Fix static animation bug for controllers when using the DPad for character navigation. Fix bug allowing players to unlock the next areas by hitting the Return to Camp button even if they did not complete the stage. Release Build 8585.

mac-build
sigonasr2 8 months ago
parent ab9729a0f2
commit a9b860c794
  1. 20
      Adventures in Lestoria/AdventuresInLestoria.cpp
  2. 6
      Adventures in Lestoria/LevelCompleteWindow.cpp
  3. 2
      Adventures in Lestoria/SteamStatsReceivedHandler.cpp
  4. 2
      Adventures in Lestoria/Version.h
  5. BIN
      x64/Release/Adventures in Lestoria.exe

@ -478,10 +478,7 @@ void AiL::HandleUserInput(float fElapsedTime){
animationSpd=controllerAmt;
}
moveAmt*=controllerAmt;
}else
if(!Input::UsingGamepad()){
animationSpd=1.f;
}
}else animationSpd=1.f;
player->SetX(player->GetX()+fElapsedTime*moveAmt*player->GetMoveSpdMult());
player->movementVelocity.x=moveAmt*fElapsedTime*player->GetMoveSpdMult();
if(staircaseDirection=="RIGHT"){
@ -508,10 +505,7 @@ void AiL::HandleUserInput(float fElapsedTime){
animationSpd=controllerAmt;
}
moveAmt*=abs(KEY_SCROLLHORZ_L.Analog());
}else
if(!Input::UsingGamepad()){
animationSpd=1.f;
}
}else animationSpd=1.f;
player->SetX(player->GetX()-fElapsedTime*moveAmt*player->GetMoveSpdMult());
player->movementVelocity.x=-moveAmt*fElapsedTime*player->GetMoveSpdMult();
if(staircaseDirection=="RIGHT"){
@ -537,10 +531,7 @@ void AiL::HandleUserInput(float fElapsedTime){
animationSpd=controllerAmt;
}
moveAmt*=abs(KEY_SCROLLVERT_L.Analog());
}else
if(!Input::UsingGamepad()){
animationSpd=1.f;
}
}else animationSpd=1.f;
player->SetY(player->GetY()-fElapsedTime*moveAmt*player->GetMoveSpdMult());
player->movementVelocity.y=-moveAmt*fElapsedTime*player->GetMoveSpdMult();
@ -558,10 +549,7 @@ void AiL::HandleUserInput(float fElapsedTime){
animationSpd=controllerAmt;
}
moveAmt*=abs(KEY_SCROLLVERT_L.Analog());
}else
if(!Input::UsingGamepad()){
animationSpd=1.f;
}
}else animationSpd=1.f;
player->SetY(player->GetY()+fElapsedTime*moveAmt*player->GetMoveSpdMult());
player->movementVelocity.y=moveAmt*fElapsedTime*player->GetMoveSpdMult();

@ -79,8 +79,10 @@ void Menu::InitializeLevelCompleteWindow(){
};
auto nextButtonAction=[](MenuFuncData data){
Unlock::UnlockArea(State_OverworldMap::GetCurrentConnectionPoint().map);
Merchant::RandomizeTravelingMerchant();
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();
}
State_LevelComplete::TurnOffXPSound();
GameState::ChangeState(States::GAME_HUB,0.25f);
return true;

@ -48,7 +48,7 @@ INCLUDE_DATA
void SteamStatsReceivedHandler::SteamStatsReceived( UserStatsReceived_t* pCallback ){
if(pCallback->m_eResult==k_EResultOK){
SteamUserStats()->GetStat("Achievement.Kill Unlocks.Total Kill API Name"_S.c_str(),&Unlock::monsterKillCount);
LOG(std::format("Retrived monster kill count: {}",Unlock::monsterKillCount));
LOG(std::format("Retrieved monster kill count: {}",Unlock::monsterKillCount));
}
}
#endif

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 0
#define VERSION_PATCH 0
#define VERSION_BUILD 8582
#define VERSION_BUILD 8585
#define stringify(a) stringify_(a)
#define stringify_(a) #a

Loading…
Cancel
Save