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letter from Twilight: add proper text
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parent
d75591af6b
commit
820a1fbe15
3 changed files with 44 additions and 4 deletions
45
src/level.c
45
src/level.c
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@ -447,6 +447,7 @@ void Level_UnloadBitmaps(struct Game *game) {
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}
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if (game->level.current_level!=1) Moonwalk_UnloadBitmaps(game);
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else {
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al_destroy_font(game->level.letter_font);
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al_destroy_bitmap(game->level.foreground);
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al_destroy_bitmap(game->level.background);
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al_destroy_bitmap(game->level.stage);
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@ -467,7 +468,7 @@ void Level_UnloadBitmaps(struct Game *game) {
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}
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void Level_PreloadBitmaps(struct Game *game, void (*progress)(struct Game*, float)) {
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PROGRESS_INIT(18);
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PROGRESS_INIT(19);
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int x = 0;
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struct Spritesheet *tmp = game->level.derpy_sheets;
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while (tmp) {
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@ -517,9 +518,47 @@ void Level_PreloadBitmaps(struct Game *game, void (*progress)(struct Game*, floa
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PROGRESS;
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game->level.owl = LoadScaledBitmap("levels/owl.png", al_get_display_width(game->display)*0.08, al_get_display_width(game->display)*0.08);
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PROGRESS;
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game->level.letter = LoadScaledBitmap("levels/letter.png", al_get_display_height(game->display), al_get_display_height(game->display));
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game->level.letter_font = al_load_ttf_font("data/DejaVuSans.ttf",al_get_display_height(game->display)*0.0225,0 );
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PROGRESS;
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game->level.letter = LoadScaledBitmap("levels/letter.png", al_get_display_height(game->display)*1.3, al_get_display_height(game->display)*1.2);
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al_set_target_bitmap(game->level.letter);
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al_draw_text(game->menu.font, al_map_rgb(0,0,0), al_get_bitmap_width(game->level.letter)*0.45, al_get_display_height(game->display)*0.45, ALLEGRO_ALIGN_CENTRE, "Letter from Twilight");
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float y = 0.20;
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float x = 0.19;
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void draw_text(char* text) {
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al_draw_text(game->level.letter_font, al_map_rgb(0,0,0), al_get_bitmap_width(game->level.letter)*x, al_get_display_height(game->display)*y, ALLEGRO_ALIGN_LEFT, text);
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y+=0.028;
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}
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draw_text("Dear Derpy,");
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draw_text("");
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x = 0.20;
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draw_text("I'm glad you decided to help us! I found a few tips");
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draw_text("in my library that might be useful on your mission.");
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draw_text("I would like to share them with you.");
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draw_text("");
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x = 0.21;
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draw_text("Muffins regenerate your energy, so collect as many");
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draw_text("as you can. Cherries can help you as well. But be");
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draw_text("careful and avoid the muffin-zombies - they can");
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draw_text("harm you!");
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draw_text("");
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x = 0.22;
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draw_text("Discord is not fully awake yet, but he's already");
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draw_text("causing chaos all over Equestria and his strange");
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draw_text("creatures may try to stop you. Don't let them!");
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draw_text("");
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x = 0.23;
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draw_text("Last but not least - You should be able to see the");
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draw_text("constellation Orion in the sky tonight. Be sure to");
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draw_text("take a moment to look for it if you have one to");
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draw_text("spare. It's beautiful!");
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draw_text("");
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x = 0.25;
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draw_text("The fate of Equestria rests in your hooves.");
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draw_text("Be safe and good luck!");
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draw_text("");
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x = 0.26;
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draw_text("Yours,");
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draw_text("Twilight Sparkle");
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al_set_target_bitmap(al_get_backbuffer(game->display));
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PROGRESS;
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game->level.welcome = al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display)/2);
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@ -215,7 +215,7 @@ bool Letter(struct Game *game, struct TM_Action *action, enum TM_ActionState sta
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float* f = (float*)action->arguments->value;
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*f+=tps(game,350);
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if (*f>255) *f=255;
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al_draw_tinted_bitmap(game->level.letter, al_map_rgba(*f,*f,*f,*f), (al_get_display_width(game->display)-al_get_bitmap_width(game->level.letter))/2.0, 0, 0);
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al_draw_tinted_bitmap(game->level.letter, al_map_rgba(*f,*f,*f,*f), (al_get_display_width(game->display)-al_get_bitmap_width(game->level.letter))/2.0, al_get_bitmap_height(game->level.letter)*-0.05, 0);
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struct ALLEGRO_KEYBOARD_STATE keyboard;
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al_get_keyboard_state(&keyboard);
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if (al_key_down(&keyboard, ALLEGRO_KEY_ENTER)) {
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@ -120,6 +120,7 @@ struct Level {
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float sheet_speed; /*!< Current speed of Derpy animation. */
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float sheet_speed_modifier; /*!< Modifier of speed, specified by current spritesheet. */
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float sheet_scale; /*!< Scale modifier of current spritesheet. */
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ALLEGRO_FONT *letter_font; /*!< Font used in letter from Twilight on first level. */
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ALLEGRO_SAMPLE *sample; /*!< Sample with background music. */
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ALLEGRO_SAMPLE_INSTANCE *music; /*!< Sample instance with background music. */
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unsigned int music_pos; /*!< Position of sample instance. Used when pausing game. */
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