Update UIScene_MiniGamesMenu.cpp

This commit is contained in:
aboudnic6-debug
2026-03-12 23:19:43 +00:00
committed by GitHub
parent 65f605d683
commit fb342b2f70
@@ -1,4 +1,4 @@
#include "stdafx.h"
#include "stdafx.h"
#include "UI.h"
#include "UIScene_MiniGamesMenu.h"
@@ -149,7 +149,7 @@ void UIScene_MiniGamesMenu::AddDefaultButtons()
//m_iDefaultButtonsC++;
PBYTE data = nullptr; DWORD size = 0;
if (LoadPngFile(L"Battle.png", data, size)) {
if (LoadPngFile(L"Assets/Battle.png", data, size)) {
registerSubstitutionTexture(L"mini_battle", data, size);
m_buttonListSaves.addItem(L"Battle", L"mini_battle");
m_iDefaultButtonsC++;
@@ -232,11 +232,23 @@ void UIScene_MiniGamesMenu::handlePress(F64 controlId, F64 childId)
// Create new mini game world (you can navigate to the create-world scene with mini-game preset)
//ui.NavigateToScene(m_iPad, eUIScene_CreateWorld, /* mini-game init data */ nullptr);
}
else if (childId < m_iDefaultButtonsC)
{
LevelGenerationOptions* levelGen = m_generators.at(childId - 1);
LoadLevelGen(levelGen);
}
else if (childId < m_iDefaultButtonsC)
{
switch ((int)childId)
{
case 0: // Battle
ui.NavigateToScene(m_iPad, eUIScene_CreateBattleMenu, nullptr); //navigates to the battle minigame creation world
break;
case 1: // Tumble
ui.NavigateToScene(m_iPad, eUIScene_CreateBattleMenu, nullptr); // gonna replace this with tumble but not now
break;
case 2: // Glide
ui.NavigateToScene(m_iPad, eUIScene_CreateBattleMenu, nullptr); //should i even explain?
break;
}
}
}
else if (controlId == eControl_GamesList)
{
@@ -301,4 +313,3 @@ bool UIScene_MiniGamesMenu::DoesGamesListHaveFocus()
{
return getControlFocus() == eControl_GamesList;
}