Add textimage for levelcomplete and gamecomplete

`levelcomplete` and `gamecomplete` were hardcoded using textbox colors
which were offset by 1. This PR fixes that, no longer requiring
slightly-off colors, and instead adding a new property to textboxes
which tell the game to display either level complete or game complete.
This commit is contained in:
AllyTally
2023-08-20 14:11:44 -03:00
committed by Misa Elizabeth Kai
parent b5c9508dd4
commit 103b4d36a1
7 changed files with 56 additions and 4 deletions

View File

@@ -54,6 +54,7 @@ scriptclass::scriptclass(void)
textbuttons = false;
textlarge = false;
textbox_sprites.clear();
textbox_image = TEXTIMAGE_NONE;
}
void scriptclass::add_default_colours(void)
@@ -530,6 +531,7 @@ void scriptclass::run(void)
textpadtowidth = 0;
textboxtimer = 0;
textbox_sprites.clear();
textbox_image = TEXTIMAGE_NONE;
translate_dialogue();
}
@@ -709,6 +711,21 @@ void scriptclass::run(void)
sprite.col = ss_toi(words[4]);
textbox_sprites.push_back(sprite);
}
else if (words[0] == "textimage")
{
if (words[1] == "levelcomplete")
{
textbox_image = TEXTIMAGE_LEVELCOMPLETE;
}
else if (words[1] == "gamecomplete")
{
textbox_image = TEXTIMAGE_GAMECOMPLETE;
}
else
{
textbox_image = TEXTIMAGE_NONE;
}
}
else if (words[0] == "flipme")
{
textflipme = !textflipme;
@@ -745,6 +762,8 @@ void scriptclass::run(void)
graphics.addsprite(textbox_sprites[i].x, textbox_sprites[i].y, textbox_sprites[i].tile, textbox_sprites[i].col);
}
graphics.setimage(textbox_image);
// Some textbox formatting that can be set by translations...
if (textcentertext)
{