Fix language of executable being Germany. Corrected internal process name for windows executable. Properly update discord status state on Main Menu.
This commit is contained in:
parent
e132eeab4e
commit
c352bf61df
@ -28,21 +28,21 @@ VS_VERSION_INFO VERSIONINFO
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BEGIN
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BEGIN
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BLOCK "StringFileInfo"
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BLOCK "StringFileInfo"
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BEGIN
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BEGIN
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BLOCK "040704b0"
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BLOCK "040904b0"
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BEGIN
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BEGIN
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VALUE "CompanyName", "Sig"
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VALUE "CompanyName", "Sig Productions"
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VALUE "FileDescription", "Crawler Game"
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VALUE "FileDescription", "Adventures in Lestoria"
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VALUE "FileVersion", "0.2.1.5299"
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VALUE "FileVersion", "0.2.1.5299"
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VALUE "InternalName", "Crawler.exe"
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VALUE "InternalName", "Crawler.exe"
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VALUE "LegalCopyright", "Copyright 2023"
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VALUE "LegalCopyright", "Copyright © 2023-2024"
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VALUE "OriginalFilename", "Crawler.exe"
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VALUE "OriginalFilename", "Adventures in Lestoria.exe"
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VALUE "ProductName", "Crawler"
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VALUE "ProductName", "Adventures in Lestoria"
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VALUE "ProductVersion", "0.2.1.5299"
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VALUE "ProductVersion", "0.2.1.5299"
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END
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END
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END
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END
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BLOCK "VarFileInfo"
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BLOCK "VarFileInfo"
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BEGIN
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BEGIN
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VALUE "Translation", 0x407, 1200
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VALUE "Translation", 0x409, 1200
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END
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END
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END
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END
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@ -683,6 +683,7 @@
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<Text Include="TODO.txt" />
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<Text Include="TODO.txt" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Image Include="assets\AiL_512.png" />
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<Image Include="assets\heart.ico" />
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<Image Include="assets\heart.ico" />
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<Image Include="assets\menus\Character_Info.png" />
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<Image Include="assets\menus\Character_Info.png" />
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</ItemGroup>
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</ItemGroup>
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@ -408,6 +408,9 @@
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<ClInclude Include="TitleScreen.h">
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<ClInclude Include="TitleScreen.h">
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="Audio.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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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="Player.cpp">
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<ClCompile Include="Player.cpp">
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@ -686,6 +689,9 @@
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<ClCompile Include="TitleScreen.cpp">
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<ClCompile Include="TitleScreen.cpp">
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="Audio.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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<ItemGroup>
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<ItemGroup>
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<None Include="cpp.hint" />
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<None Include="cpp.hint" />
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@ -799,6 +805,8 @@
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</Text>
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</Text>
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<Text Include="Adventures in Lestoria_Story_Chapter_1 (2).txt" />
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<Text Include="Adventures in Lestoria_Story_Chapter_1 (2).txt" />
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<Text Include="Adventures in Lestoria_System_Overview.txt" />
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<Text Include="Adventures in Lestoria_System_Overview.txt" />
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<Text Include="assets\config\bgm\bgm.txt" />
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<Text Include="assets\config\bgm\events.txt" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Image Include="assets\heart.ico">
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<Image Include="assets\heart.ico">
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@ -807,6 +815,9 @@
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<Image Include="assets\menus\Character_Info.png">
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<Image Include="assets\menus\Character_Info.png">
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<Filter>Documentation\Menus</Filter>
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<Filter>Documentation\Menus</Filter>
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</Image>
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</Image>
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<Image Include="assets\AiL_512.png">
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<Filter>Resource Files</Filter>
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</Image>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ResourceCompile Include="Adventures in Lestoria.rc">
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<ResourceCompile Include="Adventures in Lestoria.rc">
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@ -2517,16 +2517,16 @@ void AiL::UpdateDiscordStatus(std::string levelName,std::string className){
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if(Discord){
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if(Discord){
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::discord::Activity newActivity{};
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::discord::Activity newActivity{};
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newActivity.SetDetails(levelName.c_str());
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newActivity.SetDetails(levelName.c_str());
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newActivity.SetState(std::format("Level {} {}",player->Level(),className).c_str());
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discord::ActivityTimestamps×tamps=newActivity.GetTimestamps();
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discord::ActivityTimestamps×tamps=newActivity.GetTimestamps();
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timestamps.SetStart(gameStarted);
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timestamps.SetStart(gameStarted);
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newActivity.SetType(discord::ActivityType::Playing);
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newActivity.SetType(discord::ActivityType::Playing);
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discord::ActivityAssets&assets=newActivity.GetAssets();
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discord::ActivityAssets&assets=newActivity.GetAssets();
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assets.SetLargeImage("ail_512");
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assets.SetLargeImage("ail_512");
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assets.SetLargeText(game->sAppName.c_str());
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assets.SetLargeText(game->sAppName.c_str());
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assets.SetSmallText(std::format("Level {} {}",player->Level(),className).c_str());
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if(levelName!="Main Menu"){
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if(levelName!="Main Menu"){
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newActivity.SetState(std::format("Level {} {}",player->Level(),className).c_str());
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assets.SetSmallText(std::format("Level {} {}",player->Level(),className).c_str());
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std::for_each(className.begin(),className.end(),[](char&c){c=std::tolower(c);});
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std::for_each(className.begin(),className.end(),[](char&c){c=std::tolower(c);});
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assets.SetSmallImage(("nico-"+className+"_512").c_str());
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assets.SetSmallImage(("nico-"+className+"_512").c_str());
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}
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}
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@ -45,6 +45,7 @@ INCLUDE_DATA
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float Audio::defaultFadeTime;
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float Audio::defaultFadeTime;
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void Audio::Initialize(){
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void Audio::Initialize(){
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Engine().SetBackgroundPlay(true);
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Self().events.insert("Default Volume");
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Self().events.insert("Default Volume");
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for(auto&[key,data]:DATA["Events"]){
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for(auto&[key,data]:DATA["Events"]){
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Self().events.insert(key);
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Self().events.insert(key);
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@ -229,3 +230,7 @@ void Audio::SetAudioEvent(const Event&eventName){
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std::string operator""_SFX(const char*key,size_t length){
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std::string operator""_SFX(const char*key,size_t length){
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return "sfx_directory"_S+std::string(key,length);
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return "sfx_directory"_S+std::string(key,length);
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}
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}
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const SongName&Audio::GetTrackName(){
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return Self().currentBGM;
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}
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@ -58,6 +58,7 @@ public:
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static void PlayBGM(const std::string_view sound,const bool loop=true);
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static void PlayBGM(const std::string_view sound,const bool loop=true);
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static void StopBGM();
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static void StopBGM();
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static const Event&GetAudioEvent();
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static const Event&GetAudioEvent();
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static const SongName&GetTrackName();
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static void SetAudioEvent(const Event&eventName);
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static void SetAudioEvent(const Event&eventName);
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static const bool BGMIsPlaying();
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static const bool BGMIsPlaying();
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private:
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private:
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@ -41,8 +41,11 @@ All rights reserved.
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#include "TitleScreen.h"
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#include "TitleScreen.h"
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#include "Key.h"
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#include "Key.h"
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INCLUDE_game
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void State_MainMenu::OnStateChange(GameState*prevState){
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void State_MainMenu::OnStateChange(GameState*prevState){
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TitleScreen::Reset();
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TitleScreen::Reset();
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game->UpdateDiscordStatus("Main Menu","");
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};
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};
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void State_MainMenu::OnUserUpdate(AiL*game){
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void State_MainMenu::OnUserUpdate(AiL*game){
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TitleScreen::Update();
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TitleScreen::Update();
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@ -106,28 +106,39 @@ void State_OverworldMap::OnUserUpdate(AiL*game){
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Menu::OpenMenu(CRAFT_CONSUMABLE);
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Menu::OpenMenu(CRAFT_CONSUMABLE);
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}
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}
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#pragma region Audio Test
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if(game->GetKey(K1).bPressed){
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if(game->GetKey(K1).bPressed){
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Audio::Play("sfx100v2_loop_water_01.mp3"_SFX);
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Audio::Play("sfx100v2_loop_water_01.mp3"_SFX);
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}
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}
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if(game->GetKey(F1).bPressed){
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if(game->GetKey(F1).bPressed){
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Audio::PlayBGM("foresty1_1");
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Audio::PlayBGM("foresty1_1");
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lastAudioTime=0.f;
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}else
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}else
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if(game->GetKey(F2).bPressed){
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if(game->GetKey(F2).bPressed){
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Audio::PlayBGM("foresty0");
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Audio::PlayBGM("foresty0");
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lastAudioTime=0.f;
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}
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}
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if(game->GetKey(K2).bPressed){
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if(game->GetKey(K2).bPressed){
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Audio::SetAudioEvent("Default Volume");
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Audio::SetAudioEvent("Default Volume");
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lastEventTime=0.f;
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}
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}
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if(game->GetKey(K3).bPressed){
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if(game->GetKey(K3).bPressed){
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Audio::SetAudioEvent("LowHealth");
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Audio::SetAudioEvent("LowHealth");
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lastEventTime=0.f;
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}
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}
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if(game->GetKey(K4).bPressed){
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if(game->GetKey(K4).bPressed){
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Audio::SetAudioEvent("InCombat");
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Audio::SetAudioEvent("InCombat");
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lastEventTime=0.f;
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}
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}
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if(game->GetKey(K5).bPressed){
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if(game->GetKey(K5).bPressed){
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Audio::SetAudioEvent("Underwater");
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Audio::SetAudioEvent("Underwater");
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lastEventTime=0.f;
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}
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}
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lastEventTime=std::clamp(lastEventTime+game->GetElapsedTime(),0.f,5.0f);
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lastAudioTime=std::clamp(lastAudioTime+game->GetElapsedTime(),0.f,5.0f);
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#pragma endregion
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#pragma region Handle Connection Point Clicking and Movement
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#pragma region Handle Connection Point Clicking and Movement
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for(ConnectionPoint&cp:connections){
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for(ConnectionPoint&cp:connections){
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if(game->GetMouse(Mouse::LEFT).bPressed&&geom2d::overlaps(game->GetWorldMousePos(),cp.rect)){
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if(game->GetMouse(Mouse::LEFT).bPressed&&geom2d::overlaps(game->GetWorldMousePos(),cp.rect)){
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@ -169,6 +180,16 @@ void State_OverworldMap::Draw(AiL*game){
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break;
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break;
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}
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}
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}
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}
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#pragma region Audio Test
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std::stringstream eventText;
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eventText<<"Event Set to: ";
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eventText<<std::quoted(Audio::GetAudioEvent());
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std::stringstream audioText;
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audioText<<"Audio Track Set to: ";
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audioText<<std::quoted(Audio::GetTrackName());
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if(lastEventTime!=5.0f)game->DrawShadowStringPropDecal({2,game->ScreenHeight()-36.f},eventText.str(),{255,255,255,uint8_t(util::lerp(255,0,lastEventTime/5.0f))},{0,0,0,uint8_t(util::lerp(255,0,lastEventTime/5.0f))});
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if(lastAudioTime!=5.0f)game->DrawShadowStringPropDecal({2,game->ScreenHeight()-20.f},audioText.str(),{255,255,255,uint8_t(util::lerp(255,0,lastAudioTime/5.0f))},{0,0,0,uint8_t(util::lerp(255,0,lastAudioTime/5.0f))});
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#pragma endregion
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};
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};
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void State_OverworldMap::SetStageMarker(std::string connectionName){
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void State_OverworldMap::SetStageMarker(std::string connectionName){
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for(ConnectionPoint&connection:connections){
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for(ConnectionPoint&connection:connections){
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@ -46,6 +46,8 @@ class State_OverworldMap:public GameState{
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float currentTime=0;
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float currentTime=0;
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vf2d playerTargetPos;
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vf2d playerTargetPos;
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const float playerMoveSpd=48.0;
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const float playerMoveSpd=48.0;
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float lastEventTime=0.f;
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float lastAudioTime=0.f;
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public:
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public:
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State_OverworldMap();
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State_OverworldMap();
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static std::vector<ConnectionPoint>connections;
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static std::vector<ConnectionPoint>connections;
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@ -14,6 +14,7 @@ Audio Engine
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Settings Menu
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Settings Menu
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- Any settings should be saved to the save file!
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- Any settings should be saved to the save file!
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- Volume Controls
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- Volume Controls
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- Play Sound in Background
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- Key Configuration
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- Key Configuration
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-Upon pressing a key, check if the key is bound to another option, if so,
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-Upon pressing a key, check if the key is bound to another option, if so,
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remove that bind from the list. Up to two keys may be binded per action.
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remove that bind from the list. Up to two keys may be binded per action.
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@ -66,6 +66,7 @@ void TitleScreen::Initialize(){
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Reset();
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Reset();
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}
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}
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void TitleScreen::Reset(){
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void TitleScreen::Reset(){
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state=BUILDING;
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for(Particle&p:particles){
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for(Particle&p:particles){
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switch(util::random()%4){
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switch(util::random()%4){
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case 0:{ //Top Edge
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case 0:{ //Top Edge
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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_MAJOR 0
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#define VERSION_MINOR 2
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#define VERSION_MINOR 2
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#define VERSION_PATCH 1
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#define VERSION_PATCH 1
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#define VERSION_BUILD 5379
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#define VERSION_BUILD 5389
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#define stringify(a) stringify_(a)
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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#define stringify_(a) #a
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@ -24,7 +24,7 @@ BGM
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Events
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Events
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{
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{
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LowHealth = 50%,60%,20%,20%
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LowHealth = 50%,100%,20%,20%
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InCombat = 90%,100%,0%,0%
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InCombat = 90%,100%,0%,0%
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Underwater = 0%,0%,100%,100%
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Underwater = 0%,0%,100%,100%
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}
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}
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47
enc_temp_folder/7bc3a296f298485445fd98097212ba0/TODO.txt
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47
enc_temp_folder/7bc3a296f298485445fd98097212ba0/TODO.txt
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@ -0,0 +1,47 @@
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January 1st
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===========
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The Hub / NPC Interactions
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Save/Load Game
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EMSCRIPTEN Version: ???
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NEW GAME -> Ask for a User ID -> Ask for a Save File Name -> Saves the Game -> Starts the Game
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LOAD GAME -> Ask for a User ID -> Shows Available Files -> Click to Load -> Start Game
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Audio Engine
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- Audio Ambience Zones
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- Menu Sound Effects
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- Attack / Enemy Sound Effects
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- Music Loading/Looping
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Settings Menu
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- Any settings should be saved to the save file!
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- Volume Controls
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- Play Sound in Background
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- Key Configuration
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-Upon pressing a key, check if the key is bound to another option, if so,
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remove that bind from the list. Up to two keys may be binded per action.
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-We have to save keybinds to the save file.
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-Smooth Movement
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January 31st
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============
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Implement the rest of the enemy types:
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- Baby Wolf
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- Wolf
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- Wolf Leader
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- Baby Bear
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- Brown Bear
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- Green Frog
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- Red Frog
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- Orange Frog
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- Blue Frog
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Implement Ursule, Mother of Bears Boss
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Story proofreading/correcting/storyboarding
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- Add a command to play sound effects/music.
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- Fix Keyboard/Controller Menu Navigation (Need clearly defined rules)
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- Game Controller Support
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- Should use the Keybind structure that already exists.
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- Loading Screen
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- Title Screen setpieces
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- Export/Import Save Files Online/Offline
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- Consider controls for fine-tuning music and how they sound during events.
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