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PlayerDeath = {}
-- private variables
local deathWindow
-- private functions
-- public functions
function PlayerDeath.init()
g_ui.importStyle('deathwindow.otui')
connect(g_game, { onDeath = PlayerDeath.display,
onGameEnd = PlayerDeath.reset })
end
function PlayerDeath.terminate()
disconnect(g_game, { onDeath = PlayerDeath.display,
onGameEnd = PlayerDeath.reset })
PlayerDeath.reset()
PlayerDeath = nil
end
function PlayerDeath.reset()
GameInterface.getMapPanel():recursiveGetChildById('centerAdvance'):hide()
if(deathWindow) then
deathWindow:destroy()
deathWindow = nil
end
end
function PlayerDeath.display()
PlayerDeath.displayDeadMessage()
PlayerDeath.openWindow()
end
function PlayerDeath.displayDeadMessage()
local advanceLabel = GameInterface.getMapPanel():recursiveGetChildById('centerAdvance')
if advanceLabel:isVisible() then
return
end
TextMessage.displayEventAdvance(tr('You are dead.'))
end
function PlayerDeath.openWindow()
if(deathWindow) then
return
end
deathWindow = g_ui.createWidget('DeathWindow', rootWidget)
local okButton = deathWindow:getChildById('buttonOk')
local cancelButton = deathWindow:getChildById('buttonCancel')
local okFunc = function()
CharacterList.doLogin()
okButton:getParent():destroy()
deathWindow = nil
end
local cancelFunc = function()
GameInterface.logout()
cancelButton:getParent():destroy()
deathWindow = nil
end
deathWindow.onEnter = okFunc
deathWindow.onEscape = cancelFunc
okButton.onClick = okFunc
cancelButton.onClick = cancelFunc
end