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author | Paul Gilbert | 2014-06-26 22:07:33 -0400 |
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committer | Paul Gilbert | 2014-06-26 22:07:33 -0400 |
commit | 456ce2a678557c7b9e15493448a18be3040efcf7 (patch) | |
tree | c5b7ea6742e7524053b9103a59e51d007b0a3437 /engines/mads/nebular/dialogs_nebular.cpp | |
parent | bdee71f27922d1ba146323374e4501ec462d687d (diff) | |
download | scummvm-rg350-456ce2a678557c7b9e15493448a18be3040efcf7.tar.gz scummvm-rg350-456ce2a678557c7b9e15493448a18be3040efcf7.tar.bz2 scummvm-rg350-456ce2a678557c7b9e15493448a18be3040efcf7.zip |
MADS: Implement the difficulty selection dialog
Diffstat (limited to 'engines/mads/nebular/dialogs_nebular.cpp')
-rw-r--r-- | engines/mads/nebular/dialogs_nebular.cpp | 21 |
1 files changed, 15 insertions, 6 deletions
diff --git a/engines/mads/nebular/dialogs_nebular.cpp b/engines/mads/nebular/dialogs_nebular.cpp index 36858a4940..6f75c21fd4 100644 --- a/engines/mads/nebular/dialogs_nebular.cpp +++ b/engines/mads/nebular/dialogs_nebular.cpp @@ -270,11 +270,9 @@ void DialogsNebular::showDialog() { //GameMenuDialog::show(); break; case DIALOG_DIFFICULTY: { -/* DifficultyDialog *dlg = new DifficultyDialog(_vm); dlg->show(); delete dlg; -*/ break; } default: @@ -526,7 +524,7 @@ ScreenDialog::ScreenDialog(MADSEngine *vm) : _vm(vm) { scene._priorSceneId = priorSceneId; scene._currentSceneId = currentSceneId; scene._nextSceneId = nextSceneId; - scene._posAdjust.y = 22; + _vm->_screen._offset.y = 22; _vm->_sound->pauseNewCommands(); _vm->_events->initVars(); game._kernelMode = KERNEL_ROOM_INIT; @@ -544,7 +542,8 @@ ScreenDialog::ScreenDialog(MADSEngine *vm) : _vm(vm) { } _vm->_screen.empty(); - _vm->_screen.hLine(0, 0, MADS_SCREEN_WIDTH, 2); + _vm->_screen.hLine(0, 20, MADS_SCREEN_WIDTH, 2); + _vm->_screen.hLine(0, 179, MADS_SCREEN_WIDTH, 2); game._fx = _vm->_screenFade == SCREEN_FADE_SMOOTH ? kTransitionFadeIn : kCenterVertTransition; game._trigger = 0; @@ -560,6 +559,10 @@ ScreenDialog::ScreenDialog(MADSEngine *vm) : _vm(vm) { _lineIndex = -1; } +ScreenDialog::~ScreenDialog() { + _vm->_screen._offset.y = 0; +} + void ScreenDialog::clearLines() { Scene &scene = _vm->_game->_scene; _v2 = 0; @@ -704,11 +707,17 @@ void ScreenDialog::chooseBackground() { void ScreenDialog::setFrame(int frameNumber, int depth) { Scene &scene = _vm->_game->_scene; + SpriteAsset *menuSprites = scene._sprites[_menuSpritesIndex]; + MSprite *frame = menuSprites->getFrame(frameNumber - 1); + SpriteSlot &spriteSlot = scene._spriteSlots[scene._spriteSlots.add()]; spriteSlot._flags = IMG_UPDATE; spriteSlot._seqIndex = 1; spriteSlot._spritesIndex = _menuSpritesIndex; spriteSlot._frameNumber = frameNumber; + spriteSlot._position = frame->_offset; + spriteSlot._depth = depth; + spriteSlot._scale = 100; } void ScreenDialog::show() { @@ -861,13 +870,13 @@ void DifficultyDialog::show() { switch (_selectedLine) { case 1: - game._difficulty = Nebular::DIFFICULTY_HARD; + game._difficulty = Nebular::DIFFICULTY_EASY; break; case 2: game._difficulty = Nebular::DIFFICULTY_MEDIUM; break; case 3: - game._difficulty = Nebular::DIFFICULTY_EASY; + game._difficulty = Nebular::DIFFICULTY_HARD; break; default: _vm->quitGame(); |