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so_scene_night.cpp
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#include "so_scene_night.h"
#include "bn_core.h"
#include "bn_log.h"
#include "bn_keypad.h"
#include "bn_string.h"
#include "bn_fixed_point.h"
#include "bn_sprite_ptr.h"
#include "bn_camera_ptr.h"
#include "bn_regular_bg_ptr.h"
#include "bn_affine_bg_ptr.h"
#include "bn_affine_bg_map_ptr.h"
#include "bn_optional.h"
#include "bn_span.h"
#include "bn_affine_bg_map_cell.h"
#include "bn_display.h"
#include "bn_sprite_font.h"
#include "so_scene_type.h"
#include "bn_sprite_text_generator.h"
#include "common_variable_8x8_sprite_font.h"
#include "bn_regular_bg_items_sook_room.h"
#include "so_dialogue_scene.h"
//#include "so_dialogue_scene.cpp"
namespace so
{
/* Night::Night()
: _player(&player){} */
Scene Night::execute() //bn::fixed_point spawn_location
{
//I want to hide the player here
bn::sprite_text_generator text_generator(common::variable_8x8_sprite_font);
//bn::bg_palettes::set_transparent_color(bn::color(0, 0, 0)); //make part of night scene
bn::regular_bg_ptr bedroom_bg = bn::regular_bg_items::sook_room.create_bg(0, 0);
dialogue_scene(text_generator, "(Later that night...");
bn::core::update();
dialogue_scene(text_generator, "According to her calculations,");
bn::core::update();
dialogue_scene(text_generator, "We have $12.73.");
bn::core::update();
dialogue_scene(text_generator, "According to mine, exactly $13.)");
bn::core::update();
dialogue_scene(text_generator, "Buddy, we can't mess around with 13.");
bn::core::update();
dialogue_scene(text_generator, "(We toss a penny out the window.)");
bn::core::update();
//return Scene::SHOP
//could have scrolling map on the way to Haha's house
//"Liking Christmas is only for children? Screw that."
//Or giving advice that adults should still like Christmas no matter what
return Scene::SHOP;
}
}