Visual Novel character sizing now scales based on image size instead.
This commit is contained in:
parent
fc7e135aa4
commit
2b7ebb32cc
@ -60,7 +60,7 @@ void Menu::InitializeCharacterMenuWindow(){
|
||||
|
||||
characterMenuWindow->ADD("Character Label",MenuLabel)(geom2d::rect<float>{{0,-4},{float(windowSize.x)-1,24}},"Character",2,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
|
||||
characterMenuWindow->ADD("Equip Slot Outline",MenuComponent)(geom2d::rect<float>{{0,28},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END;
|
||||
characterMenuWindow->ADD("Character Rotating Display",CharacterRotatingDisplay)(geom2d::rect<float>{{135,28},{90,windowSize.y-48}},GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal())END;
|
||||
characterMenuWindow->ADD("Character Rotating Display",CharacterRotatingDisplay)(geom2d::rect<float>{{125,18},{130,windowSize.y-28}},GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal())END;
|
||||
|
||||
const static std::array<std::string,7>displayAttrs{
|
||||
"Health",
|
||||
|
@ -10,17 +10,13 @@ Settings Menu
|
||||
remove that bind from the list. Up to two keys may be binded per action.
|
||||
-We have to save keybinds to the save file.
|
||||
|
||||
- Initial Crafting of Gear.
|
||||
|
||||
- XP Bar
|
||||
|
||||
- Implement escape menu during gameplay.
|
||||
- If you leave a stage, the stage complete window still shows up, showing only the loot you obtained that session.
|
||||
|
||||
- No equip sounds for weapons?
|
||||
- When setting loadout items while loading the game it should highlight the correct item in the consumables inventory as well.
|
||||
|
||||
- Upgrade! / Craftable Labels for items in the blacksmith.
|
||||
- Clamp bosses in boss arenas.
|
||||
|
||||
- Track items used during a stage, on death, restore the loadout item quantities used.
|
||||
@ -37,9 +33,6 @@ Story proofreading/correcting/storyboarding
|
||||
|
||||
- Add Death screen (Zoom in on fatal blow, slow time down... Display some game over text... Allow retry or return to world map.)
|
||||
|
||||
A "Debug" version of the game that simply outputs all std::cout to a file as well (debug.log).
|
||||
ERR messages become just output messages in release build and won't crash the game.
|
||||
|
||||
- Hide mouse cursor during controller play. Reveal it again during mouse play.
|
||||
- Resource Packs
|
||||
|
||||
@ -48,11 +41,3 @@ ERR messages become just output messages in release build and won't crash the ga
|
||||
- Icon displays / Proper key displays above skill keys
|
||||
|
||||
- Auto aim causes retreat-type moves to aim away from the auto target, and prefer the direction the player's moving in.
|
||||
|
||||
- Equipment purchase method changes:
|
||||
ok equipment cant be sold currently anyway.
|
||||
So i think the easiest solution would be making gear unique. buying and upgrading it could be at the exact same location then.
|
||||
|
||||
Only thing that needs to be changed in the ui would be removing the equipment tab in the vendor sell menu.
|
||||
[12:07 AM]sigonasr2: So the process goes: See current list of gear, first you buy it, then you can choose it again to continuously upgrade it
|
||||
|
||||
|
@ -39,7 +39,7 @@ All rights reserved.
|
||||
#define VERSION_MAJOR 0
|
||||
#define VERSION_MINOR 3
|
||||
#define VERSION_PATCH 0
|
||||
#define VERSION_BUILD 6687
|
||||
#define VERSION_BUILD 6699
|
||||
|
||||
#define stringify(a) stringify_(a)
|
||||
#define stringify_(a) #a
|
||||
|
@ -222,15 +222,14 @@ void VisualNovel::Draw(){
|
||||
std::u32string character(leftCharacters[i].begin(),leftCharacters[i].end());
|
||||
Pixel fadeColor=WHITE;
|
||||
if(character!=actualSpeakerName)fadeColor={128,128,128,255};
|
||||
game->DrawDecal(vi2d{0,game->GetScreenSize().y}-vi2d{-i*64,72+168},GFX[GetCharacterImage(character)].Decal(),{1,1},fadeColor);
|
||||
game->DrawRotatedDecal(vi2d{0,game->GetScreenSize().y}-vi2d{-i*64-36,152},GFX[GetCharacterImage(character)].Decal(),0,GFX[GetCharacterImage(character)].Sprite()->Size()/2,vf2d{72.f,168.f}/GFX[GetCharacterImage(character)].Sprite()->Size(),fadeColor);
|
||||
}
|
||||
for(int i=rightCharacters.size()-1;i>=0;i--){
|
||||
//Start 72 from the bottom.
|
||||
std::u32string character(rightCharacters[i].begin(),rightCharacters[i].end());
|
||||
Pixel fadeColor=WHITE;
|
||||
if(character!=actualSpeakerName)fadeColor={128,128,128,255};
|
||||
float spriteWidth=GFX[GetCharacterImage(character)].Sprite()->width;
|
||||
game->DrawRotatedDecal(game->GetScreenSize()-vi2d{i*64+int(spriteWidth)/2,72+168},GFX[GetCharacterImage(character)].Decal(),0,vf2d{spriteWidth/2,0.f},{-1,1},fadeColor);
|
||||
game->DrawRotatedDecal(game->GetScreenSize()-vi2d{i*64+36,152},GFX[GetCharacterImage(character)].Decal(),0,GFX[GetCharacterImage(character)].Sprite()->Size()/2,vf2d{-72.f,168.f}/GFX[GetCharacterImage(character)].Sprite()->Size(),fadeColor);
|
||||
}
|
||||
if(locationDisplayTime>0){
|
||||
std::u32string locationStr=std::u32string(locationDisplayText.begin(),locationDisplayText.end());
|
||||
|
@ -10,7 +10,7 @@ Warrior
|
||||
# Amount of attack gained per level.
|
||||
AtkGrowthRate = 2
|
||||
|
||||
FullRender = knight_full_render1.png
|
||||
FullRender = characters/commercial_assets/Player_F_NoOutline.png
|
||||
|
||||
Auto Attack
|
||||
{
|
||||
|
@ -84,7 +84,7 @@ event_config = audio/events.txt
|
||||
interface_config = Interface.txt
|
||||
|
||||
# Path to character images
|
||||
character_image_location = characters/
|
||||
character_image_location = characters/commercial_assets/
|
||||
|
||||
# Path to story backgrounds
|
||||
story_background_image_location = backgrounds/
|
||||
|
@ -82,7 +82,7 @@ Images
|
||||
GFX_Ranger_MultiShot_Icon = Ability Icons/multishot.png
|
||||
|
||||
# Full Class Icons
|
||||
GFX_Warrior_Full = knight_full_render1.png
|
||||
GFX_Warrior_Full = characters/commercial_assets/Player_F_NoOutline.png
|
||||
GFX_Wizard_Full = wizard_full_render.png
|
||||
GFX_Unknown_Full = unknown_full_render.png
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user