Text formatting for items and rooms

This commit is contained in:
3wc 2024-02-23 11:48:33 -03:00
parent 624b538ad8
commit 035f69d9fc
4 changed files with 73 additions and 12 deletions

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@ -20,8 +20,9 @@
### Dialogue
- [ ] Text formatting
- [x] Text formatting
- [ ] Character profiles / speaker ID
- [ ] Scrollable dialogue pane (like Citizen Sleeper / Disco Elysium)
## Code architecture

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@ -5,37 +5,38 @@ title: Room:quarters
<<declare $hangarKeyFound = false>>
<<declare $sleepingMatSetUp = false>>
<<if not $quartersIntroSeen>>
You: It's the crew quarters.
You: It's the [room]crew quarters[/room].
You: Well, it will be. Set-up hasn't started yet.
You: That was meant to be one of my first jobs after defrost...
You: ...but it doesn't exactly seem like a priority now.
<<set $quartersIntroSeen to true>>
<<endif>>
You: Maybe there's something useful here?
-> Search the lockers (perception) <<if not $hangarKeyFound>>
-> Search the lockers [ability](perception)[/ability] <<if not $hangarKeyFound>>
<<set $roll to dice(6)>>
<<if $roll > 0>>
You: Aha! A small piece of paper with the **hangar access code**.
You: Aha! A small piece of paper with the [item]access code[/item] for the [room]hangar[/room].
<<room hangar>>
<<set $hangarKeyFound to true>>
<<else>>
You: Just some dust bunnies. Guess they stowed away from Earth.
<<endif>>
-> Set up a sleeping mat (ingenuity) <<if not $sleepingMatSetUp>>
-> Set up a sleeping mat [ability](ingenuity)[/ability] <<if not $sleepingMatSetUp>>
<<set $roll to dice(6)>>
<<if $roll > 2>>
You: Nice, at least I have somewhere to crash now.
<<set $sleepingMatSetUp to true>>
<<else>>
You: Hmm, I was never good at this camping stuff. Maybe I can find somewhere else to rest.
You: [failure]Hmm, I was never good at this camping stuff. Maybe I can find somewhere else to rest.[/failure]
<<endif>>
-> Leave
===
title: Room:hangar
---
You: The **hangar** seems eerily deserted.
You: The [room]hangar[/room] seems eerily deserted.
===
title: Room not open
---
You: Hmm, that part of the ship is still inaccessible. I wonder how to get in?
<<room hangar>>
===

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@ -1,6 +1,10 @@
package components;
import h2d.HtmlText;
import hxyarn.dialogue.markup.MarkupParseResult;
import dialogue.event.NextLine;
import dialogue.event.LineShown;
import dialogue.event.OptionSelected;
import dialogue.event.OptionsShown.OptionChoice;
@ -83,9 +87,10 @@ class DialogueBoxComponent extends h2d.Flow implements h2d.domkit.Object {
var chan:hxd.snd.Channel;
var textPos:Int = 0;
var game:Game;
public var lineMarkup:MarkupParseResult;
static var SRC = <dialogue-box>
<text text={displayedText} public font={Game.current.font} id="dialogueText" />
<html-text text={displayedText} public font={Game.current.font} id="dialogueText" />
</dialogue-box>
public var displayedText(get, set):String;
@ -109,11 +114,12 @@ class DialogueBoxComponent extends h2d.Flow implements h2d.domkit.Object {
return t;
}
public function new(text:String, ?parent) {
public function new(lineShown:LineShown, ?parent) {
this.game = Game.current;
super(parent);
initComponent();
internalText = text;
this.lineMarkup = lineShown.markUpResults;
this.internalText = lineShown.line();
enableInteractive = true;
interactive.onClick = function(_) onClick();
@ -138,7 +144,59 @@ class DialogueBoxComponent extends h2d.Flow implements h2d.domkit.Object {
// }
// }
textPos++;
displayedText = internalText.substr(0, textPos);
displayedText = applyTextAttributes(internalText.substr(0, textPos));
}
function applyTextAttributes(text:String):String {
var characterOffset = 0;
var characterAttribute = lineMarkup.tryGetAttributeWithName("character");
if (characterAttribute != null)
characterOffset = -characterAttribute.length;
var htmlTagsByIndex = new Map<Int, String>();
for (attribute in lineMarkup.attributes) {
var startTagIndex = attribute.position + characterOffset;
if (startTagIndex < text.length) {
var currrentStartTag = "";
var currentEndTag = "";
var endTagIndex = Std.int(Math.min(text.length, startTagIndex + attribute.length));
if (htmlTagsByIndex.exists(startTagIndex))
currrentStartTag = htmlTagsByIndex.get(startTagIndex);
if (htmlTagsByIndex.exists(endTagIndex))
currentEndTag = htmlTagsByIndex.get(endTagIndex);
if (attribute.name == "room") {
var openTag = '$currrentStartTag<font color="#00FF00">';
var closeTag = '</font>$currentEndTag';
htmlTagsByIndex.set(startTagIndex, openTag);
htmlTagsByIndex.set(endTagIndex, closeTag);
} else if (attribute.name == "item") {
var openTag = '$currrentStartTag<font color="#CD853F">';
var closeTag = '</font>$currentEndTag';
htmlTagsByIndex.set(startTagIndex, openTag);
htmlTagsByIndex.set(endTagIndex, closeTag);
}
}
}
var sb = new StringBuf();
for (i in 0...text.length) {
var char = text.charAt(i);
if (htmlTagsByIndex.exists(i)) {
sb.add(htmlTagsByIndex.get(i));
}
sb.add(char);
}
if (htmlTagsByIndex.exists(text.length)) {
sb.add(htmlTagsByIndex.get(text.length));
}
return sb.toString();
}
override function onRemove() {

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@ -42,10 +42,11 @@ class DialogueBoxController {
function onLineShown(event:LineShown) {
if (dialogueBox == null) {
var d = new DialogueBoxComponent(event.line(), this.parent);
var d = new DialogueBoxComponent(event, this.parent);
style.addObject(d);
dialogueBox = d;
} else {
dialogueBox.lineMarkup = event.markUpResults;
dialogueBox.internalText = event.line();
}
}