Added in controller support for characters and made the menu a stack.

This commit is contained in:
JoshuaNavarro 2019-07-18 17:16:17 -07:00
parent 02e6bd7e49
commit bac0f12dc5
7 changed files with 371 additions and 53 deletions

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@ -16,5 +16,13 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
Right Right
} }
public enum PlayerID
{
One,
Two,
Three,
Four
}
} }
} }

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@ -0,0 +1,131 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework.Graphics;
using StardustCore.UIUtilities;
namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
{
/// <summary>
/// Deals with handling all menus for the minigame.
/// </summary>
public class SSCMenuManager
{
/// <summary>
/// Gets the active menu aka the top of the menu stack.
/// </summary>
public IClickableMenuExtended activeMenu
{
get
{
if (this.menus == null) return null;
if (this.menus.Count == 0)
{
return null;
}
return this.menus.Peek();
}
}
/// <summary>
/// Checks if there is a menu up.
/// </summary>
public bool isMenuUp
{
get
{
if (this.menus == null) return false;
return this.menus.Count > 0;
}
}
/// <summary>
/// A stack that controlls all active menus.
/// </summary>
public Stack<IClickableMenuExtended> menus;
public SSCMenuManager()
{
this.menus = new Stack<IClickableMenuExtended>();
}
/// <summary>
/// Adds a new menu to the menu stack.
/// </summary>
/// <param name="menu"></param>
public void addNewMenu(IClickableMenuExtended menu)
{
this.menus.Push(menu);
}
/// <summary>
/// Closes the top most active menu on the menu stack.
/// </summary>
public void closeActiveMenu()
{
if (this.menus == null)
{
return;
}
if (this.menus.Count == 0) return;
IClickableMenuExtended m = this.menus.Pop();
m.exitMenu();
}
/// <summary>
/// Closes all menus in the menu stack.
/// </summary>
public void closeAllMenus()
{
if (this.menus == null)
{
return;
}
if (this.menus.Count == 0) return;
while (this.isMenuUp)
{
this.closeActiveMenu();
}
}
/// <summary>
/// Closes menus until the passed in menu is on top of the stack.
/// </summary>
/// <param name="menu"></param>
public void closeUntilThisMenu(IClickableMenuExtended menu)
{
while (this.activeMenu != menu)
{
this.closeActiveMenu();
}
}
/// <summary>
/// Checks if the give menu is the active menu.
/// </summary>
/// <param name="menu"></param>
/// <returns></returns>
public bool isThisActiveMenu(IClickableMenuExtended menu)
{
return this.menus.Peek() == menu;
}
/// <summary>
/// Draws all menus in the menu stack.
/// </summary>
/// <param name="b"></param>
public void drawAll(SpriteBatch b)
{
for(int i = this.menus.Count - 1; i>=0; i--)
{
this.menus.ElementAt(i).draw(b);
}
}
}
}

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@ -12,6 +12,9 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
{ {
StardustCore.UIUtilities.Texture2DExtended background; StardustCore.UIUtilities.Texture2DExtended background;
StardustCore.UIUtilities.MenuComponents.BlinkingText menuText; StardustCore.UIUtilities.MenuComponents.BlinkingText menuText;
public bool closeMenu;
public TitleScreen(int x, int y, int width, int height):base(x,y,width,height,false) public TitleScreen(int x, int y, int width, int height):base(x,y,width,height,false)
{ {
this.background = SeasideScramble.self.textureUtils.getExtendedTexture("SSCMaps", "TitleScreenBackground"); this.background = SeasideScramble.self.textureUtils.getExtendedTexture("SSCMaps", "TitleScreenBackground");
@ -23,6 +26,11 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
} }
/// <summary>
/// What happens when the game's window size changes.
/// </summary>
/// <param name="oldBounds"></param>
/// <param name="newBounds"></param>
public override void gameWindowSizeChanged(Rectangle oldBounds, Rectangle newBounds) public override void gameWindowSizeChanged(Rectangle oldBounds, Rectangle newBounds)
{ {
this.xPositionOnScreen = newBounds.X; this.xPositionOnScreen = newBounds.X;
@ -33,37 +41,69 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
} }
/// <summary>
/// What happens when the menu receives a left click.
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="playSound"></param>
public override void receiveLeftClick(int x, int y, bool playSound = true) public override void receiveLeftClick(int x, int y, bool playSound = true)
{ {
//Start the game! if (SeasideScramble.self.menuManager.isThisActiveMenu(this) == false) return;
this.closeMenu = true;
} }
/// <summary>
/// Checks if the menu is ready to close.
/// </summary>
/// <returns></returns>
public override bool readyToClose() public override bool readyToClose()
{ {
if (this.closeMenu == true)
{
return true;
}
//When menu is closed! //When menu is closed!
return false; return false;
} }
/// <summary>
/// Updates the menu.
/// </summary>
/// <param name="time"></param>
public override void update(GameTime time) public override void update(GameTime time)
{ {
if (SeasideScramble.self.menuManager.isThisActiveMenu(this) == false) return;
this.menuText.update(time); this.menuText.update(time);
} }
/// <summary>
/// Draws the menu to the screen.
/// </summary>
/// <param name="b"></param>
public override void draw(SpriteBatch b) public override void draw(SpriteBatch b)
{ {
b.GraphicsDevice.Clear(Color.Black); b.GraphicsDevice.Clear(Color.Black);
this.drawTitleBackground(b); this.drawTitleBackground(b);
this.drawTitleText(b); this.drawTitleText(b);
this.drawMouse(b); this.drawMouse(b);
} }
/// <summary>
/// Draws the background for the title screen.
/// </summary>
/// <param name="b"></param>
public void drawTitleBackground(SpriteBatch b) public void drawTitleBackground(SpriteBatch b)
{ {
b.Draw(this.background.texture,new Vector2(this.xPositionOnScreen,this.yPositionOnScreen),SeasideScramble.self.camera.getXNARect() ,Color.White); b.Draw(this.background.texture,new Vector2(this.xPositionOnScreen,this.yPositionOnScreen),SeasideScramble.self.camera.getXNARect() ,Color.White);
//this.drawDialogueBoxBackground(this.xPositionOnScreen, this.yPositionOnScreen, this.width, this.height, Color.Black); //this.drawDialogueBoxBackground(this.xPositionOnScreen, this.yPositionOnScreen, this.width, this.height, Color.Black);
} }
/// <summary>
/// Draws the text for the title screen.
/// </summary>
/// <param name="b"></param>
public void drawTitleText(SpriteBatch b) public void drawTitleText(SpriteBatch b)
{ {
Vector2 offset=StardewValley.Game1.dialogueFont.MeasureString(this.menuText.displayText); Vector2 offset=StardewValley.Game1.dialogueFont.MeasureString(this.menuText.displayText);

View File

@ -11,19 +11,24 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
{ {
public class SSCPlayer public class SSCPlayer
{ {
//TODO: Hint when left animations are played make sure to FLIP THE SPRITE; //TODO: Add gamepad input
//Make game camera class!!! //TODO: Add movement speed variable
//TODO: Add in health
//TODO: Add in player HUD
public AnimationManager characterSpriteController; public AnimationManager characterSpriteController;
public bool flipSprite; public bool flipSprite;
public SSCEnums.FacingDirection facingDirection; public SSCEnums.FacingDirection facingDirection;
public Microsoft.Xna.Framework.Vector2 position; public Microsoft.Xna.Framework.Vector2 position;
public bool isMoving; public bool isMoving;
private bool movedThisFrame;
public Color playerColor; public Color playerColor;
public SSCEnums.PlayerID playerID;
public const int junimoWalkingAnimationSpeed = 10; public const int junimoWalkingAnimationSpeed = 10;
public SSCPlayer() public SSCPlayer(SSCEnums.PlayerID PlayerID)
{ {
this.playerID = PlayerID;
this.facingDirection = SSCEnums.FacingDirection.Down; this.facingDirection = SSCEnums.FacingDirection.Down;
this.characterSpriteController = new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("SSCPlayer", "Junimo"), new Animation(0, 0, 16, 16), new Dictionary<string, List<Animation>>{ this.characterSpriteController = new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("SSCPlayer", "Junimo"), new Animation(0, 0, 16, 16), new Dictionary<string, List<Animation>>{
{"Idle_F",new List<Animation>() {"Idle_F",new List<Animation>()
@ -87,29 +92,43 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
new Animation(16*7,16*4,16,16,junimoWalkingAnimationSpeed), new Animation(16*7,16*4,16,16,junimoWalkingAnimationSpeed),
} }, } },
},"Idle_F",0,true); },"Idle_F",0,true);
} }
/// <summary>
/// Sets the color for the player.
/// </summary>
/// <param name="color"></param>
public void setColor(Color color) public void setColor(Color color)
{ {
this.playerColor = color; this.playerColor = color;
} }
/// <summary>
/// Plays an animation for the character.
/// </summary>
/// <param name="name"></param>
public void playAnimation(string name) public void playAnimation(string name)
{ {
this.characterSpriteController.setAnimation(name); this.characterSpriteController.setAnimation(name);
} }
/// <summary>
/// Draws the character to the screen.
/// </summary>
/// <param name="b"></param>
public void draw(Microsoft.Xna.Framework.Graphics.SpriteBatch b) public void draw(Microsoft.Xna.Framework.Graphics.SpriteBatch b)
{ {
this.characterSpriteController.draw(b, SeasideScramble.GlobalToLocal(SeasideScramble.self.camera.viewport,this.position), this.playerColor, 4f, this.flipSprite == true ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0f, (this.position.Y) / 10000f)); this.characterSpriteController.draw(b, SeasideScramble.GlobalToLocal(SeasideScramble.self.camera.viewport,this.position), this.playerColor, 4f, this.flipSprite == true ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0f, (this.position.Y) / 10000f));
} }
/// <summary>
/// Called every frame to do update logic.
/// </summary>
/// <param name="Time"></param>
public void update(GameTime Time) public void update(GameTime Time)
{ {
this.movedThisFrame = false;
if (this.isMoving == false) if (this.isMoving == false)
{ {
if(this.facingDirection== SSCEnums.FacingDirection.Down) if(this.facingDirection== SSCEnums.FacingDirection.Down)
@ -156,6 +175,11 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
} }
} }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~//
// Movement logic //
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~//
#region
/// <summary> /// <summary>
/// Checks for moving the player. /// Checks for moving the player.
/// </summary> /// </summary>
@ -163,6 +187,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
public void movePlayer(SSCEnums.FacingDirection direction) public void movePlayer(SSCEnums.FacingDirection direction)
{ {
this.isMoving = true; this.isMoving = true;
this.movedThisFrame = true;
if(direction== SSCEnums.FacingDirection.Up) if(direction== SSCEnums.FacingDirection.Up)
{ {
this.facingDirection = direction; this.facingDirection = direction;
@ -183,15 +208,59 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
this.facingDirection = direction; this.facingDirection = direction;
this.position += new Vector2(1, 0); this.position += new Vector2(1, 0);
} }
ModCore.log(this.position); //ModCore.log(this.position);
} }
/// <summary>
/// Checks when the player presses a key on the keyboard.
/// </summary>
/// <param name="k"></param>
public void receiveKeyPress(Microsoft.Xna.Framework.Input.Keys k) public void receiveKeyPress(Microsoft.Xna.Framework.Input.Keys k)
{
if (this.playerID == SSCEnums.PlayerID.One)
{ {
this.checkForMovementInput(k); this.checkForMovementInput(k);
} }
}
/// <summary>
/// Checks when the gamepad receives input.
/// </summary>
/// <param name="state"></param>
public void receiveGamepadInput(GamePadState state)
{
if (SeasideScramble.self.menuManager.isMenuUp == false)
{
//Do gamepad input here!
if (state.ThumbSticks.Left.X < 0)
{
this.movePlayer(SSCEnums.FacingDirection.Left);
}
else if (state.ThumbSticks.Left.X > 0)
{
this.movePlayer(SSCEnums.FacingDirection.Right);
}
if (state.ThumbSticks.Left.Y < 0)
{
this.movePlayer(SSCEnums.FacingDirection.Down);
}
else if (state.ThumbSticks.Left.Y > 0)
{
this.movePlayer(SSCEnums.FacingDirection.Up);
}
if (state.ThumbSticks.Left.X == 0 && state.ThumbSticks.Left.Y == 0 && this.movedThisFrame==false)
{
this.isMoving = false;
}
}
}
/// <summary>
/// Triggers when there isn't a key being pressed.
/// </summary>
/// <param name="K"></param>
public void receiveKeyRelease(Keys K) public void receiveKeyRelease(Keys K)
{ {
if (this.playerID != SSCEnums.PlayerID.One) return;
//throw new NotImplementedException(); //throw new NotImplementedException();
if (K == Keys.A) if (K == Keys.A)
{ {
@ -221,7 +290,8 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
/// <param name="K"></param> /// <param name="K"></param>
private void checkForMovementInput(Keys K) private void checkForMovementInput(Keys K)
{ {
if (SeasideScramble.self.isMenuUp) return; if (this.playerID != SSCEnums.PlayerID.One) return;
if (SeasideScramble.self.menuManager.isMenuUp) return;
//Microsoft.Xna.Framework.Input.GamePadState state = this.getGamepadState(PlayerIndex.One); //Microsoft.Xna.Framework.Input.GamePadState state = this.getGamepadState(PlayerIndex.One);
if (K == Keys.A) if (K == Keys.A)
{ {
@ -243,12 +313,9 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
ModCore.log("D pressed for player!"); ModCore.log("D pressed for player!");
this.movePlayer(SSCEnums.FacingDirection.Right); this.movePlayer(SSCEnums.FacingDirection.Right);
} }
} }
#endregion
} }

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@ -13,33 +13,24 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
{ {
public class SeasideScramble : StardewValley.Minigames.IMinigame public class SeasideScramble : StardewValley.Minigames.IMinigame
{ {
public static SeasideScramble self; public static SeasideScramble self;
SeasideScrambleMap currentMap; SeasideScrambleMap currentMap;
public Dictionary<string, SeasideScrambleMap> SeasideScrambleMaps;
public int currentNumberOfPlayers = 0; public int currentNumberOfPlayers = 0;
public const int maxPlayers = 4; public const int maxPlayers = 4;
public Dictionary<SSCEnums.PlayerID, SSCPlayer> players;
public Dictionary<string, SeasideScrambleMap> SeasideScrambleMaps;
public bool quitGame; public bool quitGame;
public Vector2 topLeftScreenCoordinate; public Vector2 topLeftScreenCoordinate;
public SSCTextureUtilities textureUtils; public SSCTextureUtilities textureUtils;
public SSCPlayer player;
//public xTile.Dimensions.Rectangle viewport;
public SSCCamera camera; public SSCCamera camera;
public IClickableMenuExtended activeMenu; public SSCMenus.SSCMenuManager menuManager;
public bool isMenuUp
{
get
{
return this.activeMenu != null;
}
}
public SeasideScramble() public SeasideScramble()
{ {
@ -48,17 +39,31 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
//this.viewport = new xTile.Dimensions.Rectangle(StardewValley.Game1.viewport); //this.viewport = new xTile.Dimensions.Rectangle(StardewValley.Game1.viewport);
this.topLeftScreenCoordinate = new Vector2((float)(this.camera.viewport.Width / 2 - 384), (float)(this.camera.viewport.Height / 2 - 384)); this.topLeftScreenCoordinate = new Vector2((float)(this.camera.viewport.Width / 2 - 384), (float)(this.camera.viewport.Height / 2 - 384));
this.LoadTextures(); this.LoadTextures();
this.LoadMaps(); this.LoadMaps();
this.loadStartingMap(); this.loadStartingMap();
this.quitGame = false; this.quitGame = false;
this.player = new SSCPlayer(); this.players = new Dictionary<SSCEnums.PlayerID, SSCPlayer>();
this.player.setColor(Color.Red); this.players.Add(SSCEnums.PlayerID.One, new SSCPlayer(SSCEnums.PlayerID.One));
this.activeMenu = new SSCMenus.TitleScreen(this.camera.viewport); this.getPlayer(SSCEnums.PlayerID.One).setColor(Color.PaleVioletRed);
this.menuManager = new SSCMenus.SSCMenuManager();
this.menuManager.addNewMenu(new SSCMenus.TitleScreen(this.camera.viewport));
}
public SSCPlayer getPlayer(SSCEnums.PlayerID id)
{
if (this.players.ContainsKey(id))
{
return this.players[id];
}
else return null;
} }
private void LoadTextures() private void LoadTextures()
@ -117,16 +122,18 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
this.currentMap.draw(b); this.currentMap.draw(b);
} }
b.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); b.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
if (this.player != null)
{ foreach(SSCPlayer p in this.players.Values) {
this.player.draw(b); p.draw(b);
} }
if (this.activeMenu != null) /*
if (this.menuManager.activeMenu != null)
{ {
this.activeMenu.draw(b); this.menuManager.activeMenu.draw(b);
} }
*/
this.menuManager.drawAll(b);
b.End(); b.End();
} }
@ -156,7 +163,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
/// <returns></returns> /// <returns></returns>
public bool overrideFreeMouseMovement() public bool overrideFreeMouseMovement()
{ {
return false; return true;
//throw new NotImplementedException(); //throw new NotImplementedException();
} }
@ -180,29 +187,63 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
{ {
this.quitGame = true; this.quitGame = true;
} }
this.player.receiveKeyPress(k);
foreach(SSCPlayer player in this.players.Values)
{
player.receiveKeyPress(k);
} }
}
/// <summary>
private GamePadState getGamepadState(PlayerIndex index) /// Gets a gamepad state.
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
public GamePadState getGamepadState(PlayerIndex index)
{ {
return Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One); return Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One);
} }
/// <summary>
/// Called when the minigame registeres a key on the keyboard being released.
/// </summary>
/// <param name="K"></param>
public void receiveKeyRelease(Keys K) public void receiveKeyRelease(Keys K)
{ {
this.player.receiveKeyRelease(K); foreach (SSCPlayer player in this.players.Values)
{
player.receiveKeyRelease(K);
}
} }
/// <summary>
/// Called when the minigame receives a left click.
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="playSound"></param>
public void receiveLeftClick(int x, int y, bool playSound = true) public void receiveLeftClick(int x, int y, bool playSound = true)
{ {
if (this.menuManager.activeMenu != null)
{
this.menuManager.activeMenu.receiveLeftClick(x, y, playSound);
}
//throw new NotImplementedException(); //throw new NotImplementedException();
} }
/// <summary>
/// Called when the minigame receives a right click.
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="playSound"></param>
public void receiveRightClick(int x, int y, bool playSound = true) public void receiveRightClick(int x, int y, bool playSound = true)
{ {
//throw new NotImplementedException(); if (this.menuManager.activeMenu != null)
{
this.menuManager.activeMenu.receiveRightClick(x, y, playSound);
}
} }
public void releaseLeftClick(int x, int y) public void releaseLeftClick(int x, int y)
@ -215,6 +256,19 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
//throw new NotImplementedException(); //throw new NotImplementedException();
} }
private void receiveGamepadInput(GamePadState state,SSCEnums.PlayerID ID)
{
if (state == null) return;
else
{
if (this.players.ContainsKey(ID))
{
this.players[ID].receiveGamepadInput(state);
}
}
}
/// <summary> /// <summary>
/// Called every update frame. /// Called every update frame.
/// </summary> /// </summary>
@ -222,12 +276,18 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
/// <returns></returns> /// <returns></returns>
public bool tick(GameTime time) public bool tick(GameTime time)
{ {
KeyboardState state = Keyboard.GetState(); KeyboardState kState = Keyboard.GetState();
foreach (Keys k in state.GetPressedKeys()) foreach (Keys k in kState.GetPressedKeys())
{ {
this.receiveKeyPress(k); this.receiveKeyPress(k);
} }
for (int i = 0; i < 4; i++)
{
GamePadState state = this.getGamepadState((PlayerIndex)i);
this.receiveGamepadInput(state,(SSCEnums.PlayerID)i);
}
if (this.quitGame) if (this.quitGame)
{ {
@ -237,14 +297,19 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
{ {
this.currentMap.update(time); this.currentMap.update(time);
} }
if (this.player != null) foreach(SSCPlayer player in this.players.Values)
{ {
this.player.update(time); if(player.playerID== SSCEnums.PlayerID.One) this.camera.centerOnPosition(player.position);
this.camera.centerOnPosition(this.player.position); player.update(time);
} }
if (this.activeMenu != null)
if (this.menuManager.activeMenu != null)
{ {
this.activeMenu.update(time); this.menuManager.activeMenu.update(time);
if (this.menuManager.activeMenu.readyToClose())
{
this.menuManager.closeActiveMenu();
}
} }
return false; return false;

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@ -69,6 +69,7 @@
<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SeasideScrambleMap.cs" /> <Compile Include="Framework\Minigame\SeasideScrambleMinigame\SeasideScrambleMap.cs" />
<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCCamera.cs" /> <Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCCamera.cs" />
<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCEnums.cs" /> <Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCEnums.cs" />
<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCMenus\SSCMenuManager.cs" />
<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCMenus\TitleScreen.cs" /> <Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCMenus\TitleScreen.cs" />
<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCPlayer.cs" /> <Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCPlayer.cs" />
<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCTextureUtilities.cs" /> <Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCTextureUtilities.cs" />

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@ -512,5 +512,11 @@ namespace StardustCore.UIUtilities
{ {
return new Vector2(this.xPositionOnScreen + relx, this.yPositionOnScreen + rely); return new Vector2(this.xPositionOnScreen + relx, this.yPositionOnScreen + rely);
} }
public virtual void exitMenu(bool playSound=true)
{
//Do extra stuff here.
this.exitThisMenu(playSound);
}
} }
} }