takeMe(npc) {
this.loadTexture(npc.key);
npc.kill();
+ this.disguise = npc;
}
}
this.text_talktitle = new Phaser.Text(game, this.back_talk.x, this.back_talk.y, null, style);
this.text_talktitle.anchor.setTo(-0.2, -0.2);
this.add(this.text_talktitle);
+ this.strikethrough_talktitle = new Phaser.Graphics(game, this.back_talk.x, this.back_talk.y);
+ this.strikethrough_talktitle.lineStyle(3, Phaser.Color.RED, 1);
+ this.strikethrough_talktitle.moveTo(20, 20);
+ this.strikethrough_talktitle.lineTo(75, 20);
+ this.add(this.strikethrough_talktitle);
style = { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' };
this.text_talk = new Phaser.Text(game, this.back_talk.x + 35, this.back_talk.y + 40, null, style);
this.text_talk.wordWrap = true;
this.dialogue = null;
this.back_talk.visible = false;
this.text_talktitle.visible = false;
+ this.strikethrough_talktitle.visible = false;
this.text_talk.visible = false;
}
console.log(this.dialogue.actual());
var actualdialogue = this.dialogue.actual();
if (actualdialogue) {
- this.text_talktitle.text = actualdialogue.actor.shortname;
+ if (actualdialogue.actor.disguise) {
+ this.text_talktitle.text = actualdialogue.actor.shortname + " " + actualdialogue.actor.disguise.shortname;
+ this.strikethrough_talktitle.visible = true;
+ }
+ else {
+ this.text_talktitle.text = actualdialogue.actor.shortname;
+ this.strikethrough_talktitle.visible = false;
+ }
this.text_talk.text = actualdialogue.text;
this.dialogue.advance();
}