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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52 lines
2.9 KiB
52 lines
2.9 KiB
#pragma once
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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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typedef Attribute A;
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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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//Map&loadedMap=MapHelper::MapFromString(overworldMap->GetCurrentConnectionPoint().map);
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//std::set<int>&spawns=loadedMap.spawns;
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/*int yOffset=40;
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for(int key:spawns){
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MenuLabel*testLabel=new MenuLabel(OVERWORLD_LEVEL_SELECT,{{0,float(yOffset)},{windowSize.x,24}},MONSTER_DATA[key].GetDisplayName());
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yOffset+=28;
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levelSelectWindow->AddComponent(MONSTER_DATA[key].GetDisplayName()+" Display Label",testLabel);
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}*/
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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",INVENTORY,[](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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} |