Hey all!
I would love some ideas as to the best way to handle this situation:
The current game that I am working on is a point and click adventure game. There is a lot of text that pops
up on the screen. Everything that you interact with has some text associated with it. Just a sentence or two,
but there are about 200 of them.
Right now, I have it all working with an external module file, called gametext_english.lua
And all that contains is a table, like this:
module(..., package.seeall)
t = {}
t[1] = {0,"I am text one."}
t[2] = {0,"I am text two."}
t[3] = {1,"I am text three."}
t[4] = {1,"I am text four."}
t[5] = {0,"I am text five."}
(the 0’s and 1’s are just setting specific properties of the text.)
And throughout my game, I am simply calling a popText() function and passing it a number
as an argument, like this:
popText(4)
Which would display “I am text four.” on the screen.
I have all of this working perfectly.
In the future, I would love to support different languages. In my mind, I would just have different language modules called gametext_spanish.lua, gametext_norwegian.lua, etc… allowing the player to switch the current language in-game on the Options screen.
Right now I am using:
gametext = require("gametext\_english")
Is this an OK way to set it up? Am I able to “unrequire” a module, and then “require” a different one?
Any pointers would be appreciated!
Joe
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