/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * Shattered Pixel Dungeon * Copyright (C) 2014-2016 Evan Debenham * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see */ package com.shatteredpixel.shatteredpixeldungeon.scenes; import com.shatteredpixel.shatteredpixeldungeon.Chrome; import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; import com.shatteredpixel.shatteredpixeldungeon.ui.Archs; import com.shatteredpixel.shatteredpixeldungeon.ui.ExitButton; import com.shatteredpixel.shatteredpixeldungeon.ui.RenderedTextMultiline; import com.shatteredpixel.shatteredpixeldungeon.ui.ScrollPane; import com.shatteredpixel.shatteredpixeldungeon.ui.Window; import com.watabou.noosa.Camera; import com.watabou.noosa.NinePatch; import com.watabou.noosa.RenderedText; import com.watabou.noosa.ui.Component; //TODO: update this class with relevant info as new versions come out. public class ChangesScene extends PixelScene { private static final String TXT_Update = "_v0.4.0:_\n" + "New Equipment Content:\n" + "- 13 new weapons, 12 rebalanced weapons\n" + "- 3 new enchants, 10 rebalanced enchants\n" + "- 8 new glyphs, 5 rebalanced glyphs\n" + "- 12 new curse effects\n" + "\n" + "Equipment Curses:\n" + "- Curses now give negative effects\n" + "- Curses no longer give negative levels\n" + "- Upgrades now weaken curses\n" + "- Remove curse scrolls now affect 1 item\n" + "\n" + "Equipment Balance:\n" + "- Tier 2-4 weapons do more base damage\n" + "- All weapons gain more dmg from upgrades\n" + "- Upgrades now remove enchants less often\n" + "- Upgrades reduce str requirements less\n" + "- All armors require 1 more str\n" + "- Encumbered characters can't sneak attack\n" + "\n" + "Droprate Changes:\n" + "- Powerful equipment less common early\n" + "- +3 and +2 equipment less common\n" + "- Equipment curses more common\n" + "- Tier 1 equipment no longer drops\n" + "- Arcane styli slightly more common\n" + "- Better item drops on floors 22-24\n" + "\n" + "Class Balance:\n" + "- Huntress now starts with knuckleduster\n" + "- Assassin sneak bonus damage reduced\n" + "- Fixed a bug where berserker was immune when enraged\n" + "- Gladiator's clobber now inflicts vertigo, not stun\n" + "\n" + "Enemy Balance:\n" + "- Tengu damage increased\n" + "- Prison Guard health and DR increased\n" + "\n" + "Misc:\n" + "- Scrolls of upgrade no longer burn\n" + "- Potions of strength no longer freeze\n" + "- Translation updates\n" + "- Various bugfixes\n" + "\n" + "_v0.3.5:_ Reworked Warrior & subclasses\n" + "\n"+ "_v0.3.4:_ Multiple language support\n" + "\n" + "_v0.3.3:_ Support for Google Play Games\n" + "\n" + "_v0.3.2:_ Prison Rework & Balance Changes\n" + "\n" + "_v0.3.1:_ Traps reworked & UI upgrades\n" + "\n" + "_v0.3.0:_ Wands & Mage completely reworked\n" + "\n" + "_v0.2.4:_ Small improvements and tweaks\n" + "\n" + "_v0.2.3:_ Artifact additions & improvements\n" + "\n" + "_v0.2.2:_ Small improvements and tweaks\n" + "\n" + "_v0.2.1:_ Sewer improvements\n" + "\n" + "_v0.2.0:_ Added artifacts, reworked rings\n" + "\n" + "_v0.1.1:_ Added blandfruit, reworked dew vial\n" + "\n" + "_v0.1.0:_ Improvements to potions/scrolls"; @Override public void create() { super.create(); int w = Camera.main.width; int h = Camera.main.height; RenderedText title = PixelScene.renderText( Messages.get(this, "title"), 9 ); title.hardlight(Window.TITLE_COLOR); title.x = (w - title.width()) / 2 ; title.y = 4; align(title); add(title); ExitButton btnExit = new ExitButton(); btnExit.setPos( Camera.main.width - btnExit.width(), 0 ); add( btnExit ); RenderedTextMultiline text = renderMultiline(TXT_Update, 6 ); int pw = w - 6; int ph = h - 20; NinePatch panel = Chrome.get(Chrome.Type.WINDOW); panel.size( pw, ph ); panel.x = (w - pw) / 2; panel.y = title.y + title.height() + 2; add( panel ); ScrollPane list = new ScrollPane( new Component() ); add( list ); Component content = list.content(); content.clear(); text.maxWidth((int) panel.innerWidth()); content.add(text); content.setSize( panel.innerWidth(), text.height() ); list.setRect( panel.x + panel.marginLeft(), panel.y + panel.marginTop(), panel.innerWidth(), panel.innerHeight()); list.scrollTo(0, 0); Archs archs = new Archs(); archs.setSize( Camera.main.width, Camera.main.height ); addToBack( archs ); fadeIn(); } @Override protected void onBackPressed() { ShatteredPixelDungeon.switchNoFade(TitleScene.class); } }