Correct memory leak in consuming items from inventory. Added overworld menu layout. Warrior Up walk animation has head bobbing like all the others now. Fixed alignment of items for ScrollableWindowComponents, fix scrollbar resizing when parent component has offsets.
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395b2e3ab8
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30a5cdc488
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#pragma once |
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#include "Crawler.h" |
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#include "DEFINES.h" |
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#include "Menu.h" |
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#include "ScrollableWindowComponent.h" |
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#include "MenuLabel.h" |
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#include "MenuComponent.h" |
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#include "State_OverworldMap.h" |
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#include "Map.h" |
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INCLUDE_game |
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INCLUDE_LEVEL_NAMES |
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INCLUDE_MONSTER_DATA |
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typedef Attribute A; |
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void Menu::InitializeOverworldMapLevelWindow(){ |
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vf2d windowSize={game->GetScreenSize().x/3.f-24,float(game->GetScreenSize().y)-48}; |
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Menu*levelSelectWindow=CreateMenu(OVERWORLD_LEVEL_SELECT,{game->GetScreenSize().x-game->GetScreenSize().x/3.f,24},windowSize); |
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State_OverworldMap*overworldMap=(State_OverworldMap*)GameState::states[States::OVERWORLD_MAP]; //HACK ALERT!! We're going to make an assumption that we are in the overworld map state.
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//Map&loadedMap=MapHelper::MapFromString(overworldMap->GetCurrentConnectionPoint().map);
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//std::set<int>&spawns=loadedMap.spawns;
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/*int yOffset=40;
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for(int key:spawns){ |
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MenuLabel*testLabel=new MenuLabel(OVERWORLD_LEVEL_SELECT,{{0,float(yOffset)},{windowSize.x,24}},MONSTER_DATA[key].GetDisplayName()); |
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yOffset+=28; |
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levelSelectWindow->AddComponent(MONSTER_DATA[key].GetDisplayName()+" Display Label",testLabel); |
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}*/ |
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MenuLabel*chapterLabel=NEW MenuLabel(OVERWORLD_LEVEL_SELECT,{{0,4},{windowSize.x,16}},"Chapter "+std::to_string(game->GetCurrentChapter()),1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN); |
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MenuLabel*stageLabel=NEW MenuLabel(OVERWORLD_LEVEL_SELECT,{{0,24},{windowSize.x,16}},"Stage",1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN); |
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MenuLabel*panel1Back=NEW MenuLabel(OVERWORLD_LEVEL_SELECT,{{0,0},{windowSize.x-1,44}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE); |
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levelSelectWindow->AddComponent("Panel 1 Back",panel1Back); |
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levelSelectWindow->AddComponent("Chapter Label",chapterLabel); |
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levelSelectWindow->AddComponent("Stage Label",stageLabel); |
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MenuLabel*encountersLabel=NEW MenuLabel(OVERWORLD_LEVEL_SELECT,{{0,52},{windowSize.x-1,12}},"Encounters:",1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN); |
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ScrollableWindowComponent*spawns=NEW ScrollableWindowComponent(OVERWORLD_LEVEL_SELECT,{{1,64},{windowSize.x-2,84}},ComponentAttr::BACKGROUND); |
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MenuLabel*panel2Back=NEW MenuLabel(OVERWORLD_LEVEL_SELECT,{{0,52},{windowSize.x-1,96}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE); |
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levelSelectWindow->AddComponent("Panel 2 Back",panel2Back); |
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levelSelectWindow->AddComponent("Encounters Label",encountersLabel); |
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levelSelectWindow->AddComponent("Spawns List",spawns); |
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MenuComponent*changeLoadoutButton=NEW MenuComponent(OVERWORLD_LEVEL_SELECT,{{0,152},{windowSize.x-1,12}},"Change Loadout",INVENTORY,[](MenuFuncData data){return true;}); |
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MenuComponent*enterButton=NEW MenuComponent(OVERWORLD_LEVEL_SELECT,{{0,166},{windowSize.x-1,16}},"Enter",[](MenuFuncData data){return true;}); |
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levelSelectWindow->AddComponent("Change Loadout Button",changeLoadoutButton); |
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levelSelectWindow->AddComponent("Enter Button",enterButton); |
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} |
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Before Width: | Height: | Size: 9.1 KiB After Width: | Height: | Size: 21 KiB |
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