Game Development Reference
In-Depth Information
// now let the conversation develop depending on the selected sentence
if(Selected==0) //Talking Skull
{
if(!SkullVar.Moved)
Scout.ForceTalkAnim(“actors\scout\rr\talkup.sprite”);
Scout.Talk(“I never expected you to talk.”);
Skull.ForceTalkAnim(“sprites\Skull\talk.sprite”);
Skull.Talk(“Why not? You seem to be doing remarkably well for a pussy-
cat.”);
if(!SkullVar.Moved) Scout.ForceTalkAnim(“actors\scout\rr\talkup.sprite”);
Scout.Talk(“But you're just a skull.”);
Skull.ForceTalkAnim(“sprites\Skull\talk.sprite”);
Skull.Talk(“So, you've got something against skulls have you?”);
if(!SkullVar.Moved) Scout.ForceTalkAnim(“actors\scout\rr\talkup.sprite”);
Scout.Talk(“No, I...”);
Skull.ForceTalkAnim(“sprites\Skull\talk.sprite”);
Skull.Talk(“It's always the same - prejudice just follows me around.”);
if(!SkullVar.Moved) Scout.ForceTalkAnim(“actors\scout\rr\talkup.sprite”);
Scout.Talk(“Really?”);
Skull.ForceTalkAnim(“sprites\Skull\talk.sprite”);
Skull.Talk(“Well, not that I actually go anywhere...”);
Skull.ForceTalkAnim(“sprites\Skull\talk.sprite”);
Skull.Talk(“I blame Ray Harryhausen for stereotyping the whole subject
of skeletons.”);
SkullVar.Talking = true;
}
else if(Selected==1) //Name
{
if (!SkullVar.Name)
{
if(!SkullVar.Moved) Scout.ForceTalkAnim(“actors\scout\rr\talkup.
sprite”);
Scout.Talk(“What's your name?”);
Skull.ForceTalkAnim(“sprites\Skull\talk.sprite”);
Skull.Talk(“I'm not in the habit of giving my name out to just anyone,
you know.”);
if(!SkullVar.Moved) Scout.ForceTalkAnim(“actors\scout\rr\talkup.
sprite”);
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