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Started adding comments. Still have this weird bug on the mono calculator
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2 changed files with 24 additions and 9 deletions
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@ -39,7 +39,7 @@ int showtext_opt(Game *game, bopti_image_t *face, char *text,
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bool start_anim,
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bool end_anim,
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void for_each_screen(Game *game, unsigned int i),
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int line_duration, bool line_anim, unsigned int start_i,
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int line_duration, bool update_screen, unsigned int start_i,
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bool wait_continue) {
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dfont(&FONT_USED);
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unsigned int i, n, y = PXSIZE, l = 0;
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@ -50,10 +50,17 @@ int showtext_opt(Game *game, bopti_image_t *face, char *text,
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if(start_anim){
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/* Run a little fancy animation. */
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for(i=0;i<=BOX_HEIGHT;i++){
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/* Redrawing the entire screen, because maybe there was no dialog
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displayed before. */
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draw(game);
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/* Fill the dialog box with white */
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drect(0, 0, DWIDTH, i*PXSIZE, C_WHITE);
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/* Draw a thick black line on the bottom of the dialog. */
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drect(0, i*PXSIZE, DWIDTH, (i+1)*PXSIZE, C_BLACK);
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/* Draw the part of the face of the player that can fit correctly in
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* the dialog drawn. */
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dsubimage(4*PXSIZE, 2*PXSIZE, face, 0, 0, F_WIDTH, (i-8)*PXSIZE,
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DIMAGE_NONE);
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@ -63,15 +70,19 @@ int showtext_opt(Game *game, bopti_image_t *face, char *text,
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game->frame_duration = 0;
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}
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}else{
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/* Here I'm drawing the same as if start_anim is true, but whitout
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* making an animation. */
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draw(game);
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drect(0, 0, DWIDTH, BOX_HEIGHT*PXSIZE, C_WHITE);
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drect(0, BOX_HEIGHT*PXSIZE, DWIDTH, (BOX_HEIGHT+1)*PXSIZE, C_BLACK);
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dimage(4*PXSIZE, 2*PXSIZE, face);
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if(line_anim) blit();
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if(update_screen){
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blit();
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while(game->frame_duration < 20) sleep();
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game->frame_duration = 0;
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while(game->frame_duration < 20) sleep();
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game->frame_duration = 0;
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}
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}
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/* We should start to drawing the text on the x axis at BOX_HEIGHT to avoid
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* drawing on the face. */
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@ -111,15 +122,17 @@ int showtext_opt(Game *game, bopti_image_t *face, char *text,
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/* We drew one entire screen, reset everything to draw the next one.
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*/
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/* Make a little animation :). */
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if(line_anim) blit();
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if(update_screen) blit();
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while(game->frame_duration < line_duration) sleep();
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game->frame_duration = 0;
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/* Ask the user to press 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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/* Make a little animation :). */
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if(line_anim) blit();
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if(update_screen) blit();
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if(l>=max_lines_amount-1){
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/* If we drew one entire screen. */
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/* Wait that the EXE key is pressed if we should. */
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if(wait_continue) while(getkey().key != KEY_EXE) sleep();
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/* Clear the text area. */
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drect(BOX_HEIGHT*PXSIZE, 0, DWIDTH, (BOX_HEIGHT-1)*PXSIZE-2,
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@ -129,6 +142,7 @@ int showtext_opt(Game *game, bopti_image_t *face, char *text,
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l = 0;
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}
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else{
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/* Else, wait a bit for the animation. */
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while(game->frame_duration < line_duration) sleep();
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game->frame_duration = 0;
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}
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@ -136,12 +150,13 @@ int showtext_opt(Game *game, bopti_image_t *face, char *text,
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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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/* Make a little animation :). */
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if(line_anim) blit();
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if(update_screen) blit();
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while(game->frame_duration < line_duration) sleep();
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game->frame_duration = 0;
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/* Ask the user to press EXE to continue. */
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dtext(BOX_HEIGHT*PXSIZE, y, C_BLACK, "[EXE] to continue ...");
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if(line_anim) blit();
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/* Update the screen and wait for EXE being pressed, if needed. */
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if(update_screen) blit();
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if(wait_continue) while(getkey().key != KEY_EXE) sleep();
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}
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if(call_before_end) return_int = call_before_end(game, i);
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@ -14,7 +14,7 @@ int showtext_opt(Game *game, bopti_image_t *face, char *text,
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bool start_anim,
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bool end_anim,
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void for_each_screen(Game *game, unsigned int i),
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int line_duration, bool line_anim, unsigned int start_i,
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int line_duration, bool update_screen, unsigned int start_i,
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bool wait_continue);
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void showtext_dialog(Game *game, bopti_image_t *face, char *text,
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