F/sleep mode #39

Merged
ZAdamMac merged 8 commits from f/sleep-mode into v/0.4.0 2023-10-17 20:54:41 -03:00
ZAdamMac commented 2023-10-17 20:52:53 -03:00 (Migrated from github.com)

These portions of the 0.4.0 changelog are relevant:

  • Adds functionality that allows the pet to fall asleep between wall-clock times defined by their age group through game_manager.h
    • Sleeping pets do not have the game state recompute while sleeping and accordingly do not experience stat depletion.
    • Hunger and Fun degradation now occur retroactively when the pet wakes.
    • The main game screen displays a status icon and special pet animations when the pet is sleeping.
      • evo_data.h's struct Stage was ammended to add a animationSleeping character pointer that holds sleeping animations. This shares the limitation with all other animation data that font addressing is not currently implemented at this level.
      • Minor font changes for font16x16 to correct the misalignment of zazenkuchi's sleeping head from his body.
    • The Food and Minigame menus are not accessible when the pet is sleeping, as is appropriate.
      • menus/main_game.c/h were refactored to use a function-derived model similar to menu_generator in order to achieve this.
    • The baby pet now correctly naps one hour after the game is started, for one hour.
  • Rearranges the main game idle screen's menu to be more logically accessible to the player in terms of icon order.
  • Adds an icon to the main game menu that allows the pet to be put to bed by turning the lights off.
    • A pet that has freshly woken up will turn the lights back on.
  • A sleeping pet with the lights off will cause the screen to turn off after roughly 15 seconds.
    • A waking pet, or the human touching the buttons, will turn the screen back on.
  • Sets the egg delay correctly back to 5 minutes.
  • Fixes unreported bug that caused odd-numbered main menu menus to render the cursor on the bottom row one square earlier than it should.
  • Refactors the main_game screen to use the shared WORK_STRING mutable char array rather than per-function strings, for memory savings.
    • As a knock-on impact, this corrects #37
These portions of the 0.4.0 changelog are relevant: - Adds functionality that allows the pet to fall asleep between wall-clock times defined by their age group through `game_manager.h` - Sleeping pets do not have the game state recompute while sleeping and accordingly do not experience stat depletion. - Hunger and Fun degradation now occur retroactively when the pet wakes. - The main game screen displays a status icon and special pet animations when the pet is sleeping. - `evo_data.h`'s `struct Stage` was ammended to add a `animationSleeping` character pointer that holds sleeping animations. This shares the limitation with all other animation data that font addressing is not currently implemented at this level. - Minor font changes for `font16x16` to correct the misalignment of zazenkuchi's sleeping head from his body. - The Food and Minigame menus are not accessible when the pet is sleeping, as is appropriate. - `menus/main_game.c/h` were refactored to use a function-derived model similar to menu_generator in order to achieve this. - The baby pet now correctly naps one hour after the game is started, for one hour. - Rearranges the main game idle screen's menu to be more logically accessible to the player in terms of icon order. - Adds an icon to the main game menu that allows the pet to be put to bed by turning the lights off. - A pet that has freshly woken up will turn the lights back on. - A sleeping pet with the lights off will cause the screen to turn off after roughly 15 seconds. - A waking pet, or the human touching the buttons, will turn the screen back on. - Sets the egg delay correctly back to 5 minutes. - Fixes unreported bug that caused odd-numbered main menu menus to render the cursor on the bottom row one square earlier than it should. - Refactors the main_game screen to use the shared WORK_STRING mutable char array rather than per-function strings, for memory savings. - As a knock-on impact, this corrects #37
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