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Commit 1a13e766 authored by DarkGod's avatar DarkGod
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Death dialog now also has graphical cues of possible ressurection options

parent 5e077e20
Branches minmay-bugfixes
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game/modules/tome/data/gfx/deathbox-ui/active_blood_life.png

28.7 KiB

game/modules/tome/data/gfx/deathbox-ui/active_consume.png

25.9 KiB

game/modules/tome/data/gfx/deathbox-ui/active_skeleton.png

46.9 KiB

game/modules/tome/data/gfx/deathbox-ui/inactive_blood_life.png

21.8 KiB

game/modules/tome/data/gfx/deathbox-ui/inactive_consume.png

4.55 KiB

game/modules/tome/data/gfx/deathbox-ui/inactive_skeleton.png

30.5 KiB

...@@ -52,7 +52,23 @@ You can dump your character data to a file to remember her/him forever, or you c ...@@ -52,7 +52,23 @@ You can dump your character data to a file to remember her/him forever, or you c
self.c_desc:setTextShadow(1) self.c_desc:setTextShadow(1)
self.c_desc:setShadowShader(Shader.default.textoutline and Shader.default.textoutline.shad, 1.2) self.c_desc:setShadowShader(Shader.default.textoutline and Shader.default.textoutline.shad, 1.2)
self.c_list = List.new{width=self.iw, nb_items=#self.list, list=self.list, fct=function(item) self:use(item) end} self.c_list = List.new{width=self.iw, nb_items=#self.list, list=self.list, fct=function(item) self:use(item) end, select=function(item) self.cur_item = item end}
self.graphical_options = {
blood_life = {
available = self:getUITexture("ui/active_blood_life.png"),
unavailable = self:getUITexture("ui/inactive_blood_life.png"),
},
consume = {
available = self:getUITexture("ui/active_consume.png"),
unavailable = self:getUITexture("ui/inactive_consume.png"),
},
skeleton = {
available = self:getUITexture("ui/active_skeleton.png"),
unavailable = self:getUITexture("ui/inactive_skeleton.png"),
},
}
if self.c_achv then if self.c_achv then
self:loadUI{ self:loadUI{
...@@ -271,6 +287,7 @@ end ...@@ -271,6 +287,7 @@ end
function _M:generateList() function _M:generateList()
local list = {} local list = {}
self.possible_items = {}
local allow_res = true local allow_res = true
-- Pause the game -- Pause the game
...@@ -303,8 +320,9 @@ function _M:generateList() ...@@ -303,8 +320,9 @@ function _M:generateList()
local consumenb = 1 local consumenb = 1
self.actor:inventoryApplyAll(function(inven, item, o) self.actor:inventoryApplyAll(function(inven, item, o)
if o.one_shot_life_saving and (not o.slot or inven.worn) then if o.one_shot_life_saving and (not o.slot or inven.worn) then
list[#list+1] = {name="Resurrect by consuming "..o:getName{do_colour=true}, action="consume"..consumenb, inven=inven, item=item, object=o} list[#list+1] = {name="Resurrect by consuming "..o:getName{do_colour=true}, action="consume"..consumenb, inven=inven, item=item, object=o, is_consume=true}
consumenb = consumenb + 1 consumenb = consumenb + 1
self.possible_items.consume = true
end end
end) end)
end end
...@@ -316,4 +334,23 @@ function _M:generateList() ...@@ -316,4 +334,23 @@ function _M:generateList()
list[#list+1] = {name="Exit to main menu", action="exit", subaction="none"} list[#list+1] = {name="Exit to main menu", action="exit", subaction="none"}
self.list = list self.list = list
for _, item in ipairs(list) do self.possible_items[item.action] = true end
end
function _M:innerDisplayBack(x, y, nb_keyframes, tx, ty)
x = x + self.frame.ox1
y = y + self.frame.oy1
if self.possible_items.blood_life then
local d = self.graphical_options.blood_life[self.cur_item and self.cur_item.action == "blood_life" and "available" or "unavailable"]
d.t:toScreenFull(x + self.frame.w - d.w, y, d.w, d.h, d.tw, d.th, 1, 1, 1, 1)
end
if self.possible_items.consume then
local d = self.graphical_options.consume[self.cur_item and self.cur_item.is_consume and "available" or "unavailable"]
d.t:toScreenFull(x, y, d.w, d.h, d.tw, d.th, 1, 1, 1, 1)
end
if self.possible_items.skeleton then
local d = self.graphical_options.skeleton[self.cur_item and self.cur_item.action == "skeleton" and "available" or "unavailable"]
d.t:toScreenFull(x, y + self.frame.h - d.h, d.w, d.h, d.tw, d.th, 1, 1, 1, 1)
end
end end
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