/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * Shattered Pixel Dungeon * Copyright (C) 2014-2015 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.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.RenderedTextMultiline; 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 = "_v0.3.4:_\n" + "- Shattered now supports multiple languages\n" + "- New font\n" + "- Bugfixes\n" + "\n" + "Balance Changes:\n" + "- Hunger now builds ~10% slower\n" + "- Sad Ghost no longer gives tier 1 loot\n" + "- Sad Ghost gives tier 4/5 loot less often\n" + "- Burning now deals less damage at low HP\n" + "- Weakness no longer discharges wands\n" + "- Rockfall traps rebalanced\n" + "\n" + "_v0.3.3:_\n" + "- Support for Google Play Games\n" + "- Tengu's maze is now different each time\n" + "- Items no longer auto-pickup when enemies are near\n" + "- Added support for reverse landscape\n" + "\n" + "_v0.3.2:_\n" + "- Prison reworked: new enemies, quests, bosses, etc.\n" + "- Mastery Book is now only available after floor 10\n" + "- Hunger damage now increases with hero level\n" + "- Earlygame balance changes\n" + "- Warlock subclass overhauled\n" + "\n" + "_v0.3.1:_\n" + "- Traps reworked, over 20 new traps\n" + "- UI and QOL upgrades, inc. 4 quickslots\n" + "\n" + "_v0.3.0:_\n" + "- Wands completely reworked\n" + "- Mage class reworked, now starts with a unique staff\n" + "- Battlemage subclass reworked\n" + "- Warlock subclass 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; 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); } }