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Dialogs displaying now works on cg!
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parent
4956d0de31
commit
4e06ddce10
1 changed files with 14 additions and 12 deletions
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@ -10,9 +10,10 @@ extern font_t fontRPG;
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void showtext(Game *game, bopti_image_t *face, char *text) {
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void showtext(Game *game, bopti_image_t *face, char *text) {
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dfont(&FONT_USED);
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dfont(&FONT_USED);
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unsigned int i, n, y = 1, l = 0;
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unsigned int i, n, y = PXSIZE, l = 0;
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int line_max_chars;
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int line_max_chars;
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unsigned int max_lines_amount = (BOX_HEIGHT-1)/FONT_USED.line_height;
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unsigned int max_lines_amount = (BOX_HEIGHT-2)*PXSIZE/
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(FONT_USED.line_height+PXSIZE);
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const char *c;
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const char *c;
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/* Run a little fancy animation. */
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/* Run a little fancy animation. */
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for(i=0;i<BOX_HEIGHT;i++){
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for(i=0;i<BOX_HEIGHT;i++){
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@ -41,10 +42,10 @@ void showtext(Game *game, bopti_image_t *face, char *text) {
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/* If we found a space, we can draw this line and do the same for
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/* If we found a space, we can draw this line and do the same for
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* the next line. */
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* the next line. */
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if(text[i+n] == ' '){
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if(text[i+n] == ' '){
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dtext_opt(BOX_HEIGHT, y, C_BLACK, C_NONE, DTEXT_LEFT, DTEXT_TOP,
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dtext_opt(BOX_HEIGHT*PXSIZE, y, C_BLACK, C_NONE, DTEXT_LEFT,
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text+i, n); /* Draw everything. */
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DTEXT_TOP, text+i, n); /* Draw everything. */
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/* Increment y by the line height. */
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/* Increment y by the line height. */
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y += FONT_USED.line_height;
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y += FONT_USED.line_height+PXSIZE;
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i += n; /* We drew everything to i+n */
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i += n; /* We drew everything to i+n */
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l++; /* We drew one more line. */
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l++; /* We drew one more line. */
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break;
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break;
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@ -55,31 +56,32 @@ void showtext(Game *game, bopti_image_t *face, char *text) {
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*/
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*/
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/* Make a little animation :). */
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/* Make a little animation :). */
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dupdate();
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dupdate();
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while(game->frame_duration < 100) sleep();
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while(game->frame_duration < 1000) sleep();
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game->frame_duration = 0;
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game->frame_duration = 0;
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/* Ask the user to press EXE to continue. */
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/* Ask the user to press EXE to continue. */
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dtext(BOX_HEIGHT, y, C_BLACK, "[EXE] to continue ...");
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dtext(BOX_HEIGHT*PXSIZE, y, C_BLACK, "[EXE] to continue ...");
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}
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}
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/* Make a little animation :). */
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/* Make a little animation :). */
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dupdate();
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dupdate();
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if(l>=max_lines_amount-1){
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if(l>=max_lines_amount-1){
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while(getkey().key != KEY_EXE) sleep();
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while(getkey().key != KEY_EXE) sleep();
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/* Clear the screen. */
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/* Clear the screen. */
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drect(BOX_HEIGHT*PXSIZE, 0, DWIDTH, (BOX_HEIGHT-1)*PXSIZE, C_WHITE);
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drect(BOX_HEIGHT*PXSIZE, 0, DWIDTH, (BOX_HEIGHT-1)*PXSIZE-1,
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C_WHITE);
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/* Reset y and l. */
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/* Reset y and l. */
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y = 1;
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y = PXSIZE;
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l = 0;
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l = 0;
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}
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}
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else{
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else{
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while(game->frame_duration < 100) sleep();
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while(game->frame_duration < 1000) sleep();
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game->frame_duration = 0;
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}
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}
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game->frame_duration = 0;
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}
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}
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if(l<max_lines_amount-1){
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if(l<max_lines_amount-1){
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/* If we have not filled everthing with text at the end. */
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/* If we have not filled everthing with text at the end. */
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/* Make a little animation :). */
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/* Make a little animation :). */
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dupdate();
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dupdate();
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while(game->frame_duration < 100) sleep();
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while(game->frame_duration < 1000) sleep();
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game->frame_duration = 0;
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game->frame_duration = 0;
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/* Ask the user to press EXE to continue. */
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/* Ask the user to press EXE to continue. */
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dtext(1, y, C_BLACK, "[EXE] To continue ...");
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dtext(1, y, C_BLACK, "[EXE] To continue ...");
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