]> code.bitgloo.com Git - clyne/gamedev.git/commitdiff
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authordrumsetmonkey <abelleisle@roadrunner.com>
Fri, 13 May 2016 11:46:06 +0000 (07:46 -0400)
committerdrumsetmonkey <abelleisle@roadrunner.com>
Fri, 13 May 2016 11:46:06 +0000 (07:46 -0400)
19 files changed:
assets/NPC.png
assets/cat.png
assets/player/playerk.png
assets/rabbit.png
assets/rabbit1.png
assets/robin.png
assets/style/classic/brazzier.png
assets/style/classic/door.png
assets/style/classic/fountain1.png
assets/style/classic/house1.png
assets/style/classic/house2.png
assets/style/classic/lampPost1.png
assets/style/classic/stall.png
assets/style/classic/stallFruit.png
assets/style/classic/townhall.png
brice.dat
src/entities.cpp
src/ui_menu.cpp
xml/playerSpawnHill1.xml

index 2317adeeff5d0bc3fca70a678642595fc529004f..fdebfa93189a744d6271fc43268498fc4017276e 100644 (file)
Binary files a/assets/NPC.png and b/assets/NPC.png differ
index 5c0d88175fc08ebb519e33d234f738f95d3ee4a7..56821dd80d28e122ad0db6f47e1feffdb5605f08 100644 (file)
Binary files a/assets/cat.png and b/assets/cat.png differ
index 7abf012dc74b06b722c296d4b4722becf05340ed..ea0a7ab5300cfed329f44298e7dd2a5702283c80 100644 (file)
Binary files a/assets/player/playerk.png and b/assets/player/playerk.png differ
index 6f35e9d9a55fd2a674de1c72929cc7fb31449ecd..2920c0be448090221e639b23912cf1a2b478676c 100644 (file)
Binary files a/assets/rabbit.png and b/assets/rabbit.png differ
index 6f32c962bc55f5f1d06f76848a7b2455a1398c7e..53092f8608bbc7b3f6ab37170ab0a51d91461eff 100644 (file)
Binary files a/assets/rabbit1.png and b/assets/rabbit1.png differ
index 9fefa4768ff6deb7b78777243bccc9e5b1381d71..86deb815487a3d64ea5f323ee678ecf5074ad7b4 100644 (file)
Binary files a/assets/robin.png and b/assets/robin.png differ
index e332599bee3b26d6d87f35cf73ee505c79466cb1..ba19226c7ad5a22b4828f118d654a939891bddd2 100644 (file)
Binary files a/assets/style/classic/brazzier.png and b/assets/style/classic/brazzier.png differ
index 01428873db9e46cd29ce72205d634f1ec1af464c..449e8187e6c207a3340651c3fac5a89629bb2f5c 100644 (file)
Binary files a/assets/style/classic/door.png and b/assets/style/classic/door.png differ
index 46f7c44a05bbdbab278a02ef6b1483fe07d68dd8..78b8f1f03358eb83859c23519e33275095381b32 100644 (file)
Binary files a/assets/style/classic/fountain1.png and b/assets/style/classic/fountain1.png differ
index ce97a810d2e11a47e8c0876fd6239e8e1476232a..f5acc2448a9c4b4a63f8413eaf2882841f257dba 100644 (file)
Binary files a/assets/style/classic/house1.png and b/assets/style/classic/house1.png differ
index 7404cd9178f6b9b2f2351a6e46804db02f37db7a..0a981706524eeca28e4036a101d2d03d487ade96 100644 (file)
Binary files a/assets/style/classic/house2.png and b/assets/style/classic/house2.png differ
index 24f180712229c46a000061def2ccaf031d5b08de..8106a4d5d3525f708e536dac9cb8b10ba9b72de6 100644 (file)
Binary files a/assets/style/classic/lampPost1.png and b/assets/style/classic/lampPost1.png differ
index f1718b2e222ca48fa767abde1765127cc850e90a..d61bbac0c10ded7de668290b4bdae1dd7f57cc61 100644 (file)
Binary files a/assets/style/classic/stall.png and b/assets/style/classic/stall.png differ
index 5491de6918c377d32637abc2794618aab7ea0fe3..575fef7d463579ddde4dabc700e222791b3baa0c 100644 (file)
Binary files a/assets/style/classic/stallFruit.png and b/assets/style/classic/stallFruit.png differ
index 7b510e82e72ef0a3506c1b5932f0f5907367e7d7..c6cd41609292e331ac4087e09568959f8b678821 100644 (file)
Binary files a/assets/style/classic/townhall.png and b/assets/style/classic/townhall.png differ
index 61d57c2785952fa6cb22f35f6db947ff5ddf91d2..ea71945339f7a7cd6d35324a11df49578bb93bfc 100644 (file)
--- a/brice.dat
+++ b/brice.dat
@@ -1,5 +1,5 @@
 2
-canJump
-0
 canSprint
 0
+canJump
+0
index 5084fd6a38d7a23666d710726d9200f15a25fca0..14e15034e7fd8f6c397e9ca34cdf14f174d8c5ec 100644 (file)
@@ -143,8 +143,6 @@ void Entity::setCooldown(unsigned int c)
        hitCooldown = c;
 }
 
-
-
 void Entity::handleHits(void)
 {
        hitCooldown = fmax(hitCooldown - game::time::getDeltaTime(), 0);
@@ -203,6 +201,9 @@ Player::Player() : Entity()
                                               });
 
        inv = new Inventory(PLAYER_INV_SIZE);
+       dim2 tmpDim = Texture::imageDim(tex.getTexturePath(0));
+       width = HLINES(tmpDim.x/2);
+       height = HLINES(tmpDim.y/2);
 }
 
 Player::~Player()
@@ -230,6 +231,10 @@ NPC::NPC() : Entity()
        randDialog = rand() % RAND_DIALOG_COUNT - 1;
        dialogIndex = 0;
        dialogCount = 0;
+
+       dim2 tmpDim = Texture::imageDim(tex.getTexturePath(0));
+       width = HLINES(tmpDim.x/2);
+       height = HLINES(tmpDim.y/2);
 }
 
 NPC::~NPC()
@@ -261,6 +266,10 @@ Merchant::Merchant() : NPC()
 
        //randDialog = rand() % RAND_DIALOG_COUNT - 1;
        dialogIndex = 0;
+
+       dim2 tmpDim = Texture::imageDim(tex.getTexturePath(0));
+       width = HLINES(tmpDim.x/2);
+       height = HLINES(tmpDim.y/2);
 }
 
 Merchant::~Merchant()
@@ -832,14 +841,14 @@ unsigned int Structures::spawn(BUILD_SUB sub, float x, float y) {
                case STALL_MARKET:
                        tex = TextureIterator({ textureLoc });
                        dim = Texture::imageDim(textureLoc);
-                       width = dim.x;
-                       height = dim.y;
+                       width = HLINES(dim.x/2);
+                       height = HLINES(dim.y/2);
                        break;
                default:
                        tex = TextureIterator({ textureLoc });
                        dim = Texture::imageDim(textureLoc);
-                       width = dim.x;
-                       height = dim.y;
+                       width = HLINES(dim.x/2);
+                       height = HLINES(dim.y/2);
                        inv = NULL;
                        break;
        }
index c9510c2d664ba75868b93a61354d76c2870f8f13..e766b6176432c80759edb236223220f77ac418c4 100644 (file)
@@ -106,6 +106,11 @@ namespace ui {
 
             SDL_Event e;
 
+                       useShader(&textShader,
+                                         &textShader_uniform_texture,
+                                         &textShader_attribute_coord,
+                                         &textShader_attribute_tex);
+
             setFontSize(24);
             game::config::update();
 
@@ -133,9 +138,24 @@ namespace ui {
                 }
             }
 
-            //draw the dark transparent background
+                       static GLuint backTex = Texture::genColor(Color(0, 0, 0, 204));
+                       //static GLuint bsTex = Texture::genColor(Color(30, 30, 30));
+                       static GLuint border =  Texture::genColor(Color(245, 245, 245));            
+
+                       GLfloat line_tex[] = {0.0, 0.0,
+                                                                 1.0, 0.0,
+                                                                 1.0, 1.0,
+                                                                 0.0, 1.0,
+                                                                 0.0, 0.0};
+
+                       //draw the dark transparent background
             glColor4f(0.0f, 0.0f, 0.0f, .8f);
-            glRectf(offset.x-SCREEN_WIDTH/2,-SCREEN_HEIGHT/2,offset.x+SCREEN_WIDTH/2,SCREEN_HEIGHT/2);
+                       glUseProgram(textShader);
+                       
+                       glBindTexture(GL_TEXTURE_2D, backTex);
+                       drawRect(vec2(offset.x - SCREEN_WIDTH / 2, offset.y - (SCREEN_HEIGHT / 2)), vec2(offset.x + SCREEN_WIDTH / 2, offset.y + (SCREEN_HEIGHT / 2)));
+
+                       glUseProgram(0);
 
             //loop through all elements of the menu
             for (auto &m : currentMenu->items) {
@@ -143,11 +163,13 @@ namespace ui {
                 if (m.member == 0 || m.member == -1 || m.member == -2) {
 
                     //draw the button background
-                    glColor3f(m.button.color.red,m.button.color.green,m.button.color.blue);
-                    glRectf(offset.x+m.button.loc.x,
-                            offset.y+m.button.loc.y,
-                            offset.x+m.button.loc.x + m.button.dim.x,
-                            offset.y+m.button.loc.y + m.button.dim.y);
+                    GLuint bsTex = Texture::genColor(Color(m.button.color.red,m.button.color.green,m.button.color.blue));
+                                       
+                                       glUseProgram(textShader);
+                                       glBindTexture(GL_TEXTURE_2D, bsTex);
+
+                                       drawRect(vec2(offset.x + m.button.loc.x, offset.y + m.button.loc.y),
+                                                        vec2(offset.x + m.button.loc.x + m.button.dim.x, offset.y + m.button.loc.y + m.button.dim.y));
                     //draw the button text
                     putStringCentered(offset.x + m.button.loc.x + (m.button.dim.x/2),
                                       (offset.y + m.button.loc.y + (m.button.dim.y/2)) - ui::fontSize/2,
@@ -158,15 +180,25 @@ namespace ui {
                         if (mouse.y >= offset.y+m.button.loc.y && mouse.y <= offset.y+m.button.loc.y + m.button.dim.y) {
 
                             //if the mouse if over the button, it draws this white outline
-                            glColor3f(1.0f,1.0f,1.0f);
-                            glBegin(GL_LINE_STRIP);
-                                glVertex2f(offset.x+m.button.loc.x,                                    offset.y+m.button.loc.y);
-                                glVertex2f(offset.x+m.button.loc.x+m.button.dim.x,             offset.y+m.button.loc.y);
-                                glVertex2f(offset.x+m.button.loc.x+m.button.dim.x,             offset.y+m.button.loc.y+m.button.dim.y);
-                                glVertex2f(offset.x+m.button.loc.x,                                    offset.y+m.button.loc.y+m.button.dim.y);
-                                glVertex2f(offset.x+m.button.loc.x,                                    offset.y+m.button.loc.y);
-                            glEnd();
-
+                                                       glBindTexture(GL_TEXTURE_2D, border);
+                                               
+                                                       GLfloat verts[] = {offset.x+m.button.loc.x,                                     offset.y+m.button.loc.y,                                1.0,
+                                                          offset.x+m.button.loc.x+m.button.dim.x,              offset.y+m.button.loc.y,                                1.0,
+                                                          offset.x+m.button.loc.x+m.button.dim.x,              offset.y+m.button.loc.y+m.button.dim.y, 1.0,
+                                                          offset.x+m.button.loc.x,                                     offset.y+m.button.loc.y+m.button.dim.y, 1.0,
+                                                          offset.x+m.button.loc.x,                                     offset.y+m.button.loc.y,                                1.0};
+
+                                                       glUseProgram(textShader);
+                                                       glEnableVertexAttribArray(textShader_attribute_coord);
+                                                       glEnableVertexAttribArray(textShader_attribute_tex);
+
+                                                       glVertexAttribPointer(textShader_attribute_coord, 3, GL_FLOAT, GL_FALSE, 0, verts);
+                                                       glVertexAttribPointer(textShader_attribute_tex, 2, GL_FLOAT, GL_FALSE, 0, line_tex);
+                                                       glDrawArrays(GL_LINE_STRIP, 0, 5);
+
+                                                       glDisableVertexAttribArray(textShader_attribute_coord);
+                                                       glDisableVertexAttribArray(textShader_attribute_tex);
+                                                       
                             //if the mouse is over the button and clicks
                             if (SDL_GetMouseState(NULL, NULL) & SDL_BUTTON(SDL_BUTTON_LEFT)) {
                                 switch(m.member) {
@@ -206,27 +238,25 @@ namespace ui {
                         m.slider.sliderLoc = m.slider.minValue + (*m.slider.var/m.slider.maxValue)*(m.slider.dim.x-sliderW);
                     }
                     //draw the background of the slider
-                    glColor4f(m.slider.color.red,m.slider.color.green,m.slider.color.blue, .5f);
-                    glRectf(offset.x+m.slider.loc.x,
-                            offset.y+m.slider.loc.y,
-                            offset.x+m.slider.loc.x + m.slider.dim.x,
-                            offset.y+m.slider.loc.y + m.slider.dim.y);
-
-                    //draw the slider handle
-                    glColor4f(m.slider.color.red,m.slider.color.green,m.slider.color.blue, 1.0f);
-                    if (m.slider.dim.y > m.slider.dim.x) {
-                        glRectf(offset.x+m.slider.loc.x,
-                            offset.y+m.slider.loc.y + (m.slider.sliderLoc * 1.05),
-                            offset.x+m.slider.loc.x + sliderW,
-                            offset.y+m.slider.loc.y + (m.slider.sliderLoc * 1.05) + sliderH);
+                                       glUseProgram(textShader);
+                    GLuint bsTex = Texture::genColor(Color(m.slider.color.red, m.slider.color.green, m.slider.color.blue, 175));
+                                       GLuint hTex =  Texture::genColor(Color(m.slider.color.red, m.slider.color.green, m.slider.color.blue, 255));                                    
+
+                                       glBindTexture(GL_TEXTURE_2D, bsTex);
+                                       drawRect(vec2(offset.x + m.slider.loc.x, offset.y + m.slider.loc.y),
+                                                        vec2(offset.x + m.slider.loc.x + m.slider.dim.x, offset.y + m.slider.loc.y + m.slider.dim.y));
+                           
+                                       //draw the slider handle
+                    glBindTexture(GL_TEXTURE_2D, hTex);
+                                       if (m.slider.dim.y > m.slider.dim.x) {
+                        drawRect(vec2(offset.x+m.slider.loc.x, offset.y+m.slider.loc.y + (m.slider.sliderLoc * 1.05)),
+                                vec2(offset.x+m.slider.loc.x + sliderW, offset.y+m.slider.loc.y + (m.slider.sliderLoc * 1.05) + sliderH));
 
                         //draw the now combined slider text
                         putStringCentered(offset.x + m.slider.loc.x + (m.slider.dim.x/2), (offset.y + m.slider.loc.y + (m.slider.dim.y*1.05)) - ui::fontSize/2, outSV);
                     }else{
-                        glRectf(offset.x+m.slider.loc.x+m.slider.sliderLoc,
-                                offset.y+m.slider.loc.y,
-                                offset.x+m.slider.loc.x + m.slider.sliderLoc + sliderW,
-                                offset.y+m.slider.loc.y + sliderH);
+                        drawRect(vec2(offset.x+m.slider.loc.x+m.slider.sliderLoc, offset.y+m.slider.loc.y),
+                                 vec2(offset.x+m.slider.loc.x + m.slider.sliderLoc + sliderW, offset.y+m.slider.loc.y + sliderH));
 
                         //draw the now combined slider text
                         putStringCentered(offset.x + m.slider.loc.x + (m.slider.dim.x/2), (offset.y + m.slider.loc.y + (m.slider.dim.y/2)) - ui::fontSize/2, outSV);
@@ -236,31 +266,46 @@ namespace ui {
                         if (mouse.y >= offset.y+m.slider.loc.y && mouse.y <= offset.y+m.slider.loc.y + m.slider.dim.y) {
 
                             //if it is we draw a white border around it
-                            glColor3f(1.0f,1.0f,1.0f);
-                            glBegin(GL_LINE_STRIP);
-                                glVertex2f(offset.x+m.slider.loc.x,                                    offset.y+m.slider.loc.y);
-                                glVertex2f(offset.x+m.slider.loc.x+m.slider.dim.x,             offset.y+m.slider.loc.y);
-                                glVertex2f(offset.x+m.slider.loc.x+m.slider.dim.x,             offset.y+m.slider.loc.y+m.slider.dim.y);
-                                glVertex2f(offset.x+m.slider.loc.x,                                    offset.y+m.slider.loc.y+m.slider.dim.y);
-                                glVertex2f(offset.x+m.slider.loc.x,                                    offset.y+m.slider.loc.y);
+                            glBindTexture(GL_TEXTURE_2D, border);
+                                                       glUseProgram(textShader);
+
+                                                       glEnableVertexAttribArray(textShader_attribute_coord);
+                                                       glEnableVertexAttribArray(textShader_attribute_tex);
+                            
+                                                       GLfloat box_border[] = {offset.x+m.slider.loc.x,                                        offset.y+m.slider.loc.y,                                1.0,
+                                                                       offset.x+m.slider.loc.x+m.slider.dim.x,         offset.y+m.slider.loc.y,                                1.0,
+                                                                       offset.x+m.slider.loc.x+m.slider.dim.x,         offset.y+m.slider.loc.y+m.slider.dim.y, 1.0,
+                                                                       offset.x+m.slider.loc.x,                                        offset.y+m.slider.loc.y+m.slider.dim.y, 1.0,
+                                                                       offset.x+m.slider.loc.x,                                        offset.y+m.slider.loc.y,                                1.0};
+
+                                                       glVertexAttribPointer(textShader_attribute_coord, 3, GL_FLOAT, GL_FALSE, 0, box_border);
+                                                       glVertexAttribPointer(textShader_attribute_tex, 2, GL_FLOAT, GL_FALSE, 0, line_tex);
+                                                       glDrawArrays(GL_LINE_STRIP, 0, 5);      
+                            if (m.slider.dim.y > m.slider.dim.x) {
+                                //and a border around the slider handle
+                                GLfloat handle_border[] = {offset.x+m.slider.loc.x,              static_cast<GLfloat>(offset.y+m.slider.loc.y + (m.slider.sliderLoc * 1.05)),                          1.0,
+                                                                                  offset.x+m.slider.loc.x + sliderW, static_cast<GLfloat>(offset.y+m.slider.loc.y + (m.slider.sliderLoc * 1.05)),                              1.0,
+                                                                                  offset.x+m.slider.loc.x + sliderW, static_cast<GLfloat>(offset.y+m.slider.loc.y + (m.slider.sliderLoc * 1.05) + sliderH),    1.0,
+                                                                                  offset.x+m.slider.loc.x,           static_cast<GLfloat>(offset.y+m.slider.loc.y + (m.slider.sliderLoc * 1.05) + sliderH),    1.0,
+                                                                                  offset.x+m.slider.loc.x,           static_cast<GLfloat>(offset.y+m.slider.loc.y + (m.slider.sliderLoc * 1.05)),                              1.0};
+                                                               glVertexAttribPointer(textShader_attribute_coord, 3, GL_FLOAT, GL_FALSE, 0, handle_border);
+                                                               glVertexAttribPointer(textShader_attribute_tex, 2, GL_FLOAT, GL_FALSE, 0, line_tex);
+                                                               glDrawArrays(GL_LINE_STRIP, 0, 5);      
+                            }else{
+                                //and a border around the slider handle
+                                GLfloat handle_border[] = {offset.x+m.slider.loc.x + m.slider.sliderLoc, offset.y+m.slider.loc.y,                                                      1.0,
+                                                                                  offset.x+m.slider.loc.x + (m.slider.sliderLoc + sliderW), offset.y+m.slider.loc.y,                           1.0,
+                                                                                  offset.x+m.slider.loc.x + (m.slider.sliderLoc + sliderW), offset.y+m.slider.loc.y+m.slider.dim.y,1.0,
+                                                                                  offset.x+m.slider.loc.x + m.slider.sliderLoc, offset.y+m.slider.loc.y+m.slider.dim.y,                        1.0,
+                                                                                  offset.x+m.slider.loc.x + m.slider.sliderLoc, offset.y+m.slider.loc.y,                                                       1.0};
+                                                               glVertexAttribPointer(textShader_attribute_coord, 3, GL_FLOAT, GL_FALSE, 0, handle_border);
+                                                               glVertexAttribPointer(textShader_attribute_tex, 2, GL_FLOAT, GL_FALSE, 0, line_tex);
+                                                               glDrawArrays(GL_LINE_STRIP, 0, 5);      
+                            }
 
-                                if (m.slider.dim.y > m.slider.dim.x) {
-                                    //and a border around the slider handle
-                                    glVertex2f(offset.x+m.slider.loc.x,                  offset.y+m.slider.loc.y + (m.slider.sliderLoc * 1.05));
-                                    glVertex2f(offset.x+m.slider.loc.x + sliderW, offset.y+m.slider.loc.y + (m.slider.sliderLoc * 1.05));
-                                    glVertex2f(offset.x+m.slider.loc.x + sliderW, offset.y+m.slider.loc.y + (m.slider.sliderLoc * 1.05) + sliderH);
-                                    glVertex2f(offset.x+m.slider.loc.x,           offset.y+m.slider.loc.y + (m.slider.sliderLoc * 1.05) + sliderH);
-                                    glVertex2f(offset.x+m.slider.loc.x,           offset.y+m.slider.loc.y + (m.slider.sliderLoc * 1.05));
-                                }else{
-                                    //and a border around the slider handle
-                                    glVertex2f(offset.x+m.slider.loc.x + m.slider.sliderLoc, offset.y+m.slider.loc.y);
-                                    glVertex2f(offset.x+m.slider.loc.x + (m.slider.sliderLoc + sliderW), offset.y+m.slider.loc.y);
-                                    glVertex2f(offset.x+m.slider.loc.x + (m.slider.sliderLoc + sliderW), offset.y+m.slider.loc.y+m.slider.dim.y);
-                                    glVertex2f(offset.x+m.slider.loc.x + m.slider.sliderLoc, offset.y+m.slider.loc.y+m.slider.dim.y);
-                                    glVertex2f(offset.x+m.slider.loc.x + m.slider.sliderLoc, offset.y+m.slider.loc.y);
-                                }
 
-                            glEnd();
+                                                       glDisableVertexAttribArray(textShader_attribute_coord);
+                                                       glDisableVertexAttribArray(textShader_attribute_tex);
 
                             //if we are inside the slider and click it will set the slider to that point
                             if (SDL_GetMouseState(NULL, NULL) & SDL_BUTTON(SDL_BUTTON_LEFT)) {
@@ -268,20 +313,16 @@ namespace ui {
                                 if (m.slider.dim.y > m.slider.dim.x) {
                                     *m.slider.var = (((mouse.y-offset.y) - m.slider.loc.y)/m.slider.dim.y)*100;
                                     //draw a white box over the handle
-                                    glColor3f(1.0f,1.0f,1.0f);
-                                    glRectf(offset.x+m.slider.loc.x,
-                                            offset.y+m.slider.loc.y + (m.slider.sliderLoc * 1.05),
-                                            offset.x+m.slider.loc.x + sliderW,
-                                            offset.y+m.slider.loc.y + (m.slider.sliderLoc * 1.05) + sliderH);
+                                    glBindTexture(GL_TEXTURE_2D, border);
+                                                                       drawRect(vec2(offset.x+m.slider.loc.x, offset.y+m.slider.loc.y + (m.slider.sliderLoc * 1.05)),
+                                             vec2(offset.x+m.slider.loc.x + sliderW, offset.y+m.slider.loc.y + (m.slider.sliderLoc * 1.05) + sliderH));
 
                                 }else{
                                     *m.slider.var = (((mouse.x-offset.x) - m.slider.loc.x)/m.slider.dim.x)*100;
                                     //draw a white box over the handle
-                                    glColor3f(1.0f,1.0f,1.0f);
-                                    glRectf(offset.x+m.slider.loc.x + m.slider.sliderLoc,
-                                            offset.y+m.slider.loc.y,
-                                            offset.x+m.slider.loc.x + (m.slider.sliderLoc + sliderW),
-                                            offset.y+m.slider.loc.y + m.slider.dim.y);
+                                    glBindTexture(GL_TEXTURE_2D, border);
+                                                                       drawRect(vec2(offset.x+m.slider.loc.x + m.slider.sliderLoc, offset.y+m.slider.loc.y),
+                                             vec2(offset.x+m.slider.loc.x + (m.slider.sliderLoc + sliderW), offset.y+m.slider.loc.y + m.slider.dim.y));
                                 }
                             }
 
index 3a831ce11e388b1ee0b21fe9120c10868a9cf0e9..d886df8a4ee7144ff0e6aee616aa8ca05683e6f3 100644 (file)
@@ -19,7 +19,7 @@
 
        <page x="-200" id="assets/pages/gootaGoFast.png" cid="canSprint" cvalue="1"/>
 
-       <village name="Swagville U.S.A.">
+       <village name="Big Dave's bagel emporium! The greatest place on earth!">
                <structure type="0" x="-300" inside="playerSpawnHill1_Building1.xml"/>
                <structure type="5" x="-500" />
                <stall type="market" texture="assets/style/classic/stall.png">
@@ -71,13 +71,16 @@ And it wasn't stormy.
        </text>
 
        <text id="1" nextid="1" pause="true" >
-        Broooooooooooooo...
+               Broooooooooooooo...
        </text>
 </Dialog>
 
 <Dialog name="Big Dave">
        <text id="0" pause="true">
-        Hey friend! It's dangerous out there, here take these!
+               Hey friend! It's dangerous out there, here take these!
+
+
+               Wait, promise you'll stop by my stand in the local market!
                <give id="Wood Sword" count="1"/>
                <give id="Hunters Bow" count="1"/>
                <give id="Crude Arrow" count="110"/>