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){ | ||||
| 	bool setIdleAnimation=true; | ||||
| 	bool heldDownMovementKey=false; //Is true when a movement key has been held down.
 | ||||
| 	if(KEY_MENU.Released()){ | ||||
| 		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.
 | ||||
| 		PauseGame(); | ||||
| 		Menu::OpenMenu(MenuType::PAUSE); | ||||
| 	} | ||||
| 	if(player->GetVelocity()==vf2d{0,0}&&player->CanMove()){ | ||||
| @ -3376,14 +3374,11 @@ bool AiL::MenuClicksDeactivated()const{ | ||||
| } | ||||
| 
 | ||||
| bool AiL::GamePaused(){ | ||||
| 	return fadeOutDuration>0||disableFadeIn||paused||LoadingScreen::loading; | ||||
| } | ||||
| 
 | ||||
| void AiL::PauseGame(){ | ||||
| 	paused=true; | ||||
| } | ||||
| void AiL::ResumeGame(){ | ||||
| 	paused=false; | ||||
| 	return  | ||||
| 		fadeOutDuration>0 | ||||
| 		||disableFadeIn | ||||
| 		||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.*/ | ||||
| 		||LoadingScreen::loading; | ||||
| } | ||||
| 
 | ||||
| void AiL::EndGame(){ | ||||
|  | ||||
| @ -170,7 +170,6 @@ private: | ||||
| 	std::map<std::string,std::vector<::ZoneData>>ZONE_LIST; | ||||
| 	float lastMouseMovement=0.f; //Amount of time since the last time the cursor was moved or interacted with.
 | ||||
| 	vi2d lastMousePos={}; | ||||
| 	bool paused=false; | ||||
| 	bool gameInitialized=false; | ||||
| 	ResourcePack gamepack; | ||||
| 	uint8_t mosaicEffectTransition=1U; | ||||
| @ -300,8 +299,6 @@ public: | ||||
| 	void AddZone(const std::string_view zoneName,const ZoneData&zone); | ||||
| 	//Returns the last time the mouse was moved or interacted with.
 | ||||
| 	const float LastMouseMovement()const; | ||||
| 	void PauseGame(); | ||||
| 	void ResumeGame(); | ||||
| 	const bool GameInitialized()const; | ||||
| 	rcode LoadResource(Renderable&renderable,std::string_view imgPath,bool filter=false,bool clamp=true); | ||||
| 	void UpdateMonsters(); | ||||
|  | ||||
| @ -386,11 +386,8 @@ void Audio::UpdateBGMVolume(){ | ||||
| } | ||||
| float Audio::GetCalculatedBGMVolume(const float channelVol){ | ||||
| 	float pauseMult=1.f; | ||||
| 	for(Menu*menus:Menu::stack){ | ||||
| 		if(menus==Menu::menus[MenuType::PAUSE]){ | ||||
| 			pauseMult=0.5f; | ||||
| 			break; | ||||
| 		} | ||||
| 	if(Menu::IsMenuOpen()&&Menu::stack.front()==Menu::menus[MenuType::PAUSE]){ | ||||
| 		pauseMult=0.5f; | ||||
| 	} | ||||
| 	return channelVol*GetBGMVolume()*GetMuteMult()*pauseMult; | ||||
| } | ||||
|  | ||||
| @ -318,6 +318,7 @@ void Menu::OpenMenu(MenuType menu,bool cover){ | ||||
| 		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); | ||||
| 	} | ||||
| 	stack.push_back(menus[menu]); | ||||
| 	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.
 | ||||
| } | ||||
| 
 | ||||
| void Menu::KeyboardButtonNavigation(AiL*game,vf2d menuPos){ | ||||
| @ -644,6 +645,7 @@ void Menu::CloseMenu(){ | ||||
| 	}else{ | ||||
| 		ERR("WARNING! Trying to close out no menu?? Why are we doing this?") | ||||
| 	} | ||||
| 	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.
 | ||||
| } | ||||
| 
 | ||||
| std::pair<MenuType,std::string>Menu::GetMemoryLeakReportInfo(){ | ||||
|  | ||||
| @ -53,8 +53,6 @@ void Menu::InitializePauseWindow(){ | ||||
| 
 | ||||
| 	pauseWindow->ADD("Resume Button",MenuComponent)(geom2d::rect<float>{{6.f,0.f},{84.f,24.f}},"Resume",[](MenuFuncData data){ | ||||
| 		Menu::CloseMenu(); | ||||
| 		game->ResumeGame(); | ||||
| 		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.
 | ||||
| 		return true; | ||||
| 	},ButtonAttr::FIT_TO_LABEL)END; | ||||
| 	pauseWindow->ADD("Character Button",MenuComponent)(geom2d::rect<float>{{6.f,28.f},{84.f,24.f}},"Character",[](MenuFuncData data){ | ||||
| @ -79,8 +77,11 @@ void Menu::InitializePauseWindow(){ | ||||
| 		}else{ | ||||
| 			Component<MenuComponent>(LEVEL_COMPLETE,"Next Button")->Disable(); | ||||
| 		} | ||||
| 		game->ResumeGame(); | ||||
| 		GameState::ChangeState(States::LEVEL_COMPLETE,0.4f); | ||||
| 		if(GameState::STATE==GameState::states[States::GAME_HUB]){ | ||||
| 			GameState::ChangeState(States::OVERWORLD_MAP,0.4f); | ||||
| 		}else{ | ||||
| 			GameState::ChangeState(States::LEVEL_COMPLETE,0.4f); | ||||
| 		} | ||||
| 		return true; | ||||
| 	},ButtonAttr::FIT_TO_LABEL)END; | ||||
| 
 | ||||
|  | ||||
| @ -50,7 +50,6 @@ INCLUDE_MONSTER_LIST | ||||
| INCLUDE_game | ||||
| 
 | ||||
| void State_GameHub::OnStateChange(GameState*prevState){ | ||||
| 	Component<MenuComponent>(MenuType::PAUSE,"Return to Camp Button")->SetGrayedOut(true); | ||||
| 	if(Menu::IsMenuOpen()){ | ||||
| 		Menu::CloseAllMenus(); | ||||
| 	} | ||||
|  | ||||
| @ -48,7 +48,6 @@ INCLUDE_MONSTER_LIST | ||||
| INCLUDE_game | ||||
| 
 | ||||
| void State_LevelComplete::OnStateChange(GameState*prevState){ | ||||
| 	game->ResumeGame(); | ||||
| 	if(xpGainSound==std::numeric_limits<size_t>::max()){ | ||||
| 		xpGainSound=Audio::LoadAndPlay("xpgain.ogg"_SFX,true); | ||||
| 		Audio::Engine().SetVolume(xpGainSound,0.f); | ||||
|  | ||||
| @ -19,7 +19,6 @@ Funny text colors with text color override on blacksmith menu | ||||
| 
 | ||||
| Toggle for displaying error messages | ||||
| 
 | ||||
| Make 'Leave Area' in pause menu work for camp | ||||
| Level Up shows Health + and Atk + Indicators | ||||
| 
 | ||||
| Ranger Backdash range buff? | ||||
|  | ||||
| @ -39,7 +39,7 @@ All rights reserved. | ||||
| #define VERSION_MAJOR 0 | ||||
| #define VERSION_MINOR 4 | ||||
| #define VERSION_PATCH 4 | ||||
| #define VERSION_BUILD 7906 | ||||
| #define VERSION_BUILD 7909 | ||||
| 
 | ||||
| #define stringify(a) stringify_(a) | ||||
| #define stringify_(a) #a | ||||
|  | ||||
										
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