Added dynamic labels for gamepad controls input helper. Fixed wrapping bug for pressing right on monster loot scrollable container. Added XP gain sound effect. Release Build 7112.
This commit is contained in:
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8afd66632a
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bacd879e12
@ -379,6 +379,7 @@
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<SubType>
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</SubType>
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</ClInclude>
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<ClInclude Include="MenuDefinitions.h" />
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<ClInclude Include="MenuType.h">
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<SubType>
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</SubType>
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@ -635,6 +636,10 @@
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<ClCompile Include="Menu.cpp" />
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<ClCompile Include="MenuAnimatedIconButton.h" />
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<ClCompile Include="MenuComponent.cpp" />
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<ClCompile Include="MenuDefinitions.cpp">
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<SubType>
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</SubType>
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</ClCompile>
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<ClCompile Include="Merchant.cpp">
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<SubType>
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</SubType>
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@ -456,6 +456,9 @@
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<ClInclude Include="ProgressBar.h">
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<Filter>Header Files\Interface</Filter>
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</ClInclude>
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<ClInclude Include="MenuDefinitions.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="Player.cpp">
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@ -797,6 +800,9 @@
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<ClCompile Include="PauseMenu.cpp">
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<Filter>Source Files\Interface</Filter>
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</ClCompile>
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<ClCompile Include="MenuDefinitions.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<None Include="cpp.hint" />
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@ -38,6 +38,7 @@ All rights reserved.
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#include "InputHelper.h"
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#include "AdventuresInLestoria.h"
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#include "Menu.h"
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#include "MenuComponent.h"
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INCLUDE_game
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INCLUDE_GFX
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@ -70,8 +71,22 @@ void InputHelper::Draw(){
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std::vector<std::variant<Decal*,std::string>>buttonImgs; //Store decals for buttons that actually have images, and strings for buttons that have labels.
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std::vector<std::string>buttonDescriptions;
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#pragma region Populate all buttons to display
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for(auto&[group,displayName]:inputGroups){
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for(auto&[group,display]:inputGroups){
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auto&primaryKey=group.GetPrimaryKey(mode);
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std::string displayName;
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if(std::holds_alternative<std::string>(display))displayName=std::get<std::string>(display);
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else
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if(std::holds_alternative<std::function<std::string(MenuFuncData)>>(display)){
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std::weak_ptr<ScrollableWindowComponent>parentComponent;
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if(!Menu::stack.back()->GetSelection().expired()){
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parentComponent=Menu::stack.back()->GetSelection().lock()->parentComponent;
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}
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displayName=std::get<std::function<std::string(MenuFuncData)>>(display)(MenuFuncData{*Menu::stack.back(),game,Menu::stack.back()->GetSelection(),parentComponent});
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}
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else ERR("WARNING! display contains a variant alternative that does not exist. THIS SHOULD NOT BE HAPPENING!");
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if(displayName.length()>0&&primaryKey.has_value()){
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if(primaryKey.value().HasIcon()){
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buttonImgWidth+=primaryKey.value().GetIcon().Sprite()->width+"Interface.InputHelperSpacing"_I;
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@ -41,10 +41,7 @@ All rights reserved.
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#include <functional>
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#include "Key.h"
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#include "MenuType.h"
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using InputGroupActionDisplayName=std::string;
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using ButtonName=std::string;
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using MenuInputGroups=std::map<InputEngageGroup,std::pair<InputGroupActionDisplayName,std::variant<ButtonName,std::function<void(MenuType)>>>>;
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#include "MenuDefinitions.h"
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class InputHelper{
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std::map<InputGroup,InputGroupActionDisplayName>inputGroups;
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@ -43,6 +43,7 @@ All rights reserved.
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#include "Unlock.h"
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#include "State_OverworldMap.h"
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#include "ProgressBar.h"
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#include "SoundEffect.h"
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INCLUDE_game
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@ -97,22 +98,56 @@ void Menu::InitializeLevelCompleteWindow(){
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}
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},
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{ //Button Key
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{{game->KEY_SHOULDER,Pressed},{"Scroll",[](MenuType type){}}},
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{{game->KEY_FASTSCROLLDOWN,PressedDAS,InputEngageGroup::NOT_VISIBLE},{"Scroll",[](MenuType type){
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auto selection=Menu::menus[type]->GetSelection();
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if(!selection.expired()){
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auto parentComponent=DYNAMIC_POINTER_CAST<InventoryScrollableWindowComponent>(selection.lock()->parentComponent);
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int invWidth=int((parentComponent->rect.size.x-12)/(float(parentComponent->options.size.x)+parentComponent->options.padding));
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parentComponent->IncreaseSelectionIndex(invWidth*3.f);
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{{game->KEY_SHOULDER,Pressed},{[](MenuFuncData data){
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auto monsterLoot=Component<InventoryScrollableWindowComponent>(data.menu.GetType(),"Monster Loot Window");
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auto stageLoot=Component<InventoryScrollableWindowComponent>(data.menu.GetType(),"Stage Loot Window");
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if(!data.parentComponent.expired()){
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if(data.parentComponent.lock()->GetName()=="Monster Loot Window"&&monsterLoot->GetComponents().size()>0){
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return "Stage Loot";
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}else
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if(monsterLoot->GetComponents().size()>0){
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return "Monster Loot";
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}
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}
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return "";
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},[](MenuType type){}}},
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{{game->KEY_FASTSCROLLUP,Pressed},{"",[](MenuType type){
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auto monsterLoot=Component<InventoryScrollableWindowComponent>(type,"Monster Loot Window");
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auto stageLoot=Component<InventoryScrollableWindowComponent>(type,"Stage Loot Window");
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auto selection=Menu::stack.back()->GetSelection();
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if(!selection.expired()){
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auto parent=selection.lock()->parentComponent;
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if(!parent.expired()){
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if(parent.lock()->GetName()=="Monster Loot Window"&&stageLoot->GetComponents().size()>0){
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Menu::stack.back()->SetSelection(stageLoot->GetComponents()[0]);
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SoundEffect::PlaySFX("Button Click",SoundEffect::CENTERED);
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}else
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if(monsterLoot->GetComponents().size()>0){
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Menu::stack.back()->SetSelection(monsterLoot->GetComponents()[0]);
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SoundEffect::PlaySFX("Button Click",SoundEffect::CENTERED);
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}
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}
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}
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return "";
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}}},
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{{game->KEY_FASTSCROLLUP,PressedDAS,InputEngageGroup::NOT_VISIBLE},{"Scroll",[](MenuType type){
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auto selection=Menu::menus[type]->GetSelection();
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{{game->KEY_FASTSCROLLDOWN,Pressed},{"",[](MenuType type){
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auto monsterLoot=Component<InventoryScrollableWindowComponent>(type,"Monster Loot Window");
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auto stageLoot=Component<InventoryScrollableWindowComponent>(type,"Stage Loot Window");
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auto selection=Menu::stack.back()->GetSelection();
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if(!selection.expired()){
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auto parentComponent=DYNAMIC_POINTER_CAST<InventoryScrollableWindowComponent>(selection.lock()->parentComponent);
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int invWidth=int((parentComponent->rect.size.x-12)/(float(parentComponent->options.size.x)+parentComponent->options.padding));
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parentComponent->IncreaseSelectionIndex(invWidth*-3.f);
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auto parent=selection.lock()->parentComponent;
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if(!parent.expired()){
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if(parent.lock()->GetName()=="Monster Loot Window"&&stageLoot->GetComponents().size()>0){
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Menu::stack.back()->SetSelection(stageLoot->GetComponents()[0]);
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SoundEffect::PlaySFX("Button Click",SoundEffect::CENTERED);
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}else
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if(monsterLoot->GetComponents().size()>0){
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Menu::stack.back()->SetSelection(monsterLoot->GetComponents()[0]);
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SoundEffect::PlaySFX("Button Click",SoundEffect::CENTERED);
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}
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}
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}
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return "";
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}}},
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{game->KEY_SCROLL,{"View Items",[](MenuType type){}}},
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{game->KEY_START,{"Continue",[](MenuType type){
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@ -154,7 +189,7 @@ void Menu::InitializeLevelCompleteWindow(){
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DetectInventory(InventoryScrollableWindowComponent,type,"Monster Loot Window")
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{ //This means we have to wrap around. We have access to itemsList if we needed to point to a specific item in the inventory.
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//By returning here, you are processing returnData yourself. Otherwise manipulate newRowIndex to point to an item in the itemsList when wrapping.
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int colIndex=selectedButton.lock()->inventoryIndex; //Negative index, so we have to loop around.
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int colIndex=selectedButton.lock()->inventoryIndex%invWidth; //Negative index, so we have to loop around.
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//Get the base row index of the new inventory.
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auto stageLootWindow=Component<InventoryScrollableWindowComponent>(type,"Stage Loot Window");
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if(stageLootWindow->GetComponents().size()>0){
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@ -207,7 +242,7 @@ void Menu::InitializeLevelCompleteWindow(){
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DetectInventory(InventoryScrollableWindowComponent,type,"Monster Loot Window")
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{ //This means we have to wrap around. We have access to itemsList if we needed to point to a specific item in the inventory.
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//By returning here, you are processing returnData yourself. Otherwise manipulate newRowIndex to point to an item in the itemsList when wrapping.
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int colIndex=selectedButton.lock()->inventoryIndex;
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int colIndex=selectedButton.lock()->inventoryIndex%invWidth;
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//Get the base row index of the new inventory.
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auto stageLootWindow=Component<InventoryScrollableWindowComponent>(type,"Stage Loot Window");
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if(stageLootWindow->GetComponents().size()>0){
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@ -278,7 +313,7 @@ void Menu::InitializeLevelCompleteWindow(){
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int rowBaseIndex=(selectedButton.lock()->inventoryIndex/invWidth)*invWidth; \
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int newRowIndex=selectedButton.lock()->inventoryIndex+1; \
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int newRowBaseIndex = (newRowIndex / invWidth) * invWidth; \
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if(rowBaseIndex!=newRowBaseIndex)
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if(rowBaseIndex!=newRowBaseIndex||newRowIndex>=itemsList.size())
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#define DefaultBehavior \
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newRowIndex=std::clamp(newRowIndex,0,int(itemsList.size()-1)); \
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newRowIndex=std::min(int(itemsList.size())-1,newRowIndex); \
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@ -338,7 +373,7 @@ void Menu::InitializeLevelCompleteWindow(){
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DetectInventory(InventoryScrollableWindowComponent,type,"Stage Loot Window")
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{ //This means we have to wrap around. We have access to itemsList if we needed to point to a specific item in the inventory.
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//By returning here, you are processing returnData yourself. Otherwise manipulate newRowIndex to point to an item in the itemsList when wrapping.
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int colIndex=selectedButton.lock()->inventoryIndex;
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int colIndex=selectedButton.lock()->inventoryIndex%invWidth;
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//Get the base row index of the new inventory.
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auto stageLootWindow=Component<InventoryScrollableWindowComponent>(type,"Monster Loot Window");
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if(stageLootWindow->GetComponents().size()>0){
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@ -391,7 +426,7 @@ void Menu::InitializeLevelCompleteWindow(){
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DetectInventory(InventoryScrollableWindowComponent,type,"Stage Loot Window")
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{ //This means we have to wrap around. We have access to itemsList if we needed to point to a specific item in the inventory.
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//By returning here, you are processing returnData yourself. Otherwise manipulate newRowIndex to point to an item in the itemsList when wrapping.
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int colIndex=selectedButton.lock()->inventoryIndex;
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int colIndex=selectedButton.lock()->inventoryIndex%invWidth;
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//Get the base row index of the new inventory.
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auto stageLootWindow=Component<InventoryScrollableWindowComponent>(type,"Monster Loot Window");
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if(stageLootWindow->GetComponents().size()>0){
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@ -656,10 +656,6 @@ void Menu::AddChapterListener(std::weak_ptr<MenuComponent>component){
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chapterListeners.push_back(component);
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}
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MenuFuncData::MenuFuncData(Menu&menu,AiL*const game,std::weak_ptr<MenuComponent>component,std::weak_ptr<ScrollableWindowComponent>parentComponent)
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:menu(menu),game(game),component(component),parentComponent(parentComponent){}
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ToggleFuncData::ToggleFuncData(Menu&menu,AiL*const game,std::weak_ptr<MenuComponent>component,std::weak_ptr<ScrollableWindowComponent>parentComponent,bool checked)
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:MenuFuncData(menu,game,component,parentComponent),checked(checked){}
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@ -43,6 +43,8 @@ All rights reserved.
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#include "Attributable.h"
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#include "olcUTIL_Geometry2D.h"
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#include "olcPGEX_ViewPort.h"
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#include "MenuType.h"
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#include "MenuDefinitions.h"
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#include "InputHelper.h"
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class AiL;
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@ -53,14 +55,6 @@ struct Navigation;
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class Menu;
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struct MenuFuncData{
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Menu&menu;
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AiL*const game;
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const std::weak_ptr<MenuComponent> component;
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const std::weak_ptr<ScrollableWindowComponent> parentComponent={};
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MenuFuncData(Menu&menu,AiL*const game,std::weak_ptr<MenuComponent> component,std::weak_ptr<ScrollableWindowComponent>parentComponent={});
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};
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struct ToggleFuncData:public MenuFuncData{
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bool checked;
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ToggleFuncData(Menu&menu,AiL*const game,std::weak_ptr<MenuComponent>component,std::weak_ptr<ScrollableWindowComponent>parentComponent,bool checked);
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42
Adventures in Lestoria/MenuDefinitions.cpp
Normal file
42
Adventures in Lestoria/MenuDefinitions.cpp
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@ -0,0 +1,42 @@
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#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "MenuDefinitions.h"
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MenuFuncData::MenuFuncData(Menu&menu,AiL*const game,std::weak_ptr<MenuComponent>component,std::weak_ptr<ScrollableWindowComponent>parentComponent)
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:menu(menu),game(game),component(component),parentComponent(parentComponent){}
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59
Adventures in Lestoria/MenuDefinitions.h
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59
Adventures in Lestoria/MenuDefinitions.h
Normal file
@ -0,0 +1,59 @@
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#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
|
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notice, this list of conditions and the following disclaimer.
|
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|
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2. Redistributions or derivative works in binary form must reproduce the above
|
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copyright notice. This list of conditions and the following disclaimer must be
|
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reproduced in the documentation and/or other materials provided with the distribution.
|
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3. Neither the name of the copyright holder nor the names of its contributors may
|
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be used to endorse or promote products derived from this software without specific
|
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
|
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
|
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
|
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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
|
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
|
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SUCH DAMAGE.
|
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|
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#pragma once
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#include <memory>
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#include <variant>
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#include "Key.h"
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#include "MenuType.h"
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class Menu;
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class AiL;
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class MenuComponent;
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class ScrollableWindowComponent;
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struct MenuFuncData{
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Menu&menu;
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AiL*const game;
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const std::weak_ptr<MenuComponent> component;
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const std::weak_ptr<ScrollableWindowComponent> parentComponent={};
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MenuFuncData(Menu&menu,AiL*const game,std::weak_ptr<MenuComponent> component,std::weak_ptr<ScrollableWindowComponent>parentComponent={});
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};
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using InputGroupActionDisplayName=std::variant<std::string,std::function<std::string(MenuFuncData)>>;
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using ButtonName=std::string;
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using MenuInputGroups=std::map<InputEngageGroup,std::pair<InputGroupActionDisplayName,std::variant<ButtonName,std::function<void(MenuType)>>>>;
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@ -48,6 +48,10 @@ INCLUDE_MONSTER_LIST
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INCLUDE_game
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void State_LevelComplete::OnStateChange(GameState*prevState){
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if(xpGainSound==std::numeric_limits<size_t>::max()){
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xpGainSound=Audio::LoadAndPlay("xpgain.ogg"_SFX,true);
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Audio::Engine().SetVolume(xpGainSound,0.f);
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}
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if(Menu::IsMenuOpen()){
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Menu::CloseAllMenus();
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}
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@ -84,6 +88,7 @@ void State_LevelComplete::OnUserUpdate(AiL*game){
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if(accumulatedXP>0){
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lastXPChangeTimer-=game->GetElapsedTime();
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Audio::Engine().SetVolume(xpGainSound,0.6f);
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while(lastXPChangeTimer<=0.f){
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int incrementAmt=int(accumulatedXP/(1/"Interface.HUD XP Bar Tick Rate"_F))+1;
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accumulatedXP-=incrementAmt;
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@ -97,6 +102,8 @@ void State_LevelComplete::OnUserUpdate(AiL*game){
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}
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lastXPChangeTimer+="Interface.HUD XP Bar Tick Rate"_F;
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}
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}else{
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Audio::Engine().SetVolume(xpGainSound,0.f);
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}
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};
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void State_LevelComplete::Draw(AiL*game){
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@ -43,6 +43,7 @@ class State_LevelComplete:public GameState{
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float lastXPChangeTimer=0.f;
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vf2d levelUpTextPos={-100.f,-100.f};
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float levelUpTimer=0.f;
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size_t xpGainSound=std::numeric_limits<size_t>::max();
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virtual void OnStateChange(GameState*prevState)override final;
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virtual void OnUserUpdate(AiL*game)override final;
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virtual void Draw(AiL*game)override final;
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 3
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#define VERSION_PATCH 0
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#define VERSION_BUILD 7095
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#define VERSION_BUILD 7112
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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||||
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BIN
Adventures in Lestoria/assets/sounds/xpgain.ogg
Normal file
BIN
Adventures in Lestoria/assets/sounds/xpgain.ogg
Normal file
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Reference in New Issue
Block a user