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.
These portions of the 0.4.0 changelog are relevant:
game_manager.h
evo_data.h
'sstruct Stage
was ammended to add aanimationSleeping
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.font16x16
to correct the misalignment of zazenkuchi's sleeping head from his body.menus/main_game.c/h
were refactored to use a function-derived model similar to menu_generator in order to achieve this.