fix hollywoo set sprites loading on the fly
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@@ -10,9 +10,11 @@
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(FlxG.inputs.add actionManager)
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(set actionManager.resetOnStateSwitch NONE))
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(prop &mut :SceneFlxState currentState)
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(method :Void showScene [:Scene<String,FlxStagePosition,FlxStageFacing,FlxScreenPosition,ActorFlxSprite> scene :Appearance appearance :Continuation cc]
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// TODO on the first appearance, give a super (for some scenes but probably not others... hm....)
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(FlxG.switchState (cast scene SceneFlxState))
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(set currentState (cast scene SceneFlxState))
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(FlxG.switchState currentState)
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(cc))
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(var STAGE_LEFT_X 150)
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@@ -33,7 +35,7 @@
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STAGE_RIGHT_X))
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(/ character.actor.width 2)))
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(set character.actor.y ACTOR_Y)
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(FlxG.state.add character.actor)
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(currentState.add character.actor)
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(cc))
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(prop &mut :Null<Continuation> nextCC)
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@@ -72,18 +74,18 @@
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(unless dialogBox
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(set dialogBox (new FlxSprite DIALOG_X DIALOG_Y))
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(dialogBox.makeGraphic DIALOG_WIDTH DIALOG_HEIGHT DIALOG_BOX_COLOR)
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(FlxG.state.add dialogBox))
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(currentState.add dialogBox))
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(dialogBox.revive)
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// show the dialog
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(unless dialogText
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// TODO use FlxTypeText to reveal dialog gradually
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(set dialogText (new FlxText DIALOG_X DIALOG_Y DIALOG_WIDTH "" DIALOG_SIZE))
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(FlxG.state.add dialogText))
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(currentState.add dialogText))
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(set dialogText.text text)
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// show the speaker name
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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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(FlxG.state.add speakerNameText))
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(currentState.add speakerNameText))
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(if speakerName
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{
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(set speakerNameText.text "${speakerName}:")
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