Level completed menu should be in its own state to prevent the game from continuing to run in the background.

pull/28/head
sigonasr2 1 year ago
parent 5652741ec0
commit 7fe19c6510
  1. 14
      Crawler/Crawler.vcxproj
  2. 6
      Crawler/Crawler.vcxproj.filters
  3. 2
      Crawler/GameState.cpp
  4. 1
      Crawler/GameState.h
  5. 2
      Crawler/LevelCompleteWindow.cpp
  6. 2
      Crawler/Player.cpp
  7. 51
      Crawler/State_LevelComplete.cpp
  8. 70
      Crawler/State_LevelComplete.h
  9. 2
      Crawler/Version.h
  10. 2
      Crawler/assets/Campaigns/1_1_v2.tmx
  11. BIN
      x64/Release/Crawler.exe

@ -118,6 +118,12 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release Desktop|x64'">
<OutDir>$(SolutionDir)$(PlatformTarget)\Release</OutDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
@ -309,6 +315,10 @@
<ClInclude Include="SpawnEncounterLabel.h" />
<ClInclude Include="State.h" />
<ClInclude Include="State_GameRun.h" />
<ClInclude Include="State_LevelComplete.h">
<SubType>
</SubType>
</ClInclude>
<ClInclude Include="State_MainMenu.h" />
<ClInclude Include="State_OverworldMap.h" />
<ClInclude Include="Test.h" />
@ -365,6 +375,10 @@
<ClCompile Include="ShootAfar.cpp" />
<ClCompile Include="SlimeKing.cpp" />
<ClCompile Include="State_GameRun.cpp" />
<ClCompile Include="State_LevelComplete.cpp">
<SubType>
</SubType>
</ClCompile>
<ClCompile Include="State_MainMenu.cpp" />
<ClCompile Include="State_OverworldMap.cpp" />
<ClCompile Include="Test.cpp" />

@ -252,6 +252,9 @@
<ClInclude Include="Test.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="State_LevelComplete.h">
<Filter>Header Files\State</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Player.cpp">
@ -425,6 +428,9 @@
<ClCompile Include="LevelCompleteWindow.cpp">
<Filter>Source Files\Interface</Filter>
</ClCompile>
<ClCompile Include="State_LevelComplete.cpp">
<Filter>Source Files\Game States</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="cpp.hint" />

@ -34,6 +34,7 @@ SUCH DAMAGE.
#include "State_GameRun.h"
#include "State_OverworldMap.h"
#include "State_MainMenu.h"
#include "State_LevelComplete.h"
INCLUDE_game
@ -43,6 +44,7 @@ void GameState::Initialize(){
NEW_STATE(States::GAME_RUN,State_GameRun);
NEW_STATE(States::OVERWORLD_MAP,State_OverworldMap);
NEW_STATE(States::MAIN_MENU,State_MainMenu);
NEW_STATE(States::LEVEL_COMPLETE,State_LevelComplete);
GameState::ChangeState(States::OVERWORLD_MAP);
}

@ -41,6 +41,7 @@ namespace States{
GAME_RUN,
OVERWORLD_MAP,
MAIN_MENU,
LEVEL_COMPLETE,
};
};

@ -4,7 +4,7 @@
INCLUDE_game
void Menu::InitializeLevelCompleteWindow(){
Menu*levelCompleteWindow=Menu::CreateMenu(LEVEL_COMPLETE,{0,0},game->GetScreenSize());
Menu*levelCompleteWindow=Menu::CreateMenu(LEVEL_COMPLETE,{28,28},game->GetScreenSize()-vf2d{56,56});
}

@ -774,7 +774,7 @@ void Player::CheckEndZoneCollision(){
if(zone.isUpper==upperLevel&&geom2d::overlaps(GetPos(),zone.zone)){
endZoneStandTime+=game->GetElapsedTime();
if(endZoneStandTime>="Player.End Zone Wait Time"_F){
Menu::OpenMenu(LEVEL_COMPLETE);
GameState::ChangeState(States::LEVEL_COMPLETE);
}
return;
}

@ -0,0 +1,51 @@
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2023 OneLoneCoder.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.
*/
#include "State_LevelComplete.h"
#include "Crawler.h"
#include "DEFINES.h"
#include "Menu.h"
INCLUDE_MONSTER_LIST
INCLUDE_game
void State_LevelComplete::OnStateChange(GameState*prevState){
if(Menu::IsMenuOpen()){
Menu::CloseAllMenus();
}
game->GetPlayer()->SetState(State::NORMAL);
Menu::OpenMenu(LEVEL_COMPLETE);
};
void State_LevelComplete::OnUserUpdate(Crawler*game){
};
void State_LevelComplete::Draw(Crawler*game){
game->RenderHud();
};

@ -0,0 +1,70 @@
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2023 OneLoneCoder.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.
*/
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2023 OneLoneCoder.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.
*/
#pragma once
#include "GameState.h"
class State_LevelComplete:public GameState{
virtual void OnStateChange(GameState*prevState)override final;
virtual void OnUserUpdate(Crawler*game)override final;
virtual void Draw(Crawler*game)override final;
};

@ -33,7 +33,7 @@ SUCH DAMAGE.
#define VERSION_MAJOR 0
#define VERSION_MINOR 2
#define VERSION_PATCH 1
#define VERSION_BUILD 2930
#define VERSION_BUILD 2938
#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="9" nextobjectid="140">
<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="9" nextobjectid="141">
<properties>
<property name="Level Type" propertytype="LevelType" value="Dungeon"/>
</properties>

Binary file not shown.
Loading…
Cancel
Save