Implemented Death menu. Release Build 7668.

mac-build
sigonasr2 9 months ago
parent 9f1e6b69db
commit 78bc4585aa
  1. 4
      Adventures in Lestoria/Adventures in Lestoria.vcxproj
  2. 3
      Adventures in Lestoria/Adventures in Lestoria.vcxproj.filters
  3. 3
      Adventures in Lestoria/AdventuresInLestoria.cpp
  4. 86
      Adventures in Lestoria/DeathMenu.cpp
  5. 1
      Adventures in Lestoria/Menu.cpp
  6. 1
      Adventures in Lestoria/Menu.h
  7. 3
      Adventures in Lestoria/MenuType.h
  8. 2
      Adventures in Lestoria/Monster.h
  9. 8
      Adventures in Lestoria/MonsterData.cpp
  10. 15
      Adventures in Lestoria/State_Death.cpp
  11. 2
      Adventures in Lestoria/Version.h
  12. 2
      Adventures in Lestoria/assets/config/items/ItemDatabase.txt
  13. BIN
      x64/Release/Adventures in Lestoria.exe

@ -574,6 +574,10 @@
</ClCompile>
<ClCompile Include="AdventuresInLestoria.cpp" />
<ClCompile Include="DamageNumber.cpp" />
<ClCompile Include="DeathMenu.cpp">
<SubType>
</SubType>
</ClCompile>
<ClCompile Include="discord-files\achievement_manager.cpp" />
<ClCompile Include="discord-files\activity_manager.cpp" />
<ClCompile Include="discord-files\application_manager.cpp" />

@ -827,6 +827,9 @@
<ClCompile Include="State_Death.cpp">
<Filter>Source Files\Game States</Filter>
</ClCompile>
<ClCompile Include="DeathMenu.cpp">
<Filter>Source Files\Interface</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="cpp.hint" />

@ -2014,6 +2014,9 @@ void AiL::_PrepareLevel(MapName map,MusicChange changeMusic){
ZONE_LIST.clear();
ItemDrop::drops.clear();
GameEvent::events.clear();
Audio::SetBGMPitch(1.f);
game->view.SetZoom(1.f,game->view.WorldToScreen(game->camera.GetViewPosition()));
SetMosaicEffect(1U);
worldColor=WHITE;
worldColorFunc=[&](vi2d pos){return game->worldColor;};
levelTime=0;

@ -0,0 +1,86 @@
#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright © 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "Menu.h"
#include "MenuComponent.h"
#include "GameState.h"
#include "AdventuresInLestoria.h"
#include "Unlock.h"
INCLUDE_game
INCLUDE_GFX
void Menu::InitializeDeathWindow(){
Menu*deathWindow=CreateMenu(MenuType::DEATH,CENTERED,vi2d{96,52});
deathWindow->ADD("Retry Button",MenuComponent)(geom2d::rect<float>{{6.f,0.f},{84.f,24.f}},"Retry",[](MenuFuncData data){
Menu::CloseAllMenus();
GameState::ChangeState(States::GAME_RUN);
return true;
},ButtonAttr::FIT_TO_LABEL)END;
deathWindow->ADD("Return to Camp Button",MenuComponent)(geom2d::rect<float>{{6.f,28.f},{84.f,24.f}},"Return to Camp",[](MenuFuncData data){
if(!Unlock::IsUnlocked("HUB")){
GameState::ChangeState(States::OVERWORLD_MAP);
}else{
GameState::ChangeState(States::GAME_HUB);
}
return true;
},ButtonAttr::FIT_TO_LABEL)END;
deathWindow->SetupKeyboardNavigation(
[](MenuType type,Data&returnData){ //On Open
returnData="Retry Button";
},
{ //Button Key
{game->KEY_SCROLL,{"Navigate",[](MenuType type){}}},
{game->KEY_MENU,{"Resume",[](MenuType type){
if(!Menu::menus[type]->GetSelection().expired()){
Menu::menus[type]->GetSelection().lock()->Click();
}
}}},
{game->KEY_CONFIRM,{"Select",[](MenuType type){}}},
}
,{ //Button Navigation Rules
{"Retry Button",{
.up="Return to Camp Button",
.down="Return to Camp Button",}},
{"Return to Camp Button",{
.up="Retry Button",
.down="Retry Button",}},
});
}

@ -106,6 +106,7 @@ void Menu::InitializeMenus(){
InitializeKeyboardInputWindow();
InitializeNewKeybindInputWindow();
InitializePauseWindow();
InitializeDeathWindow();
for(MenuType type=MenuType(int(MenuType::ENUM_START)+1);type<MenuType::ENUM_END;type=MenuType(int(type+1))){
if(menus.count(type)==0){

@ -110,6 +110,7 @@ class Menu:public IAttributable{
static void InitializeKeyboardInputWindow();
static void InitializeNewKeybindInputWindow();
static void InitializePauseWindow();
static void InitializeDeathWindow();
friend class AiL;
friend class ItemInfo;

@ -41,7 +41,7 @@ enum MenuType{
///////////////////////////////////////////////////////////
/*DO NOT REMOVE!!*/ENUM_START,///////////////////////////////
///////////////////////////////////////////////////////////
// 100% Controller Compatibility. (100 total items, 4 items per menu * 25 menus)
// 100% Controller Compatibility. (104 total items, 4 items per menu * 26 menus)
INVENTORY_CONSUMABLES, //100% Controller Compatibility
CLASS_INFO, //100% Controller Compatibility
CLASS_SELECTION, //100% Controller Compatibility
@ -67,6 +67,7 @@ enum MenuType{
INPUT_KEY_DISPLAY, //100% Controller Compatibility
NEW_INPUT, //100% Controller Compatibility
PAUSE, //100% Controller Compatibility
DEATH, //100% Controller Compatibility
///////////////////////////////////////////////////////////
/*DO NOT REMOVE!!*/ENUM_END////////////////////////////////
///////////////////////////////////////////////////////////

@ -55,7 +55,7 @@ class AiL;
enum class Attribute;
enum MonsterAnimation{
enum class MonsterAnimation{
IDLE,
JUMP,
SHOOT,

@ -385,16 +385,16 @@ std::string MonsterData::GetDisplayName(){
}
std::string MonsterData::GetIdleAnimation(){
return animations[IDLE];
return animations[int(MonsterAnimation::IDLE)];
}
std::string MonsterData::GetJumpAnimation(){
return animations[JUMP];
return animations[int(MonsterAnimation::JUMP)];
}
std::string MonsterData::GetShootAnimation(){
return animations[SHOOT];
return animations[int(MonsterAnimation::SHOOT)];
}
std::string MonsterData::GetDeathAnimation(){
return animations[DEATH];
return animations[int(MonsterAnimation::DEATH)];
}
const std::vector<MonsterDropData>&MonsterData::GetDropData(){
return dropData;

@ -54,6 +54,14 @@ void State_Death::OnStateChange(GameState*prevState){
Menu::CloseAllMenus();
}
game->GetPlayer()->SetState(State::DEATH);
if(!Unlock::IsUnlocked("HUB")){
Component<MenuComponent>(DEATH,"Return to Camp Button")->SetLabel(" Return to \nStage Select");
}else{
Component<MenuComponent>(DEATH,"Return to Camp Button")->SetLabel("Return to Camp");
}
gameSlowdownPct=1.f;
accTime=0.f;
}
void State_Death::OnLevelLoad(){
Component<MenuComponent>(MenuType::PAUSE,"Return to Camp Button")->SetGrayedOut(
@ -71,9 +79,12 @@ void State_Death::OnUserUpdate(AiL*game){
game->SetWorldColor({uint8_t(util::lerp(255,0,(gameSlowdownPct-1)/10.f)),uint8_t(util::lerp(255,0,(gameSlowdownPct-1)/10.f)),uint8_t(util::lerp(255,0,(gameSlowdownPct-1)/10.f)),255});
Audio::SetBGMPitch(util::lerp(1.f,0,(gameSlowdownPct-1)/10.f));
if(gameSlowdownPct<5.f){
game->SetMosaicEffect(uint8_t(util::lerp(1.f,4.f,(gameSlowdownPct-1)/5.f)));
game->SetMosaicEffect(uint8_t(util::lerp(1.f,9.f,(gameSlowdownPct-1)/7.f)));
}else{
game->SetMosaicEffect(uint8_t(util::lerp(4.f,1.f,(gameSlowdownPct-5)/5.f)));
if(!Menu::IsMenuOpen()){
Menu::OpenMenu(MenuType::DEATH);
}
game->SetMosaicEffect(uint8_t(util::lerp(9.f,1.f,(gameSlowdownPct-7)/3.f)));
}
if(gameSlowdownPct<10.f){

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 0
#define VERSION_MINOR 3
#define VERSION_PATCH 0
#define VERSION_BUILD 7662
#define VERSION_BUILD 7668
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -103,7 +103,7 @@ ItemDatabase
{
ItemScript = RestoreDuringCast
Description = Restores 30% health points over 6 seconds. The effect can be interrupted.
HP % Restore = 5%,1,6
HP % Restore = 5%,0.9,6
Cast Time = 6.0
Cooldown Time = 5.0
ItemCategory = Consumables

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