Make Leave Area button work in the camp. Fix background music volume not being halved when entering/exiting the pause menu. Release Build 7909.
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@ -411,8 +411,6 @@ void AiL::HandleUserInput(float fElapsedTime){
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bool setIdleAnimation=true;
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bool heldDownMovementKey=false; //Is true when a movement key has been held down.
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if(KEY_MENU.Released()){
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Audio::UpdateBGMVolume(); //When we open the pause menu, it forces the bgm volume to be halved. So we notify the engine that this is happening.
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PauseGame();
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Menu::OpenMenu(MenuType::PAUSE);
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}
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if(player->GetVelocity()==vf2d{0,0}&&player->CanMove()){
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@ -3376,14 +3374,11 @@ bool AiL::MenuClicksDeactivated()const{
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}
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bool AiL::GamePaused(){
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return fadeOutDuration>0||disableFadeIn||paused||LoadingScreen::loading;
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}
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void AiL::PauseGame(){
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paused=true;
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}
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void AiL::ResumeGame(){
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paused=false;
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return
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fadeOutDuration>0
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||disableFadeIn
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||Menu::IsMenuOpen()&&Menu::stack.front()==Menu::menus[MenuType::PAUSE]/*The pause menu would be the only thing open and would be the menu in front.*/
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||LoadingScreen::loading;
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}
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void AiL::EndGame(){
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@ -170,7 +170,6 @@ private:
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std::map<std::string,std::vector<::ZoneData>>ZONE_LIST;
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float lastMouseMovement=0.f; //Amount of time since the last time the cursor was moved or interacted with.
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vi2d lastMousePos={};
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bool paused=false;
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bool gameInitialized=false;
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ResourcePack gamepack;
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uint8_t mosaicEffectTransition=1U;
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@ -300,8 +299,6 @@ public:
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void AddZone(const std::string_view zoneName,const ZoneData&zone);
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//Returns the last time the mouse was moved or interacted with.
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const float LastMouseMovement()const;
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void PauseGame();
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void ResumeGame();
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const bool GameInitialized()const;
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rcode LoadResource(Renderable&renderable,std::string_view imgPath,bool filter=false,bool clamp=true);
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void UpdateMonsters();
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@ -386,11 +386,8 @@ void Audio::UpdateBGMVolume(){
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}
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float Audio::GetCalculatedBGMVolume(const float channelVol){
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float pauseMult=1.f;
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for(Menu*menus:Menu::stack){
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if(menus==Menu::menus[MenuType::PAUSE]){
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pauseMult=0.5f;
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break;
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}
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if(Menu::IsMenuOpen()&&Menu::stack.front()==Menu::menus[MenuType::PAUSE]){
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pauseMult=0.5f;
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}
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return channelVol*GetBGMVolume()*GetMuteMult()*pauseMult;
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}
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@ -318,6 +318,7 @@ void Menu::OpenMenu(MenuType menu,bool cover){
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if(std::holds_alternative<ButtonName>(returnData)&&std::get<ButtonName>(returnData).length()>0||std::holds_alternative<std::weak_ptr<MenuComponent>>(returnData))menus[menu]->SetSelection(returnData,true);
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}
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stack.push_back(menus[menu]);
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Audio::UpdateBGMVolume(); //If we open the pause menu, it forces the bgm volume to be halved. So we notify the engine that this is happening.
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}
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void Menu::KeyboardButtonNavigation(AiL*game,vf2d menuPos){
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@ -644,6 +645,7 @@ void Menu::CloseMenu(){
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}else{
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ERR("WARNING! Trying to close out no menu?? Why are we doing this?")
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}
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Audio::UpdateBGMVolume(); //If we close the pause menu, the bgm volume was halved. So we notify the engine that this is happening so it can correct it.
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}
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std::pair<MenuType,std::string>Menu::GetMemoryLeakReportInfo(){
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@ -53,8 +53,6 @@ void Menu::InitializePauseWindow(){
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pauseWindow->ADD("Resume Button",MenuComponent)(geom2d::rect<float>{{6.f,0.f},{84.f,24.f}},"Resume",[](MenuFuncData data){
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Menu::CloseMenu();
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game->ResumeGame();
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Audio::UpdateBGMVolume(); //When we open the pause menu, it forces the bgm volume to be halved. So we notify the engine that this is happening.
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return true;
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},ButtonAttr::FIT_TO_LABEL)END;
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pauseWindow->ADD("Character Button",MenuComponent)(geom2d::rect<float>{{6.f,28.f},{84.f,24.f}},"Character",[](MenuFuncData data){
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@ -79,8 +77,11 @@ void Menu::InitializePauseWindow(){
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}else{
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Component<MenuComponent>(LEVEL_COMPLETE,"Next Button")->Disable();
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}
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game->ResumeGame();
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GameState::ChangeState(States::LEVEL_COMPLETE,0.4f);
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if(GameState::STATE==GameState::states[States::GAME_HUB]){
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GameState::ChangeState(States::OVERWORLD_MAP,0.4f);
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}else{
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GameState::ChangeState(States::LEVEL_COMPLETE,0.4f);
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}
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return true;
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},ButtonAttr::FIT_TO_LABEL)END;
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@ -50,7 +50,6 @@ INCLUDE_MONSTER_LIST
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INCLUDE_game
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void State_GameHub::OnStateChange(GameState*prevState){
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Component<MenuComponent>(MenuType::PAUSE,"Return to Camp Button")->SetGrayedOut(true);
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if(Menu::IsMenuOpen()){
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Menu::CloseAllMenus();
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}
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@ -48,7 +48,6 @@ INCLUDE_MONSTER_LIST
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INCLUDE_game
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void State_LevelComplete::OnStateChange(GameState*prevState){
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game->ResumeGame();
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if(xpGainSound==std::numeric_limits<size_t>::max()){
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xpGainSound=Audio::LoadAndPlay("xpgain.ogg"_SFX,true);
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Audio::Engine().SetVolume(xpGainSound,0.f);
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@ -19,7 +19,6 @@ Funny text colors with text color override on blacksmith menu
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Toggle for displaying error messages
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Make 'Leave Area' in pause menu work for camp
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Level Up shows Health + and Atk + Indicators
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Ranger Backdash range buff?
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 4
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#define VERSION_PATCH 4
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#define VERSION_BUILD 7906
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#define VERSION_BUILD 7909
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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