 0
End If
End If
Else
_spriteIndex = 0
End If
SpriteBatch.Draw(_sprite, New Rectangle(CInt(offset.X + 17), CInt(offset.Y - 10), 128, 128), New Rectangle(frameSize.Width * _spriteOrder(_spriteIndex), frameSize.Height * 2, frameSize.Width, frameSize.Height), New Color(255, 255, 255, alpha))
If alpha >= 250 And CurrentScreen.Identification = Identifications.MainMenuScreen Then
FontRenderer.DrawString(FontManager.InGameFont, _name, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(_name).X * _fontSize) / 2), CInt(offset.Y + 120)), New Color(255, 255, 255, alpha), 0F, Vector2.Zero, New Vector2(_fontSize), SpriteEffects.None, 0F)
Else
SpriteBatch.DrawString(FontManager.InGameFont, _name, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(_name).X * _fontSize) / 2), CInt(offset.Y + 120)), New Color(255, 255, 255, alpha), 0F, Vector2.Zero, New Vector2(_fontSize), SpriteEffects.None, 0F)
End If
Else
If _menuIndex = 0 Then
If isSelected Then
_logoBounce += 0.2F
Else
_logoBounce = 0F
End If
End If
Dim text As String = "Log in"
If _isLoading Then
text = "Loading..."
End If
SpriteBatch.Draw(_sprite, New Rectangle(CInt(offset.X + 46), CInt(offset.Y + 36 + Math.Sin(_logoBounce) * 8.0F), 68, 72), New Color(255, 255, 255, alpha))
If alpha >= 250 And CurrentScreen.Identification = Identifications.MainMenuScreen Then
FontRenderer.DrawString(FontManager.InGameFont, text, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(text).X * _fontSize) / 2), CInt(offset.Y + 120)), New Color(255, 255, 255, alpha), 0F, Vector2.Zero, New Vector2(_fontSize), SpriteEffects.None, 0F)
Else
SpriteBatch.DrawString(FontManager.InGameFont, text, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(text).X * _fontSize) / 2), CInt(offset.Y + 120)), New Color(255, 255, 255, alpha), 0F, Vector2.Zero, New Vector2(_fontSize), SpriteEffects.None, 0F)
End If
End If
End If
End Sub
Public Sub LoadGameJolt()
If GameJolt.API.LoggedIn Then
If _isGameJolt And _loaded = False And _isLoading = False Then
_isLoading = True
GameJoltSave.DownloadSave(GameJolt.LogInScreen.LoadedGameJoltID, True)
ElseIf _isGameJolt And _loaded = False And _isLoading Then
If GameJoltSave.DownloadFinished Then
_loaded = True
_isLoading = False
_sprite = GameJoltSave.DownloadedSprite
If _sprite Is Nothing Then
_sprite = GameJolt.Emblem.GetPlayerSprite(GameJolt.Emblem.GetPlayerLevel(GameJoltSave.Points), GameJoltSave.GameJoltID, GameJoltSave.Gender)
End If
LoadFromPlayerData(GameJoltSave.Player)
LoadContent(GameJoltSave.Party)
Else
If GameJoltSave.DownloadFailed Then
_loaded = True
_isLoading = False
_failedGameJoltLoading = True
_sprite = TextureManager.GetTexture("GUI\unknownSprite")
End If
End If
End If
End If
End Sub
Public Sub UnSelectProfile()
If IsGameJolt AndAlso _loaded Then
_loaded = False
_isLoading = False
_pokemonTextures.Clear()
_sprite = TextureManager.GetTexture("Textures\UI\GameJolt\gameJoltIcon")
_fontSize = 1.0F
GameJolt.API.LoggedIn = False
End If
End Sub
Public Sub SelectProfile()
If _isGameJolt And _loaded = False And GameJolt.API.LoggedIn = False Then
SetScreen(New GameJolt.LogInScreen(CurrentScreen))
ElseIf _isNewGameButton Then
World.IsMainMenu = False
If GameModeManager.GameModeCount = 1 Then
' There's only the default GameMode available, so just load that one.
GameModeManager.SetGameModePointer("Kolben")
SetScreen(New Screens.MainMenu.NewNewGameScreen(CurrentScreen))
Else
' There is more than one GameMode, prompt a selection screen:
SetScreen(New GameModeSelectionScreen(CurrentScreen))
End If
Else
If _gameModeExists Then
GameModeManager.SetGameModePointer(_gameMode)
World.IsMainMenu = False
If _isGameJolt Then
Core.Player.IsGameJoltSave = True
Core.Player.LoadGame("GAMEJOLTSAVE")
GameJolt.Emblem.GetAchievedEmblems()
SetScreen(New JoinServerScreen(CurrentScreen))
Else
Core.Player.IsGameJoltSave = False
Core.Player.LoadGame(IO.Path.GetFileName(_path))
SetScreen(New JoinServerScreen(CurrentScreen))
End If
Else
If Me.IsGameJolt Then
_loaded = False
_sprite = TextureManager.GetTexture("Textures\UI\GameJolt\gameJoltIcon")
LoadGameJolt()
ElseIf IsOptionsMenuButton = False Then
Dim messageBox As New UI.MessageBox(CurrentScreen)
messageBox.Show("The required GameMode does not exist." & Environment.NewLine & "Reaquire the GameMode to play on this profile.")
Else
_menuIndex = 2
'SetScreen(New NewOptionScreen(CurrentScreen))
End If
End If
End If
End Sub
End Class
End Class
Public Class GameModeSelectionScreen
Inherits Screen
Private _gameModes As GameMode()
Private _index As Integer = 0
Private _offset As Single = 0F
Private Const WIDTH = 400
Private Const HEIGHT = 64
Private Const GAP = 32
Public Sub New(ByVal currentScreen As Screen)
Me.Identification = Identifications.GameModeSelectionScreen
CanBePaused = False
CanChat = False
CanDrawDebug = True
CanGoFullscreen = True
CanMuteMusic = True
CanTakeScreenshot = True
PreScreen = currentScreen
_gameModes = GameModeManager.GetAllGameModes
End Sub
Public Overrides Sub Draw()
PreScreen.Draw()
Dim text = "Select a GameMode" + Environment.NewLine + "to start the new game with."
GetFontRenderer().DrawString(FontManager.InGameFont, text, New Vector2(30, 30), Color.White)
Dim center = windowSize.Width - 250
For i = 0 To _gameModes.Length - 1
Dim y = CType(i * (HEIGHT + GAP) + _offset + windowSize.Height / 2 - HEIGHT / 2, Integer)
Dim halfWidth = CType(WIDTH / 2, Integer)
Dim color = Screens.UI.ColorProvider.LightColor
Dim alphaColor = New Color(color.R, color.G, color.B, 0)
If i = _index Then
color = Screens.UI.ColorProvider.AccentColor
alphaColor = New Color(color.R, color.G, color.B, 0)
End If
Canvas.DrawGradient(New Rectangle(center - halfWidth, y, 50, HEIGHT), alphaColor, color, True, -1)
Canvas.DrawRectangle(New Rectangle(center - halfWidth + 50, y, WIDTH - 100, HEIGHT), color)
Canvas.DrawGradient(New Rectangle(center + halfWidth - 50, y, 50, HEIGHT), color, alphaColor, True, -1)
Dim displayText = _gameModes(i).Name
Dim textSize = FontManager.InGameFont.MeasureString(displayText)
GetFontRenderer().DrawString(FontManager.InGameFont, displayText, New Vector2(center - halfWidth + 50, CType(y + HEIGHT / 2 - ((textSize.Y) / 2), Integer)), Color.White, 0F, Vector2.Zero, 1.0F, SpriteEffects.None, 0F)
Next
End Sub
Public Overrides Sub Update()
' PreScreen is the MainMenuScreen, so update the previous screen of that to achieve the background world.
PreScreen.PreScreen.Update()
If _index > 0 AndAlso Controls.Up(True, True, True, True, True, True) Then
_index -= 1
End If
If _index < _gameModes.Length - 1 AndAlso Controls.Down(True, True, True, True, True, True) Then
_index += 1
End If
If KeyBoardHandler.KeyPressed(KeyBindings.EscapeKey) Or KeyBoardHandler.KeyPressed(KeyBindings.BackKey1) Or KeyBoardHandler.KeyPressed(KeyBindings.BackKey2) Or MouseHandler.ButtonPressed(MouseHandler.MouseButtons.RightButton) Or ControllerHandler.ButtonPressed(Buttons.B) Then
SoundManager.PlaySound("select")
SetScreen(PreScreen)
End If
If Controls.Accept(True, True, True) Then
GameModeManager.SetGameModePointer(_gameModes(_index).DirectoryName)
SoundManager.PlaySound("select")
If GameModeManager.ActiveGameMode.IntroType = "0" Then
SetScreen(New Screens.MainMenu.NewNewGameScreen(PreScreen))
Else
SetScreen(New TransitionScreen(Me.PreScreen, New NewGameScreen(), Color.Black, False))
End If
End If
Dim targetOffset = GetTargetOffset()
If _offset <> targetOffset Then
_offset = MathHelper.Lerp(_offset, targetOffset, 0.25F)
If Math.Abs(_offset - targetOffset) <= 0.01F Then
_offset = targetOffset
End If
End If
End Sub
Private Function GetTargetOffset() As Integer
Return -_index * (HEIGHT + GAP)
End Function
End Class