Implementing new sprites and temp sprite loading

This commit is contained in:
Remnants of Forgotten Disney
2024-03-29 13:20:10 -05:00
parent de40daa51e
commit 0b041caf75
19 changed files with 116 additions and 28 deletions

View File

@@ -117,12 +117,12 @@ void populate_buttons()
lang_select.add_button(Button(btn_lang_kor), BTN_KOR);
game_select.set_xy_min_max(48, 240, 0, 120);
game_select.add_button(Button(btn_lang_eng), BTN_ENG);
game_select.add_button(Button(btn_lang_fre), BTN_FRE);
game_select.add_button(Button(btn_lang_ita), BTN_ITA);
game_select.add_button(Button(btn_lang_ger), BTN_GER);
game_select.add_button(Button(btn_lang_spa), BTN_SPA);
game_select.add_button(Button(btn_lang_kor), BTN_KOR);
game_select.add_button(Button(button_red_green_left, button_red_green_right), 0);
game_select.add_button(Button(button_blue_left, button_blue_right), 0);
game_select.add_button(Button(button_red_blue_left, button_red_blue_right), 0);
game_select.add_button(Button(button_yellow_left, button_yellow_right), 0);
game_select.add_button(Button(button_gold_silver_left, button_gold_silver_right), 0);
game_select.add_button(Button(button_crystal_left, button_crystal_right), 0);
}
bool run_conditional(int index)
@@ -202,10 +202,12 @@ bool run_conditional(int index)
return true;
case CMD_LANG_MENU:
load_temp_sprites(SPRITE_BATCH_LANG);
party_data.set_lang(lang_select.button_main());
return true;
case CMD_GAME_MENU:
load_temp_sprites(SPRITE_BATCH_GAMES);
party_data.set_game(game_select.button_main());
return true;