status = "normal";
-fun dialogue_setup()
+fun dialog_setup()
{
local.box;
local.lock;
entry.z = box.z + 1;
SpriteSetPosition(entry.sprite, entry.x, entry.y, entry.z);
- global.dialogue.box = box;
- global.dialogue.lock = lock;
- global.dialogue.entry = entry;
- global.dialogue.bullet_image = ImageNew("bullet.png");
- dialogue_opacity (1);
+ global.dialog.box = box;
+ global.dialog.lock = lock;
+ global.dialog.entry = entry;
+ global.dialog.bullet_image = ImageNew("bullet.png");
+ dialog_opacity (1);
}
-fun dialogue_opacity(opacity)
+fun dialog_opacity(opacity)
{
- SpriteSetOpacity (dialogue.box.sprite, opacity);
- SpriteSetOpacity (dialogue.lock.sprite, opacity);
- SpriteSetOpacity (dialogue.entry.sprite, opacity);
- for (index = 0; dialogue.bullet[index]; index++)
+ SpriteSetOpacity (dialog.box.sprite, opacity);
+ SpriteSetOpacity (dialog.lock.sprite, opacity);
+ SpriteSetOpacity (dialog.entry.sprite, opacity);
+ for (index = 0; dialog.bullet[index]; index++)
{
- SpriteSetOpacity(dialogue.bullet[index].sprite, opacity);
+ SpriteSetOpacity(dialog.bullet[index].sprite, opacity);
}
}
fun display_normal_callback ()
{
global.status = "normal";
- if (global.dialogue)
- dialogue_opacity (0);
+ if (global.dialog)
+ dialog_opacity (0);
}
fun display_password_callback (prompt, bullets)
{
global.status = "password";
- if (!global.dialogue)
- dialogue_setup();
+ if (!global.dialog)
+ dialog_setup();
else
dialog_opacity(1);
- for (index = 0; dialogue.bullet[index] || index < bullets; index++)
+ for (index = 0; dialog.bullet[index] || index < bullets; index++)
{
- if (!dialogue.bullet[index])
+ if (!dialog.bullet[index])
{
- dialogue.bullet[index].sprite = SpriteNew();
- SpriteSetImage(dialogue.bullet[index].sprite, dialogue.bullet_image);
- dialogue.bullet[index].x = dialogue.entry.x + index * ImageGetWidth(dialogue.bullet_image);
- dialogue.bullet[index].y = dialogue.entry.y + ImageGetHeight(dialogue.entry.image) / 2 - ImageGetHeight(dialogue.bullet_image) / 2;
- dialogue.bullet[index].z = dialogue.entry.z + 1;
- SpriteSetPosition(dialogue.bullet[index].sprite, dialogue.bullet[index].x, dialogue.bullet[index].y, dialogue.bullet[index].z);
+ dialog.bullet[index].sprite = SpriteNew();
+ SpriteSetImage(dialog.bullet[index].sprite, dialog.bullet_image);
+ dialog.bullet[index].x = dialog.entry.x + index * ImageGetWidth(dialog.bullet_image);
+ dialog.bullet[index].y = dialog.entry.y + ImageGetHeight(dialog.entry.image) / 2 - ImageGetHeight(dialog.bullet_image) / 2;
+ dialog.bullet[index].z = dialog.entry.z + 1;
+ SpriteSetPosition(dialog.bullet[index].sprite, dialog.bullet[index].x, dialog.bullet[index].y, dialog.bullet[index].z);
}
if (index < bullets)
- SpriteSetOpacity(dialogue.bullet[index].sprite, 1);
+ SpriteSetOpacity(dialog.bullet[index].sprite, 1);
else
- SpriteSetOpacity(dialogue.bullet[index].sprite, 0);
+ SpriteSetOpacity(dialog.bullet[index].sprite, 0);
}
}