replace intro lines with Princess Celestia voice recorded by MEMJ0123

This commit is contained in:
Sebastian Krzyszkowiak 2012-04-21 00:06:56 +02:00
parent 555cc0b9e0
commit d252e87092

View file

@ -57,48 +57,46 @@ void FillPage(struct Game *game, int page) {
switch (p) { switch (p) {
case 1: case 1:
al_draw_bitmap(game->intro.table_bitmap, 0, 0, 0); al_draw_bitmap(game->intro.table_bitmap, 0, 0, 0);
draw_text(1, "Since Twilight Sparkle and her five best"); draw_text(1, "Ever since Twilight Sparkle and her");
draw_text(1, "friends defeated Discord and imprisoned"); draw_text(1, "friends imprisoned Discord in stone,");
draw_text(1, "him in a stone using the Elements of"); draw_text(1, "Equestria had been peaceful for");
draw_text(1, "Harmony, Equestia has been a peaceful"); draw_text(1, "a long time.");
draw_text(1, "place for a quite long time.");
break; break;
case 2: case 2:
al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0, 0, 0); al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0, 0, 0);
al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0.5, 0, 0); al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0.5, 0, 0);
draw_text(2, "Suddenly, one day some reckless pony"); draw_text(2, "Until one day a reckless pony caused");
draw_text(2, "accidentally introduced a tiny little"); draw_text(2, "a tiny bit of chaos near Discords");
draw_text(2, "bit of chaos near Discords figure."); draw_text(2, "statue.");
break; break;
case 3: case 3:
al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0, 0, 0); al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0, 0, 0);
al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0.5, 0, 0); al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0.5, 0, 0);
draw_text(3, "A tiny little bit of chaos turned not to"); draw_text(3, "This small amount of chaos was not");
draw_text(3, "be enough for Discord to escape from rock,"); draw_text(3, "enough to free Discord, but enough");
draw_text(3, "but enough to turn nearly dropped muffins"); draw_text(3, "to turn discarded muffins into");
draw_text(3, "into muffinzombies, with aim to destroy all"); draw_text(3, "vicious muffinzombies, with aim to");
draw_text(3, "the harmony in Equestria."); draw_text(3, "destroy all harmony in Equestria.");
break; break;
case 4: case 4:
al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0, 0, 0); al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0, 0, 0);
al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0.5, 0, 0); al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0.5, 0, 0);
draw_text(4, "Discord, who has learned his lession after"); draw_text(4, "Discord, learning from his last failure,");
draw_text(4, "last failure, turned his muffinzombie-gang"); draw_text(4, "turned his muffinzombies against Twilight");
draw_text(4, "against the same mares who previously"); draw_text(4, "and her friends, trapping them in their");
draw_text(4, "defeated him, prisoning them in their own"); draw_text(4, "own homes. With the bearers of the");
draw_text(4, "houses. Thanks to that, he's now able to"); draw_text(4, "Elements out of the way, he now waits until");
draw_text(4, "wait until the world is again chaotic enough"); draw_text(4, "chaos takes hold of the world, so he can");
draw_text(4, "for him to escape and rule Equestria"); draw_text(4, "rule Equestria once again.");
draw_text(4, "once again.");
break; break;
case 5: case 5:
al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0, 0, 0); al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0, 0, 0);
al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0.5, 0, 0); al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0.5, 0, 0);
draw_text(5, "Who is able to defeat Discord when the"); draw_text(5, "Who can defeat Discord without");
draw_text(5, "Elements of Harmony are unavailable?"); draw_text(5, "the Elements of Harmony?");
draw_text(5, ""); draw_text(5, "");
draw_text(5, "Well... There is somepony who knows"); draw_text(5, "Well... There is somepony who knows");
draw_text(5, "everything about muffins..."); draw_text(5, "all about muffins...");
break; break;
} }
} }
@ -204,6 +202,7 @@ void Intro_Preload(struct Game *game) {
game->intro.music = al_create_sample_instance(game->intro.sample); game->intro.music = al_create_sample_instance(game->intro.sample);
al_attach_sample_instance_to_mixer(game->intro.music, game->audio.music); al_attach_sample_instance_to_mixer(game->intro.music, game->audio.music);
al_set_sample_instance_gain(game->intro.music, 0.75);
al_set_sample_instance_playmode(game->intro.music, ALLEGRO_PLAYMODE_LOOP); al_set_sample_instance_playmode(game->intro.music, ALLEGRO_PLAYMODE_LOOP);
if (!game->intro.sample){ if (!game->intro.sample){