Make dialogue system work (hackily) with domkit
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477b57e2a7
commit
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@ -17,7 +17,7 @@ class DialogueBox extends h2d.Object {
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if (text == null)
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if (text == null)
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text = "NULL";
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text = "NULL";
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game = Game.current;
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game = Game.current;
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game.root.add(this, 1);
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game.root.scene.getH2dObject().getScene().add(this, 1);
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bg = new h2d.ScaleGrid(Res.ui.toTile(), 5, 5, this);
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bg = new h2d.ScaleGrid(Res.ui.toTile(), 5, 5, this);
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bg.colorKey = 0xFF00FF;
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bg.colorKey = 0xFF00FF;
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tf = new h2d.Text(game.font, this);
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tf = new h2d.Text(game.font, this);
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124
src/Game.hx
124
src/Game.hx
@ -8,9 +8,9 @@ import event.EventBus;
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import event.ChangeSceneEvent;
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import event.ChangeSceneEvent;
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import Const;
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import Const;
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// import DialogueBox;
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import DialogueBox;
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// import DialogueManager;
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import DialogueManager;
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// import DialogueManager.Option;
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import DialogueManager.Option;
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@:uiComp("game-container")
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@:uiComp("game-container")
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class GameContainer extends h2d.Flow implements h2d.domkit.Object {
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class GameContainer extends h2d.Flow implements h2d.domkit.Object {
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@ -69,19 +69,19 @@ class Game extends hxd.App {
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setGameScene(new TitleScene(root));
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setGameScene(new TitleScene(root));
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#end
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#end
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// font = Res.font.minecraftia_regular_6.toFont();
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font = Res.font.minecraftia_regular_6.toFont();
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// font.resizeTo(24);
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font.resizeTo(24);
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//
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// dialogueManager = new DialogueManager(dialogue, renderActions);
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dialogueManager = new DialogueManager(dialogue, renderActions);
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//
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// var yarnText = [
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var yarnText = [
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// hxd.Res.text.intro.entry.getText(),
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hxd.Res.text.intro.entry.getText(),
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// ];
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];
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// var yarnFileNames = [
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var yarnFileNames = [
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// hxd.Res.text.intro.entry.name,
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hxd.Res.text.intro.entry.name,
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// ];
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];
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// dialogueManager.load(yarnText, yarnFileNames);
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dialogueManager.load(yarnText, yarnFileNames);
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// dialogueManager.runNode("Intro");
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dialogueManager.runNode("Intro");
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}
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}
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public function new() {
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public function new() {
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@ -98,52 +98,52 @@ class Game extends hxd.App {
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style.sync();
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style.sync();
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}
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}
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// function dialogue(manager:DialogueManager, t:String) {
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function dialogue(manager:DialogueManager, t:String) {
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// var d = new DialogueBox(Const.W, 100, t);
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var d = new DialogueBox(Const.W, 100, t);
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// d.y = 0;
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d.y = 0;
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// d.onClick = function() {
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d.onClick = function() {
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// manager.resume();
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manager.resume();
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// };
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};
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//
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// curDialogue = d;
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curDialogue = d;
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// }
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}
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//
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// function renderActions(manager:DialogueManager, t:Array<Option>) {
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function renderActions(manager:DialogueManager, t:Array<Option>) {
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// for (action in t) {
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for (action in t) {
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// addAction(action.text, action.callback);
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addAction(action.text, action.callback);
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// }
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}
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// }
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}
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//
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// function newPanel(w, h) {
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function newPanel(w, h) {
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// var g = new h2d.ScaleGrid(Res.ui.toTile(), 5, 5);
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var g = new h2d.ScaleGrid(Res.ui.toTile(), 5, 5);
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// g.width = w;
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g.width = w;
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// g.height = h;
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g.height = h;
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// g.colorKey = 0xFF00FF;
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g.colorKey = 0xFF00FF;
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// scene.add(g, 1);
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root.scene.getH2dObject().getScene().add(g, 1);
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// return g;
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return g;
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// }
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}
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//
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// function addAction(a: String, callback: () -> Void) {
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function addAction(a: String, callback: () -> Void) {
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// var spr = newPanel(Const.W, 60);
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var spr = newPanel(Const.W, 60);
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// curDialogue.addChild(spr);
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curDialogue.addChild(spr);
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// var tf = new h2d.Text(font, spr);
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var tf = new h2d.Text(font, spr);
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// tf.text = a;
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tf.text = a;
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// tf.x = 10;
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tf.x = 10;
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// tf.y = 10;
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tf.y = 10;
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// spr.x = 0;
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spr.x = 0;
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// spr.y = 100 + actions.length * 60;
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spr.y = 100 + actions.length * 60;
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// var int = new h2d.Interactive(spr.width, spr.height, spr);
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var int = new h2d.Interactive(spr.width, spr.height, spr);
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// int.onClick = function(_) {
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int.onClick = function(_) {
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// for (action in actions) {
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for (action in actions) {
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// action.remove();
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action.remove();
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// }
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}
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// callback();
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callback();
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// removeDialog();
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// removeDialog();
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// }
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}
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// int.cursor = Button;
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int.cursor = Button;
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// actions.push(spr);
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actions.push(spr);
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// return spr;
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return spr;
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// }
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}
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public function onChangeScene(event:ChangeSceneEvent) {
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public function onChangeScene(event:ChangeSceneEvent) {
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setGameScene(event.newScene);
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setGameScene(event.newScene);
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