Text formatting for items and rooms
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TODO.md
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TODO.md
@ -20,8 +20,9 @@
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### Dialogue
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- [ ] Text formatting
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- [x] Text formatting
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- [ ] Character profiles / speaker ID
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- [ ] Scrollable dialogue pane (like Citizen Sleeper / Disco Elysium)
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## Code architecture
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@ -5,37 +5,38 @@ title: Room:quarters
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<<declare $hangarKeyFound = false>>
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<<declare $sleepingMatSetUp = false>>
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<<if not $quartersIntroSeen>>
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You: It's the crew quarters.
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You: It's the [room]crew quarters[/room].
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You: Well, it will be. Set-up hasn't started yet.
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You: That was meant to be one of my first jobs after defrost...
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You: ...but it doesn't exactly seem like a priority now.
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<<set $quartersIntroSeen to true>>
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<<endif>>
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You: Maybe there's something useful here?
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-> Search the lockers (perception) <<if not $hangarKeyFound>>
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-> Search the lockers [ability](perception)[/ability] <<if not $hangarKeyFound>>
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<<set $roll to dice(6)>>
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<<if $roll > 0>>
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You: Aha! A small piece of paper with the **hangar access code**.
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You: Aha! A small piece of paper with the [item]access code[/item] for the [room]hangar[/room].
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<<room hangar>>
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<<set $hangarKeyFound to true>>
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<<else>>
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You: Just some dust bunnies. Guess they stowed away from Earth.
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<<endif>>
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-> Set up a sleeping mat (ingenuity) <<if not $sleepingMatSetUp>>
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-> Set up a sleeping mat [ability](ingenuity)[/ability] <<if not $sleepingMatSetUp>>
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<<set $roll to dice(6)>>
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<<if $roll > 2>>
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You: Nice, at least I have somewhere to crash now.
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<<set $sleepingMatSetUp to true>>
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<<else>>
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You: Hmm, I was never good at this camping stuff. Maybe I can find somewhere else to rest.
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You: [failure]Hmm, I was never good at this camping stuff. Maybe I can find somewhere else to rest.[/failure]
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<<endif>>
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-> Leave
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===
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title: Room:hangar
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---
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You: The **hangar** seems eerily deserted.
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You: The [room]hangar[/room] seems eerily deserted.
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===
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title: Room not open
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---
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You: Hmm, that part of the ship is still inaccessible. I wonder how to get in?
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<<room hangar>>
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===
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@ -1,6 +1,10 @@
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package components;
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import h2d.HtmlText;
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import hxyarn.dialogue.markup.MarkupParseResult;
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import dialogue.event.NextLine;
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import dialogue.event.LineShown;
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import dialogue.event.OptionSelected;
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import dialogue.event.OptionsShown.OptionChoice;
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@ -83,9 +87,10 @@ class DialogueBoxComponent extends h2d.Flow implements h2d.domkit.Object {
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var chan:hxd.snd.Channel;
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var textPos:Int = 0;
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var game:Game;
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public var lineMarkup:MarkupParseResult;
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static var SRC = <dialogue-box>
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<text text={displayedText} public font={Game.current.font} id="dialogueText" />
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<html-text text={displayedText} public font={Game.current.font} id="dialogueText" />
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</dialogue-box>
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public var displayedText(get, set):String;
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@ -109,11 +114,12 @@ class DialogueBoxComponent extends h2d.Flow implements h2d.domkit.Object {
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return t;
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}
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public function new(text:String, ?parent) {
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public function new(lineShown:LineShown, ?parent) {
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this.game = Game.current;
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super(parent);
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initComponent();
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internalText = text;
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this.lineMarkup = lineShown.markUpResults;
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this.internalText = lineShown.line();
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enableInteractive = true;
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interactive.onClick = function(_) onClick();
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@ -138,7 +144,59 @@ class DialogueBoxComponent extends h2d.Flow implements h2d.domkit.Object {
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// }
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// }
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textPos++;
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displayedText = internalText.substr(0, textPos);
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displayedText = applyTextAttributes(internalText.substr(0, textPos));
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}
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function applyTextAttributes(text:String):String {
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var characterOffset = 0;
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var characterAttribute = lineMarkup.tryGetAttributeWithName("character");
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if (characterAttribute != null)
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characterOffset = -characterAttribute.length;
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var htmlTagsByIndex = new Map<Int, String>();
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for (attribute in lineMarkup.attributes) {
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var startTagIndex = attribute.position + characterOffset;
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if (startTagIndex < text.length) {
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var currrentStartTag = "";
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var currentEndTag = "";
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var endTagIndex = Std.int(Math.min(text.length, startTagIndex + attribute.length));
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if (htmlTagsByIndex.exists(startTagIndex))
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currrentStartTag = htmlTagsByIndex.get(startTagIndex);
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if (htmlTagsByIndex.exists(endTagIndex))
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currentEndTag = htmlTagsByIndex.get(endTagIndex);
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if (attribute.name == "room") {
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var openTag = '$currrentStartTag<font color="#00FF00">';
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var closeTag = '</font>$currentEndTag';
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htmlTagsByIndex.set(startTagIndex, openTag);
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htmlTagsByIndex.set(endTagIndex, closeTag);
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} else if (attribute.name == "item") {
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var openTag = '$currrentStartTag<font color="#CD853F">';
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var closeTag = '</font>$currentEndTag';
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htmlTagsByIndex.set(startTagIndex, openTag);
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htmlTagsByIndex.set(endTagIndex, closeTag);
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}
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}
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}
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var sb = new StringBuf();
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for (i in 0...text.length) {
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var char = text.charAt(i);
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if (htmlTagsByIndex.exists(i)) {
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sb.add(htmlTagsByIndex.get(i));
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}
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sb.add(char);
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}
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if (htmlTagsByIndex.exists(text.length)) {
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sb.add(htmlTagsByIndex.get(text.length));
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}
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return sb.toString();
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}
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override function onRemove() {
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@ -42,10 +42,11 @@ class DialogueBoxController {
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function onLineShown(event:LineShown) {
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if (dialogueBox == null) {
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var d = new DialogueBoxComponent(event.line(), this.parent);
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var d = new DialogueBoxComponent(event, this.parent);
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style.addObject(d);
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dialogueBox = d;
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} else {
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dialogueBox.lineMarkup = event.markUpResults;
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dialogueBox.internalText = event.line();
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}
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}
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