The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
https://forums.lestoria.net
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79 lines
4.2 KiB
79 lines
4.2 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2018 - 2023 OneLoneCoder.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 © 2023 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 "Crawler.h"
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#include "DEFINES.h"
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#include "Menu.h"
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#include "EncountersSpawnListScrollableWindowComponent.h"
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#include "MenuLabel.h"
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#include "MenuComponent.h"
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#include "State_OverworldMap.h"
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#include "Map.h"
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INCLUDE_game
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INCLUDE_LEVEL_NAMES
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INCLUDE_MONSTER_DATA
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using A=Attribute;
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void Menu::InitializeOverworldMapLevelWindow(){
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vf2d windowSize={game->GetScreenSize().x/3.f-24,float(game->GetScreenSize().y)-48};
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Menu*levelSelectWindow=CreateMenu(OVERWORLD_LEVEL_SELECT,{game->GetScreenSize().x-game->GetScreenSize().x/3.f,24},windowSize);
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State_OverworldMap*overworldMap=(State_OverworldMap*)GameState::states[States::OVERWORLD_MAP]; //HACK ALERT!! We're going to make an assumption that we are in the overworld map state.
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MenuLabel*chapterLabel=NEW MenuLabel(OVERWORLD_LEVEL_SELECT,{{0,4},{windowSize.x,16}},"Chapter",1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN);
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MenuLabel*stageLabel=NEW MenuLabel(OVERWORLD_LEVEL_SELECT,{{0,24},{windowSize.x,16}},"Stage",1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN);
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MenuLabel*panel1Back=NEW MenuLabel(OVERWORLD_LEVEL_SELECT,{{0,0},{windowSize.x-1,44}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE);
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levelSelectWindow->AddComponent("Panel 1 Back",panel1Back);
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levelSelectWindow->AddComponent("Chapter Label",chapterLabel);
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levelSelectWindow->AddComponent("Stage Label",stageLabel);
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MenuLabel*encountersLabel=NEW MenuLabel(OVERWORLD_LEVEL_SELECT,{{0,52},{windowSize.x-1,12}},"Encounters:",1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN);
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EncountersSpawnListScrollableWindowComponent*spawns=NEW EncountersSpawnListScrollableWindowComponent(OVERWORLD_LEVEL_SELECT,{{1,64},{windowSize.x-2,84}},ComponentAttr::BACKGROUND);
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MenuLabel*panel2Back=NEW MenuLabel(OVERWORLD_LEVEL_SELECT,{{0,52},{windowSize.x-1,96}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE);
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levelSelectWindow->AddComponent("Panel 2 Back",panel2Back);
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levelSelectWindow->AddComponent("Encounters Label",encountersLabel);
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levelSelectWindow->AddComponent("Spawns List",spawns);
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MenuComponent*changeLoadoutButton=NEW MenuComponent(OVERWORLD_LEVEL_SELECT,{{0,152},{windowSize.x-1,12}},"Change Loadout",ITEM_LOADOUT,[](MenuFuncData data){return true;});
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MenuComponent*enterButton=NEW MenuComponent(OVERWORLD_LEVEL_SELECT,{{0,166},{windowSize.x-1,16}},"Enter",[](MenuFuncData data){State_OverworldMap::StartLevel();return true;});
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levelSelectWindow->AddComponent("Change Loadout Button",changeLoadoutButton);
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levelSelectWindow->AddComponent("Enter Button",enterButton);
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} |