player->left = false;
player->loc.x += HLINE * 5;
- callee->alive = false;
+ callee->alive = true;
}
void CUTSCENEEE2(Mob *callee){
player->vel.x = 0;
ui::importantText("It was a dark and stormy night...");
ui::waitForDialog();
+ ui::importantText("...and Clyne wanted to hear what the click track sounds like.");
+ ui::waitForDialog();
+ ui::importantText("So Clyne made a really long piece of dialog so that the sound");
+ ui::waitForDialog();
+ ui::importantText("plays");
+ ui::waitForDialog();
+ ui::importantText("multiple");
+ ui::waitForDialog();
+ ui::importantText("times.");
+ ui::waitForDialog();
+ ui::importantText("Clyne is quite satisfied.");
+ ui::waitForDialog();
callee->alive = false;
}
static bool dialogImportant = false;
+Mix_Chunk *dialogClick;
+
extern void mainLoop(void);
/*
#ifdef DEBUG
DEBUG_printf("Initialized FreeType2.\n",NULL);
#endif // DEBUG
+ dialogClick = Mix_LoadWAV("assets/click.wav");
+ Mix_Volume(1,50);
}
/*
}
setFontColor(255,255,255);
}
+
+ if(strcmp(rtext,dialogBoxText)){
+ Mix_PlayChannel(1,dialogClick,0);
+ }
+
}else if(!dialogImportant){
vec2 hub = {
void World::bgmPlay(void){
if(bgmObj && bgmC != bgmObj){
- Mix_VolumeMusic(15);
+ Mix_VolumeMusic(50);
Mix_PlayMusic(bgmObj,-1); // Loop infinitely
bgmC = bgmObj;
}