Fix player starting with no items if they first load another file and then return to the main menu to begin another character. Fix player stats not being reset proper when loading another file and then returning to the main menu and beginning another character. Fix potential infinite XP bar gain loop. Added Return to Map option on level completion screen. Equip Stat labels now show live stats (changes on application of buffs, etc.). Release Build 7886. Patch version 0.4.4.

pull/35/head
sigonasr2 9 months ago
parent 2d3b506556
commit 5992adbc5f
  1. 15
      Adventures in Lestoria/AdventuresInLestoria.cpp
  2. 2
      Adventures in Lestoria/AdventuresInLestoria.h
  3. 51
      Adventures in Lestoria/CharacterMenuWindow.cpp
  4. 5
      Adventures in Lestoria/ClassSelectionWindow.cpp
  5. 8
      Adventures in Lestoria/EquipSlotButton.h
  6. 2
      Adventures in Lestoria/Item.cpp
  7. 22
      Adventures in Lestoria/LevelCompleteWindow.cpp
  8. 8
      Adventures in Lestoria/PauseMenu.cpp
  9. 4
      Adventures in Lestoria/Player.cpp
  10. 4
      Adventures in Lestoria/ProgressBar.h
  11. 16
      Adventures in Lestoria/StatLabel.h
  12. 6
      Adventures in Lestoria/State_Death.cpp
  13. 4
      Adventures in Lestoria/State_GameRun.cpp
  14. 6
      Adventures in Lestoria/State_LevelComplete.cpp
  15. 1
      Adventures in Lestoria/State_MainMenu.cpp
  16. 2
      Adventures in Lestoria/TODO.txt
  17. 4
      Adventures in Lestoria/Version.h
  18. 2
      Adventures in Lestoria/assets/Campaigns/1_1_v2.tmx
  19. 2
      Adventures in Lestoria/assets/Campaigns/1_8.tmx
  20. BIN
      x64/Release/Adventures in Lestoria.exe

@ -280,9 +280,6 @@ bool AiL::OnUserCreate(){
SoundEffect::Initialize();
Menu::InitializeMenus();
Inventory::AddItem("Minor Health Potion"s,3);
Inventory::AddItem("Bandages"s,10);
ChangePlayerClass(WARRIOR);
@ -928,7 +925,7 @@ void AiL::RenderWorld(float fElapsedTime){
view.DrawPartialRotatedDecal(pos+vf2d{0,-player->GetZ()*(std::signbit(scale.y)?-1:1)},player->GetFrame().GetSourceImage()->Decal(),player->GetSpinAngle(),{12,12},player->GetFrame().GetSourceRect().pos,player->GetFrame().GetSourceRect().size,playerScale*scale,attackBuffs.size()>0?Pixel{255,uint8_t(255*abs(sin(1.4*attackBuffs[0].duration))),uint8_t(255*abs(sin(1.4*attackBuffs[0].duration)))}:WHITE);
SetDecalMode(DecalMode::NORMAL);
if(player->GetState()==State::BLOCK){
view.DrawDecal(player->GetPos()-vf2d{12,12},GFX["block.png"].Decal());
view.DrawDecal(player->GetPos()+vf2d{0,-player->GetZ()*(std::signbit(scale.y)?-1:1)}-vf2d{12,12},GFX["block.png"].Decal());
}
};
@ -3477,25 +3474,29 @@ void AiL::InitializePlayerLevelCap(){
std::cout<<"Level cap detected as "<<int(player->levelCap)<<std::endl;
}
void AiL::ResetGame(){
GameState::ChangeState(States::MAIN_MENU,0.5f);
void AiL::ResetGame(bool changeToMainMenu){
if(changeToMainMenu){
GameState::ChangeState(States::MAIN_MENU,0.5f);
}
for(int i=int(EquipSlot::HELMET);i<=int(EquipSlot::RING2);i<<=1){
Inventory::UnequipItem(EquipSlot(i));
}
for(auto&[cat,items]:ITEM_CATEGORIES){
Inventory::Clear(cat);
}
game->SetRuntime(0.0);
player->level=1;
player->stats.Reset();
player->ResetAccumulatedXP();
player->totalXPEarned=0;
player->SetMoney(100U);
player->Initialize();
for(int i=0;i<GetLoadoutSize();i++){
game->ClearLoadoutItem(i);
}
Unlock::unlocks.clear();
Unlock::Initialize();
State_OverworldMap::SetStageMarker("Stage I-I");
State_OverworldMap::SetStageMarker("Story I");
State_OverworldMap::UpdateCurrentConnectionPoint(*State_OverworldMap::currentConnectionPoint);
State_OverworldMap::ResetConnectionPoints();
SetChapter(1);

@ -284,7 +284,7 @@ public:
void EndGame();
void UpdateDiscordStatus(std::string levelName,std::string className);
void InitializePlayerLevelCap();
void ResetGame();
void ResetGame(bool changeToMainMenu=true);
void OnRequestCompleted(const std::string_view receivedData)const override;
void DisableFadeIn(const bool disable);
//vi2d provides a tile in world coords.

@ -68,14 +68,19 @@ void Menu::InitializeCharacterMenuWindow(){
characterMenuWindow->ADD("Level Class Display",MenuLabel)(geom2d::rect<float>{vf2d{126.f,windowSize.y-28},{118.f,8.f}},std::format("Lv{} {}",game->GetPlayer()->Level(),game->GetPlayer()->GetClassName()),1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
characterMenuWindow->ADD("XP Bar",ProgressBar)(geom2d::rect<float>{vf2d{126.f,10.f+windowSize.y-28},{118.f,8.f}},Pixel{247,183,82},BLACK,game->GetPlayer()->CurrentXP(),game->GetPlayer()->NextLevelXPRequired(),"xp")END;
const static std::array<std::string,7>displayAttrs{
"Health",
"Attack",
"Defense",
"Move Spd %",
"CDR",
"Crit Rate",
"Crit Dmg",
struct AttributeData{
std::string attrName;
const std::function<int()>calcFunc;
};
const static std::array<AttributeData,7>displayAttrs{
AttributeData{"Health",[&]()->int{return game->GetPlayer()->GetHealth();}},
AttributeData{"Attack",[&]()->int{return game->GetPlayer()->GetAttack();}},
AttributeData{"Defense",[&]()->int{return game->GetPlayer()->GetStat("Defense");}},
AttributeData{"Move Spd %",[&]()->int{return ceil(game->GetPlayer()->GetMoveSpdMult()*100);}},
AttributeData{"CDR",[&]()->int{return ceil(game->GetPlayer()->GetCooldownReductionPct()*100);}},
AttributeData{"Crit Rate",[&]()->int{return ceil(game->GetPlayer()->GetCritRatePct()*100);}},
AttributeData{"Crit Dmg",[&]()->int{return ceil(game->GetPlayer()->GetCritDmgPct()*100);}},
};
const static std::array<std::string,8>slotNames{"Helmet","Weapon","Armor","Gloves","Pants","Shoes","Ring 1","Ring 2"};
@ -93,8 +98,8 @@ void Menu::InitializeCharacterMenuWindow(){
Component<MenuComponent>(data.component.lock()->parentMenu,"Equip Selection Bottom Outline")->Disable();
Component<MenuComponent>(data.component.lock()->parentMenu,"Equip Selection Select Button")->Disable();
Component<CharacterRotatingDisplay>(data.component.lock()->parentMenu,"Character Rotating Display")->Enable();
for(int counter=0;const std::string&attribute:displayAttrs){
std::weak_ptr<StatLabel>statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute).Name())+" Label");
for(int counter=0;const AttributeData&attribute:displayAttrs){
std::weak_ptr<StatLabel>statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute.attrName).Name())+" Label");
statDisplayLabel.lock()->SetStatChangeAmt(0);
}
data.menu.SetSelection(std::string_view(std::format("Equip Slot {}",slotNames[std::bit_width(unsigned(data.menu.I(A::EQUIP_TYPE)))-1])));
@ -165,8 +170,8 @@ void Menu::InitializeCharacterMenuWindow(){
comp.lock()->SetSelected(false);
}
comp.lock()->SetSelected(true);
for(int counter=0;const std::string&attribute:displayAttrs){
std::shared_ptr<StatLabel>statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute).Name())+" Label");
for(int counter=0;const AttributeData&attribute:displayAttrs){
std::shared_ptr<StatLabel>statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute.attrName).Name())+" Label");
statDisplayLabel->SetStatChangeAmt(0);
}
std::shared_ptr<MenuItemItemButton>equipButton=Component<MenuItemItemButton>(CHARACTER_MENU,"Equip Slot "+slotNames[data.parentComponent.lock()->I(A::INDEXED_THEME)]);
@ -185,8 +190,8 @@ void Menu::InitializeCharacterMenuWindow(){
const std::weak_ptr<Item>buttonItem=button.lock()->GetItem();
std::vector<float>statsBeforeEquip;
EquipSlot slot=EquipSlot(button.lock()->I(Attribute::EQUIP_TYPE));
for(const std::string&attribute:displayAttrs){
statsBeforeEquip.push_back(game->GetPlayer()->GetStat(attribute));
for(const AttributeData&attribute:displayAttrs){
statsBeforeEquip.push_back(attribute.calcFunc());
}
std::weak_ptr<Item>equippedItem=Inventory::GetEquip(slot);
@ -196,9 +201,9 @@ void Menu::InitializeCharacterMenuWindow(){
if(slot==EquipSlot::RING2)otherItem=Inventory::GetEquip(EquipSlot::RING1);
if(OppositeRingSlotDoesNotMatchCurrentEquip(button.lock())){ //If we find that the opposite ring slot is equipped to us, this would be an item swap or the exact same ring, therefore no stat calculations apply.
Inventory::EquipItem(buttonItem,slot);
for(int counter=0;const std::string&attribute:displayAttrs){
std::weak_ptr<StatLabel>statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute).Name())+" Label");
int statChangeAmt=game->GetPlayer()->GetStat(attribute)-statsBeforeEquip[counter];
for(int counter=0;const AttributeData&attribute:displayAttrs){
std::weak_ptr<StatLabel>statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute.attrName).Name())+" Label");
int statChangeAmt=attribute.calcFunc()-statsBeforeEquip[counter];
statDisplayLabel.lock()->SetStatChangeAmt(statChangeAmt);
counter++;
}
@ -219,8 +224,8 @@ void Menu::InitializeCharacterMenuWindow(){
});
equip->SetMouseOutFunc(
[](MenuFuncData data){
for(int counter=0;const std::string&attribute:displayAttrs){
std::weak_ptr<StatLabel>statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute).Name())+" Label");
for(int counter=0;const AttributeData&attribute:displayAttrs){
std::weak_ptr<StatLabel>statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute.attrName).Name())+" Label");
statDisplayLabel.lock()->SetStatChangeAmt(0);
counter++;
}
@ -298,10 +303,10 @@ void Menu::InitializeCharacterMenuWindow(){
characterMenuWindow->ADD("Stat Display Outline",MenuComponent)(geom2d::rect<float>{{245,28},{62,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END;
int yOffset=0;
for(const std::string&attribute:displayAttrs){
std::string attrStr=GetLabelText(ItemAttribute::Get(attribute));
auto attrLabel=characterMenuWindow->ADD("Attribute "+std::string(ItemAttribute::Get(attribute).Name())+" Label",StatLabel)(geom2d::rect<float>{{245,28+2+float(yOffset)},{62,18}},ItemAttribute::Get(attribute),1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN|ComponentAttr::FIT_TO_LABEL)END;
Menu::AddEquipStatListener(attrLabel);
for(const AttributeData&attribute:displayAttrs){
std::string attrStr=GetLabelText(ItemAttribute::Get(attribute.attrName));
auto attrLabel=characterMenuWindow->ADD("Attribute "+std::string(ItemAttribute::Get(attribute.attrName).Name())+" Label",StatLabel)(geom2d::rect<float>{{245,28+2+float(yOffset)},{62,18}},ItemAttribute::Get(attribute.attrName),attribute.calcFunc,1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN|ComponentAttr::FIT_TO_LABEL)END;
//Menu::AddEquipStatListener(attrLabel);
yOffset+=20;
}

@ -77,6 +77,11 @@ void Menu::InitializeClassSelectionWindow(){
classSelectionWindow->ADD("Confirm",MenuComponent)(geom2d::rect<float>{{outlineSize.x+4-navigationButtonSize.x-2,outlineSize.y+29-navigationButtonSize.y-14},navigationButtonSize},"Confirm",[](MenuFuncData data){
std::string selectedClass=data.component.lock()->S(A::CLASS_SELECTION);
//Player starting items.
Inventory::AddItem("Minor Health Potion"s,3);
Inventory::AddItem("Bandages"s,10);
data.game->ChangePlayerClass(classutils::StringToClass(selectedClass));
#ifdef __EMSCRIPTEN__
if(SaveFile::IsOnline()){

@ -62,4 +62,12 @@ public:
inline const EquipSlot GetSlot()const{
return slot;
}
inline virtual void DrawDecal(ViewPort&window,bool focused)override final{
MenuItemItemButton::DrawDecal(window,focused);
if(!itemRef.expired()&&itemRef.lock()->EnhancementLevel()>0){
const std::string enhanceLevelStr="+"+std::to_string(itemRef.lock()->EnhancementLevel());
vi2d enhanceLevelStrSize=game->GetTextSize(enhanceLevelStr)*0.75f;
window.DrawShadowStringDecal(rect.pos+rect.size-enhanceLevelStrSize,enhanceLevelStr,GREEN,BLACK,vf2d{0.75f,0.75f});
}
}
};

@ -638,7 +638,7 @@ const std::string Item::DisplayName()const{
if(_IsBlank())return BLANK_ITEM_NAME;
std::string name=ActualName();
if(IsEquippable()&&EnhancementLevel()>0){
name+=" [+"+std::to_string(EnhancementLevel())+"]";
name+=" [#00FF00+"+std::to_string(EnhancementLevel())+"#FFFFFF]";
}
return name;
}

@ -66,21 +66,27 @@ void Menu::InitializeLevelCompleteWindow(){
levelCompleteWindow->ADD("Stage Loot Label",MenuLabel)(geom2d::rect<float>{{0,108},{windowSize.size.x-80.f,12}},"Stage Loot",1,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW|ComponentAttr::OUTLINE)END;
auto stageLootWindow=levelCompleteWindow->ADD("Stage Loot Window",InventoryScrollableWindowComponent)(geom2d::rect<float>{{0,120},{windowSize.size.x-80.f,60}},"Stage Loot Popup Item Name","Stage Loot Popup Item Description",DO_NOTHING,InventoryCreator::Player_InventoryUpdate)END;
Menu::AddInventoryListener(stageLootWindow,"Stage Loot");
auto overworldMapAction=[](MenuFuncData data){
if(Component<MenuLabel>(LEVEL_COMPLETE,"Stage Complete Label")->GetLabel()!="Stage Summary"){ //If the label says stage summary, we didn't actually complete the level. Don't unlock anything new for the player.
Unlock::UnlockArea(State_OverworldMap::GetCurrentConnectionPoint().map);
Merchant::RandomizeTravelingMerchant();
}
GameState::ChangeState(States::OVERWORLD_MAP,0.25f);
return true;
};
auto nextButtonAction=[](MenuFuncData data){
Unlock::UnlockArea(State_OverworldMap::GetCurrentConnectionPoint().map);
Merchant::RandomizeTravelingMerchant();
if(Unlock::IsUnlocked("STORY_1_1")){
GameState::ChangeState(States::GAME_HUB,0.25f);
}else{
GameState::ChangeState(States::OVERWORLD_MAP,0.25f);
}
GameState::ChangeState(States::GAME_HUB,0.25f);
return true;
};
levelCompleteWindow->ADD("Level Details Outline",MenuComponent)(geom2d::rect<float>{{windowSize.size.x-72.f,32},{71,72}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE|ButtonAttr::FIT_TO_LABEL)END;
levelCompleteWindow->ADD("Level EXP Gain Outline",MenuLabel)(geom2d::rect<float>{{windowSize.size.x-72.f,104},{71,36}},"+ Exp",1,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
levelCompleteWindow->ADD("Next Button",MenuComponent)(geom2d::rect<float>{{windowSize.size.x-72.f,144},{71,32}},"Proceed\nto Camp",nextButtonAction,ButtonAttr::FIT_TO_LABEL)END;
levelCompleteWindow->ADD("Level Details Outline",MenuComponent)(geom2d::rect<float>{{windowSize.size.x-72.f,32},{71,56}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE|ButtonAttr::FIT_TO_LABEL)END;
levelCompleteWindow->ADD("Level EXP Gain Outline",MenuLabel)(geom2d::rect<float>{{windowSize.size.x-72.f,88},{71,36}},"+ Exp",1,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
levelCompleteWindow->ADD("Overworld Button",MenuComponent)(geom2d::rect<float>{{windowSize.size.x-72.f,128},{71,24}},"Return\nto Map",overworldMapAction,ButtonAttr::FIT_TO_LABEL)END;
levelCompleteWindow->ADD("Next Button",MenuComponent)(geom2d::rect<float>{{windowSize.size.x-72.f,156},{71,24}},"Proceed\nto Camp",nextButtonAction,ButtonAttr::FIT_TO_LABEL)END;
levelCompleteWindow->ADD("Monster Loot Popup Item Name",PopupMenuLabel)(geom2d::rect<float>{{0,108},{windowSize.size.x-80.f,12}},"",1.0f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
levelCompleteWindow->ADD("Monster Loot Popup Item Description",PopupMenuLabel)(geom2d::rect<float>{{0,120},{windowSize.size.x-80.f,60}},"",1.0f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;

@ -43,6 +43,7 @@ All rights reserved.
#include "AdventuresInLestoria.h"
#include "CharacterRotatingDisplay.h"
#include "ClassInfo.h"
#include "Unlock.h"
INCLUDE_game
INCLUDE_GFX
@ -69,9 +70,14 @@ void Menu::InitializePauseWindow(){
Menu::OpenMenu(SETTINGS);
return true;
},ButtonAttr::FIT_TO_LABEL)END;
pauseWindow->ADD("Return to Camp Button",MenuComponent)(geom2d::rect<float>{{6.f,112.f},{84.f,24.f}},"Return to Camp",[](MenuFuncData data){
pauseWindow->ADD("Return to Camp Button",MenuComponent)(geom2d::rect<float>{{6.f,112.f},{84.f,24.f}},"Leave Area",[](MenuFuncData data){
Component<MenuLabel>(LEVEL_COMPLETE,"Stage Complete Label")->SetLabel("Stage Summary");
Component<MenuComponent>(LEVEL_COMPLETE,"Level Details Outline")->SetLabel("");
if(Unlock::IsUnlocked("STORY_1_1")){
Component<MenuComponent>(LEVEL_COMPLETE,"Next Button")->Enable();
}else{
Component<MenuComponent>(LEVEL_COMPLETE,"Next Button")->Disable();
}
GameState::ChangeState(States::LEVEL_COMPLETE,0.4f);
return true;
},ButtonAttr::FIT_TO_LABEL)END;

@ -1035,9 +1035,9 @@ void Player::CheckEndZoneCollision(){
Component<MenuLabel>(LEVEL_COMPLETE,"Stage Complete Label")->SetLabel("Stage Completed");
Component<MenuComponent>(LEVEL_COMPLETE,"Level Details Outline")->SetLabel("Complete Bonus\n +10% XP");
if(Unlock::IsUnlocked("STORY_1_1")){
Component<MenuComponent>(LEVEL_COMPLETE,"Next Button")->SetLabel("Proceed\nto Camp");
Component<MenuComponent>(LEVEL_COMPLETE,"Next Button")->Enable();
}else{
Component<MenuComponent>(LEVEL_COMPLETE,"Next Button")->SetLabel("Proceed");
Component<MenuComponent>(LEVEL_COMPLETE,"Next Button")->Disable();
}
GameState::ChangeState(States::LEVEL_COMPLETE);
}

@ -69,8 +69,8 @@ public:
this->subText=subText;
}
inline virtual void DrawDecal(ViewPort&window,bool focused)override final{
float barPct=float(currentProgress)/float(finalProgress);
float barPct=0.f;
if(finalProgress>0.01f)barPct=float(currentProgress)/float(finalProgress);
vf2d barSize=rect.size-vf2d{2.f,2.f};
Pixel lighterCol=backCol;
lighterCol.r=std::min(255U,lighterCol.r+30U);

@ -45,16 +45,17 @@ INCLUDE_game
class StatLabel:public MenuLabel{
private:
const std::function<int()>statCalculation;
ItemAttribute stat;
int value=0;
int statChangeAmt=0;
public:
inline StatLabel(geom2d::rect<float>rect,ItemAttribute stat,int scale=1,ComponentAttr attributes=ComponentAttr::NONE)
:MenuLabel(rect,"",scale,attributes),stat(stat){
inline StatLabel(geom2d::rect<float>rect,ItemAttribute stat,const std::function<int()>statCalculation,int scale=1,ComponentAttr attributes=ComponentAttr::NONE)
:MenuLabel(rect,"",scale,attributes),stat(stat),statCalculation(statCalculation){
border=attributes&ComponentAttr::OUTLINE;
this->background=attributes&ComponentAttr::BACKGROUND;
showDefaultLabel=false;
SetValue(game->GetPlayer()->GetStat(stat));
SetValue(statCalculation());
}
void SetValue(int value){
this->value=value;
@ -68,9 +69,6 @@ protected:
inline void SetLabel(std::string text)override final{
MenuLabel::SetLabel(text);
}
inline void OnEquipStatsUpdate()override final{
SetValue(game->GetPlayer()->GetStat(stat));
}
inline void UpdateLabel(){
std::string attrStr=std::string(stat.Name())+"\n ";
attrStr+=std::to_string(value);
@ -85,4 +83,10 @@ protected:
}
SetLabel(attrStr);
}
inline virtual void Update(AiL*game)override final{
MenuLabel::Update(game);
SetValue(statCalculation());
UpdateLabel();
}
};

@ -55,7 +55,7 @@ void State_Death::OnStateChange(GameState*prevState){
}
game->GetPlayer()->SetState(State::DEATH);
if(!Unlock::IsUnlocked("STORY_1_1")){
Component<MenuComponent>(DEATH,"Return to Camp Button")->SetLabel(" Return to \nStage Select");
Component<MenuComponent>(DEATH,"Return to Camp Button")->SetLabel(" Return to \nStage Select");
}else{
Component<MenuComponent>(DEATH,"Return to Camp Button")->SetLabel("Return to Camp");
}
@ -64,9 +64,7 @@ void State_Death::OnStateChange(GameState*prevState){
accTime=0.f;
}
void State_Death::OnLevelLoad(){
Component<MenuComponent>(MenuType::PAUSE,"Return to Camp Button")->SetGrayedOut(
!Unlock::IsUnlocked("STORY_1_1")||game->GetCurrentMapName()=="HUB"
);
Component<MenuComponent>(MenuType::PAUSE,"Return to Camp Button")->SetGrayedOut(false);
}
void State_Death::OnUserUpdate(AiL*game){
accTime+=game->GetElapsedTime();

@ -77,9 +77,7 @@ void State_GameRun::OnStateChange(GameState*prevState){
game->LoadLevel(State_OverworldMap::GetCurrentConnectionPoint().map);
}
void State_GameRun::OnLevelLoad(){
Component<MenuComponent>(MenuType::PAUSE,"Return to Camp Button")->SetGrayedOut(
!Unlock::IsUnlocked("STORY_1_1")||game->GetCurrentMapName()=="HUB"
);
Component<MenuComponent>(MenuType::PAUSE,"Return to Camp Button")->SetGrayedOut(false);
if(!Tutorial::TaskIsComplete(TutorialTaskName::MOVE_AROUND)){
Tutorial::SetNextTask(TutorialTaskName::MOVE_AROUND);
}

@ -61,7 +61,7 @@ void State_LevelComplete::OnStateChange(GameState*prevState){
accumulatedXP=game->GetPlayer()->GetAccumulatedXP();
float xpBonus=1.1f; //10% XP bonus for finishing a stage.
if(Component<MenuLabel>(LEVEL_COMPLETE,"Stage Complete Label")->GetLabel()!="Stage Summary"){ //If the label says stage summary, we didn't actually the level. Don't reward any stage items to the player.
if(Component<MenuLabel>(LEVEL_COMPLETE,"Stage Complete Label")->GetLabel()!="Stage Summary"){ //If the label says stage summary, we didn't actually complete the level. Don't reward any stage items to the player.
for(const ItemMapData&data:game->GetCurrentMap().GetStageLoot()){
uint8_t amountDiff=data.maxAmt-data.minAmt;
uint8_t randomAmt=data.maxAmt;
@ -102,7 +102,7 @@ void State_LevelComplete::OnUserUpdate(AiL*game){
if(accumulatedXP>0){
lastXPChangeTimer-=game->GetElapsedTime();
Audio::Engine().SetVolume(xpGainSound,0.6f);
while(lastXPChangeTimer<=0.f){
if(lastXPChangeTimer<=0.f){
int incrementAmt=int(accumulatedXP/(1/"Interface.HUD XP Bar Tick Rate"_F))+1;
accumulatedXP-=incrementAmt;
auto progressBar=Component<ProgressBar>(MenuType::LEVEL_COMPLETE,"XP Bar");
@ -113,7 +113,7 @@ void State_LevelComplete::OnUserUpdate(AiL*game){
progressBar->ResetProgressBar(progressBar->GetCurrentProgress()-progressBar->GetFinalProgress(),game->GetPlayer()->NextLevelXPRequired());
SoundEffect::PlaySFX("Level Up",SoundEffect::CENTERED);
}
lastXPChangeTimer+="Interface.HUD XP Bar Tick Rate"_F;
lastXPChangeTimer="Interface.HUD XP Bar Tick Rate"_F;
}
}else{
Audio::Engine().SetVolume(xpGainSound,0.f);

@ -55,6 +55,7 @@ void State_MainMenu::OnLevelLoad(){
game->GetPlayer()->SetIframes(999999.f);
game->GetPlayer()->SetInvisible(true);
SelectAndMoveToNewFocusArea();
game->ResetGame(false);
}
void State_MainMenu::OnUserUpdate(AiL*game){
game->GetPlayer()->SetIframes(999999.f);

@ -28,4 +28,4 @@ Materials for initial craft seems to be wrong? need to recheck
do we need a minimap? (maybe with fog of war?) Maybe polling that once testing with more people.
should gemstones dropp from boss stages aswell? (Maybe lower droprate?)
chasing blue slime as warrior aint no fun, nerf there move spd (-5% maybe?)
feature to lock accesoires to protect them from selling would be nice
feature to lock accesoires to protect them from selling would be nice

@ -38,8 +38,8 @@ All rights reserved.
#pragma once
#define VERSION_MAJOR 0
#define VERSION_MINOR 4
#define VERSION_PATCH 3
#define VERSION_BUILD 7885
#define VERSION_PATCH 4
#define VERSION_BUILD 7886
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.1" class="Map" orientation="orthogonal" renderorder="right-down" width="205" height="205" tilewidth="24" tileheight="24" infinite="0" backgroundcolor="#475500" nextlayerid="10" nextobjectid="178">
<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="205" height="205" tilewidth="24" tileheight="24" infinite="0" backgroundcolor="#475500" nextlayerid="10" nextobjectid="179">
<properties>
<property name="Backdrop" propertytype="Backdrop" value="forest"/>
<property name="Background Music" propertytype="BGM" value="foresty1_1"/>

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.1" class="Map" orientation="orthogonal" renderorder="right-down" width="250" height="127" tilewidth="24" tileheight="24" infinite="0" nextlayerid="6" nextobjectid="86">
<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="250" height="127" tilewidth="24" tileheight="24" infinite="0" nextlayerid="6" nextobjectid="87">
<properties>
<property name="Backdrop" propertytype="Backdrop" value="forest"/>
<property name="Background Music" propertytype="BGM" value="foresty1_1"/>

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