Hi guys!
I'm currently using a library that incorperates Screen text into my game. I really enjoy it! The only thing I've added to it was when ever the box for the text to fit in is created, it creates "x" and "->" buttons for people to cancel/continue reading the text. The "x" button's code was simple enough to do.
My only question is how I would go about dialog progression. I want to be able to press the "->" (Which means the icon just looks like an arrow) which will clear the text in the dialog box and output the new text, both of which I can do. How exactly can I have the game know which dialog to output the correct text to the player in the appropriet context?
And just in case this information is required: I have a mob/proc handling the text output and button obj creating. obj/Click() for the buttons to do their thing, and another mob/proc to clear any of these things from the clients screen.
ID:156438
![]() Oct 8 2010, 4:55 pm
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Hey! First of all, I love your GetClick() library.
Anywho, my only concern at the moment is that when ever I click anywhere BUT my "->" button, it no longer registers the button if I do click it afterwards. Here: Hey! First of all, I love your GetClick() library. You see if I click anywhere else, it renders the button useless. Is there a way for me to keep my GetClick() as the Next button's path during this situation? I can't use while only because the screen text flashes because it's deleting and reoutputting the screentext. |
You'd use a while() loop. In this case, something like:
while(!istype(GetClick(), /obj/Buttons/Next)) Or, perhaps more explicitly: var/X = GetClick() |
I personally prefer the 2nd method, and there is a resource made for this:
http://www.byond.com/developer/Garthor/GetClick