Modify Visual Novel engine to include background alpha controls to allow the Visual Novel and game world drawing to both be rendered at the same time. Add the Dialog game state which represents a Visual Novel and game world to both be running at the same time.

This commit is contained in:
sigonasr2 2024-07-29 10:37:47 -04:00
parent 1747b1e5ef
commit fdc02351bb
10 changed files with 144 additions and 24 deletions

1
.gitignore vendored
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@ -425,3 +425,4 @@ desktop.ini
/Adventures in Lestoria Tests/x64/Unit Testing
/x64/Unit Testing
/Adventures in Lestoria/assets/2.10
/Adventures in Lestoria/assets/items/Bird_s Treasure.png

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@ -218,7 +218,7 @@
<PreprocessorDefinitions>_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<LanguageStandard>stdcpp20</LanguageStandard>
<AdditionalIncludeDirectories>C:\Users\sigon\source\repos\AdventuresInLestoria\Adventures in Lestoria\steam;C:\Users\sigon\source\repos\AdventuresInLestoria\Adventures in Lestoria\discord-files;C:\Users\sigon\OneDrive\Documents\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>C:\Users\LabUser\source\repos\AdventuresInLestoria\Adventures in Lestoria\steam;C:\Users\LabUser\source\repos\AdventuresInLestoria\Adventures in Lestoria\discord-files;C:\Users\LabUser\Documents\include;C:\Users\sigon\source\repos\AdventuresInLestoria\Adventures in Lestoria\steam;C:\Users\sigon\source\repos\AdventuresInLestoria\Adventures in Lestoria\discord-files;C:\Users\sigon\OneDrive\Documents\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/MP20 %(AdditionalOptions)</AdditionalOptions>
<TreatSpecificWarningsAsErrors>4099;5030;4715;4172;4834</TreatSpecificWarningsAsErrors>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
@ -226,7 +226,7 @@
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>C:\Users\sigon\source\repos\AdventuresInLestoria\Adventures in Lestoria;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>C:\Users\LabUser\source\repos\AdventuresInLestoria\Adventures in Lestoria;C:\Users\sigon\source\repos\AdventuresInLestoria\Adventures in Lestoria;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>discord_game_sdk.dll.lib;freetype.lib;steam_api64.lib;$(CoreLibraryDependencies);%(AdditionalDependencies);</AdditionalDependencies>
</Link>
<PreBuildEvent>
@ -622,6 +622,7 @@
<SubType>
</SubType>
</ClInclude>
<ClInclude Include="State_Dialog.h" />
<ClInclude Include="State_GameHub.h">
<SubType>
</SubType>
@ -1054,6 +1055,7 @@
<SubType>
</SubType>
</ClCompile>
<ClCompile Include="State_Dialog.cpp" />
<ClCompile Include="State_GameHub.cpp">
<SubType>
</SubType>

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@ -669,6 +669,9 @@
<ClInclude Include="HurtDamageInfo.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="State_Dialog.h">
<Filter>Header Files\State</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Player.cpp">
@ -1154,8 +1157,8 @@
<ClCompile Include="PoisonBottle.cpp">
<Filter>Source Files\Bullet Types</Filter>
</ClCompile>
<ClCompile Include="Chapter 2.txt">
<Filter>Configurations\Story</Filter>
<ClCompile Include="State_Dialog.cpp">
<Filter>Source Files\Game States</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>

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@ -42,7 +42,8 @@ All rights reserved.
#include "State_LevelComplete.h"
#include "State_Story.h"
#include "State_GameHub.h"
#include "State_Death.h";
#include "State_Death.h"
#include "State_Dialog.h"
INCLUDE_game
@ -56,6 +57,7 @@ void GameState::Initialize(){
NEW_STATE(States::STORY,State_Story);
NEW_STATE(States::GAME_HUB,State_GameHub);
NEW_STATE(States::DEATH,State_Death);
NEW_STATE(States::DIALOG,State_Dialog);
}
void GameState::_ChangeState(States::State newState){

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@ -51,6 +51,7 @@ namespace States{
MAIN_MENU,
LEVEL_COMPLETE,
STORY,
DIALOG,
KEYBIND,
DEATH,
};

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@ -0,0 +1,55 @@
#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 "State_Dialog.h"
#include "VisualNovel.h"
#include "Menu.h"
#include "AdventuresInLestoria.h"
void State_Dialog::OnStateChange(GameState*prevState){
Menu::CloseAllMenus();
};
void State_Dialog::OnLevelLoad(){}
void State_Dialog::OnUserUpdate(AiL*game){
GameState::states[States::GAME_RUN]->OnUserUpdate(game);
VisualNovel::novel.Update();
game->ClearTimedOutGarbage();
};
void State_Dialog::Draw(AiL*game){
GameState::states[States::GAME_RUN]->Draw(game);
VisualNovel::novel.Draw(0U);
};

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@ -0,0 +1,46 @@
#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
#pragma once
#include "GameState.h"
class State_Dialog:public GameState {
virtual void OnStateChange(GameState*prevState)override final;
virtual void OnUserUpdate(AiL*game)override final;
virtual void Draw(AiL*game)override final;
virtual void OnLevelLoad()override final;
};

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@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 2
#define VERSION_PATCH 3
#define VERSION_BUILD 10399
#define VERSION_BUILD 10402
#define stringify(a) stringify_(a)
#define stringify_(a) #a

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@ -184,14 +184,17 @@ void VisualNovel::Initialize(){
storyLevelData.SetInitialized();
};
void VisualNovel::Reset(){
activeText=U"";
leftCharacters.clear();
rightCharacters.clear();
backgroundFilename=novel.prevBackgroundFilename="";
commands.clear();
commandIndex=0;
}
void VisualNovel::LoadVisualNovel(std::string storyLevelName){
novel.storyLevel=storyLevelName;
novel.activeText=U"";
novel.leftCharacters.clear();
novel.rightCharacters.clear();
novel.backgroundFilename=novel.prevBackgroundFilename="";
novel.commands.clear();
novel.commandIndex=0;
novel.Reset();
for(std::unique_ptr<Command>&command:storyLevelData.at(storyLevelName)){
novel.commands.push_back(command.get());
}
@ -218,6 +221,10 @@ void VisualNovel::ExecuteNextCommand(){
if(commandIndex<commands.size()){
commandIndex++;
commands[size_t(commandIndex-1)]->Execute(novel);
}else{
if(GameState::STATE==GameState::states[States::DIALOG]){
Reset();
GameState::STATE=GameState::states[States::GAME_RUN];
}else{
if(game->GetCurrentMapName()=="NPCs.Greg.Camp Notification Unlock Condition"_S&&
!Unlock::IsUnlocked("NPCs.Greg.Camp Notification Unlock Condition"_S))State_OverworldMap::ConnectionPointFromString("HUB").value()->ResetVisitedFlag();
@ -225,19 +232,20 @@ void VisualNovel::ExecuteNextCommand(){
Menu::themeSelection=novel.prevTheme;
GameState::ChangeState(States::OVERWORLD_MAP,0.5f);
}
}
}
void VisualNovel::Draw(){
void VisualNovel::Draw(const uint8_t backgroundAlpha){
if(backgroundFilename!=""){
float alpha=1;
float alpha=backgroundAlpha/255.f;
if(transitionTime>0){
alpha=util::lerp(0,1,1-(transitionTime/maxTransitionTime));
alpha=alpha*util::lerp(0,1,1-(transitionTime/maxTransitionTime));
}
if(prevBackgroundFilename!=""){
game->DrawDecal({0,-prevBackgroundScrollAmt},GFX["story_background_image_location"_S+prevBackgroundFilename].Decal());
game->DrawDecal({0,-prevBackgroundScrollAmt},GFX["story_background_image_location"_S+prevBackgroundFilename].Decal(),{1.f,1.f},{255,255,255,backgroundAlpha});
}
game->DrawDecal({0,-backgroundScrollAmt},GFX["story_background_image_location"_S+backgroundFilename].Decal(),{1,1},{255,255,255,uint8_t(255*alpha)});
}else{
game->FillRectDecal({0,0},game->GetScreenSize());
game->FillRectDecal({0,0},game->GetScreenSize(),{255,255,255,backgroundAlpha});
}
for(int i=leftCharacters.size()-1;i>=0;i--){
//Start 72 from the bottom.

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@ -142,6 +142,7 @@ public:
class VisualNovel{
friend class State_Story;
friend class State_Dialog;
friend class AiL;
friend class Command;
friend class LocationCommand;
@ -181,6 +182,7 @@ private:
static VisualNovel novel;
VisualNovel();
void Reset();
public:
VisualNovel(VisualNovel&)=delete;
VisualNovel(VisualNovel&&)=delete;
@ -188,6 +190,6 @@ public:
static void LoadVisualNovel(std::string storyLevelName);
void ExecuteNextCommand();
void Update();
void Draw();
void Draw(const uint8_t backgroundAlpha=255U);
std::string GetCharacterImage(std::u32string name);
};