put name on right of screen for right-side actors
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@@ -133,8 +133,13 @@
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// TODO attribute on-screen dialogue to the character's stageposition
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// TODO attribute on-screen dialogue to the character's stageposition
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// When the actor is in the scene, check for an animation matching the wryly
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// When the actor is in the scene, check for an animation matching the wryly
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// TODO allow sounds for wrylies, like the dispatch click
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(localVar &mut nameOnRight false)
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(doFor =>actorName character currentState.characters
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(doFor =>actorName character currentState.characters
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(when (= actorName speakerName)
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(when (= actorName speakerName)
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(case character.stagePosition
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((or Right RightBehind) (set nameOnRight true))
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(otherwise))
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(let [actor (the ActorFlxSprite character.actor)]
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(let [actor (the ActorFlxSprite character.actor)]
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(if wryly
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(if wryly
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(actor.playAnimation wryly)
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(actor.playAnimation wryly)
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@@ -158,11 +163,12 @@
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(-= dialogText.size 6))
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(-= dialogText.size 6))
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// show the speaker name
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// show the speaker name
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(unless speakerNameText
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(unless speakerNameText
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(set speakerNameText (new FlxText DIALOG_X DIALOG_Y DIALOG_WIDTH "" DIALOG_SIZE)))
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(set speakerNameText (new FlxText DIALOG_X DIALOG_Y 0 "" DIALOG_SIZE)))
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(currentState.add speakerNameText)
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(currentState.add speakerNameText)
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(if speakerName
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(if speakerName
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{
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{
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(set speakerNameText.text "${speakerName}:")
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(set speakerNameText.text "${speakerName}:")
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(set speakerNameText.x (if nameOnRight (- (+ DIALOG_X DIALOG_WIDTH) speakerNameText.fieldWidth) DIALOG_X))
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(speakerNameText.revive)
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(speakerNameText.revive)
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(set dialogText.y (+ DIALOG_Y speakerNameText.height))
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(set dialogText.y (+ DIALOG_Y speakerNameText.height))
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}
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}
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