use thang.labelStyle to configure Labels

This allows level creators to configure the type of dialogue box used
when a thang says a message.
This commit is contained in:
Cat Sync 2016-01-20 11:48:09 -05:00
parent 51408a94de
commit efbd66a9b1
2 changed files with 5 additions and 2 deletions

View file

@ -15,7 +15,7 @@ module.exports = class Label extends CocoClass
@sprite = options.sprite
@camera = options.camera
@layer = options.layer
@style = options.style ? Label.STYLE_SAY
@style = options.style ? (@sprite?.thang?.labelStyle || Label.STYLE_SAY)
console.error @toString(), 'needs a sprite.' unless @sprite
console.error @toString(), 'needs a camera.' unless @camera
console.error @toString(), 'needs a layer.' unless @layer

View file

@ -684,7 +684,10 @@ module.exports = Lank = class Lank extends CocoClass
return unless @thang
blurb = if @thang.health <= 0 then null else @thang.sayMessage # Dead men tell no tales
blurb = null if blurb in ['For Thoktar!', 'Bones!', 'Behead!', 'Destroy!', 'Die, humans!'] # Let's just hear, not see, these ones.
labelStyle = if /Hero Placeholder/.test(@thang.id) then Label.STYLE_DIALOGUE else Label.STYLE_SAY
if /Hero Placeholder/.test(@thang.id)
labelStyle = Label.STYLE_DIALOGUE
else
labelStyle = @thang.labelStyle ? Label.STYLE_SAY
@addLabel 'say', labelStyle if blurb
if @labels.say?.setText blurb
@notifySpeechUpdated blurb: blurb