From 04bdf3e352eeebddceba7586beff0038e7b94729 Mon Sep 17 00:00:00 2001 From: Nick Thomas Date: Tue, 19 May 2020 11:07:10 +0100 Subject: [PATCH] Make i18n optional, add SoW note --- README.md | 4 ++++ internal/assetstore/menu.go | 8 +++++--- 2 files changed, 9 insertions(+), 3 deletions(-) diff --git a/README.md b/README.md index 899680f..e4b8239 100644 --- a/README.md +++ b/README.md @@ -27,6 +27,10 @@ I keep a GIF showcasing interesting progress here: ![](https://ur.gs/img/ordoor-main-menu.gif) +I've just been informed that another game from 1998, [Soldiers At War](https://en.wikipedia.org/wiki/Soldiers_at_War), +seems to use the same engine. Maybe at some point Ordoor will be able to play +both. Will that need a rename? Hmm. Watch this space. + ## Building from source I'm writing code in Go at the moment, so you'll need to have a Go runtime diff --git a/internal/assetstore/menu.go b/internal/assetstore/menu.go index 489e82f..a8bb453 100644 --- a/internal/assetstore/menu.go +++ b/internal/assetstore/menu.go @@ -1,6 +1,8 @@ package assetstore import ( + "log" + "github.com/hajimehoshi/ebiten" "code.ur.gs/lupine/ordoor/internal/menus" @@ -77,11 +79,11 @@ func (a *AssetStore) Menu(name string) (*Menu, error) { i18n, err := a.i18n() if err != nil { - return nil, err + log.Printf("Failed to load i18n data, skipping internationalisatoin: %s", err) + } else { + raw.Internationalize(i18n) } - raw.Internationalize(i18n) - // FIXME: we should parse the menu into a list of elements like "ListBox", // "Dialogue", etc, and present those with objects already selected objects, err := a.loadMenuObjects(raw)