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use thang.labelStyle to configure Labels
This allows level creators to configure the type of dialogue box used when a thang says a message.
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2 changed files with 5 additions and 2 deletions
app/lib/surface
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@ -15,7 +15,7 @@ module.exports = class Label extends CocoClass
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@sprite = options.sprite
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@sprite = options.sprite
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@camera = options.camera
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@camera = options.camera
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@layer = options.layer
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@layer = options.layer
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@style = options.style ? Label.STYLE_SAY
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@style = options.style ? (@sprite?.thang?.labelStyle || Label.STYLE_SAY)
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console.error @toString(), 'needs a sprite.' unless @sprite
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console.error @toString(), 'needs a sprite.' unless @sprite
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console.error @toString(), 'needs a camera.' unless @camera
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console.error @toString(), 'needs a camera.' unless @camera
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console.error @toString(), 'needs a layer.' unless @layer
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console.error @toString(), 'needs a layer.' unless @layer
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@ -684,7 +684,10 @@ module.exports = Lank = class Lank extends CocoClass
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return unless @thang
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return unless @thang
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blurb = if @thang.health <= 0 then null else @thang.sayMessage # Dead men tell no tales
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blurb = if @thang.health <= 0 then null else @thang.sayMessage # Dead men tell no tales
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blurb = null if blurb in ['For Thoktar!', 'Bones!', 'Behead!', 'Destroy!', 'Die, humans!'] # Let's just hear, not see, these ones.
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blurb = null if blurb in ['For Thoktar!', 'Bones!', 'Behead!', 'Destroy!', 'Die, humans!'] # Let's just hear, not see, these ones.
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labelStyle = if /Hero Placeholder/.test(@thang.id) then Label.STYLE_DIALOGUE else Label.STYLE_SAY
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if /Hero Placeholder/.test(@thang.id)
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labelStyle = Label.STYLE_DIALOGUE
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else
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labelStyle = @thang.labelStyle ? Label.STYLE_SAY
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@addLabel 'say', labelStyle if blurb
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@addLabel 'say', labelStyle if blurb
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if @labels.say?.setText blurb
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if @labels.say?.setText blurb
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@notifySpeechUpdated blurb: blurb
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@notifySpeechUpdated blurb: blurb
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