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path: root/data/maps/daedalus/rooms/Z2 Room.txtpb
blob: 1e84dbc95c465866d412db719ae12d3e1c14d9f7 (plain) (blame)
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name: "Z2 Room"
display_name: "Northwest Area"
panels {
  name: "EXHIBIT"
  path: "Panels/V Maze/entry"
  clue: "exhibit"
  answer: "zoo"
  symbols: BOXES
}
panels {
  name: "MICROSCOPE"
  path: "Panels/Theos Room/theo_1"
  clue: "microscope"
  answer: "focus"
  symbols: BOXES
}
panels {
  name: "KEY"
  path: "Panels/Theos Room/theo_2"
  clue: "key"
  answer: "escape"
  symbols: EXAMPLE
}
panels {
  name: "HORSE"
  path: "Panels/Theos Room/theo_3"
  clue: "horse"
  answer: "mustang"
  symbols: EXAMPLE
}
panels {
  name: "CAR"
  path: "Panels/Theos Room/theo_4"
  clue: "car"
  answer: "charger"
  symbols: SPARKLES
}
panels {
  name: "SOLSTICE"
  path: "Panels/Theos Room/theo_5"
  clue: "solstice"
  answer: "equinox"
  symbols: SUN
}
panels {
  name: "EQUINE"
  path: "Panels/Theos Room/theo_6"
  clue: "equine"
  answer: "equinox"
  symbols: SPARKLES
}
panels {
  name: "CHARGE"
  path: "Panels/Theos Room/theo_7"
  clue: "charge"
  answer: "charger"
  symbols: PYRAMID
}
panels {
  name: "MUST"
  path: "Panels/Theos Room/theo_8"
  clue: "must"
  answer: "mustang"
  symbols: SPARKLES
}
panels {
  name: "CAPE"
  path: "Panels/Theos Room/theo_9"
  clue: "cape"
  answer: "escape"
  symbols: SPARKLES
}
panels {
  name: "GLANCE"
  path: "Panels/Theos Room/theo_10"
  clue: "glance"
  answer: "focus"
  symbols: PYRAMID
}
panels {
  name: "JAR"
  path: "Panels/Theos Room2/theo_1"
  clue: "jar"
  answer: "jaguar"
  symbols: SPARKLES
}
panels {
  name: "AGREEMENT"
  path: "Panels/Theos Room2/theo_2"
  clue: "agreement"
  answer: "accord"
  symbols: SUN
}
panels {
  name: "VOYAGE"
  path: "Panels/Theos Room2/theo_3"
  clue: "voyage"
  answer: "odyssey"
  symbols: SUN
}
panels {
  name: "INSECT"
  path: "Panels/Theos Room2/theo_4"
  clue: "insect"
  answer: "beetle"
  symbols: EXAMPLE
}
panels {
  name: "EAGLE"
  path: "Panels/Theos Room2/theo_5"
  clue: "eagle"
  answer: "regal"
  symbols: ZERO
}
panels {
  name: "MAJESTIC"
  path: "Panels/Theos Room2/theo_6"
  clue: "majestic"
  answer: "regal"
  symbols: SUN
}
panels {
  name: "RINGO"
  path: "Panels/Theos Room2/theo_7"
  clue: "ringo"
  answer: "beetle"
  symbols: ZERO
  symbols: BOXES
  symbols: PLANET
}
panels {
  name: "POLICY"
  path: "Panels/Theos Room2/theo_8"
  clue: "policy"
  answer: "odyssey"
  symbols: ZERO
}
panels {
  name: "DISCORD"
  path: "Panels/Theos Room2/theo_9"
  clue: "discord"
  answer: "accord"
  symbols: SUN
}
panels {
  name: "CAT"
  path: "Panels/Theos Room2/theo_10"
  clue: "cat"
  answer: "jaguar"
  symbols: EXAMPLE
}
paintings {
  name: "IN"
  path: "Components/Paintings/Group1/in"
}
paintings {
  name: "IN2"
  path: "Components/Paintings/Group1/in2"
}
paintings {
  name: "IN3"
  path: "Components/Paintings/Group1/in3"
}
paintings {
  name: "IN4"
  path: "Components/Paintings/Group1/in4"
}
5' href='#n475'>475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665
SpeakerType = {
  NONE = 0,
  MAN = 1,
  WOMAN = 2,
  BOY = 3,
  GIRL = 4,
  NONHUMAN = 5
}

Direction = {
  UP = 0,
  UP_RIGHT = 1,
  RIGHT = 2,
  DOWN_RIGHT = 3,
  DOWN = 4,
  DOWN_LEFT = 5,
  LEFT = 6,
  UP_LEFT = 7
}

CharacterState = {
  STILL = 0,
  WALKING = 1,
  CROUCHING = 2,
  RUNNING = 3
}

SpriteLayer = {
  MASK = 0,
  NORMAL = 1,
  ABOVE = 2
}

BehaviourType = {
  NONE = 0,
  WANDER = 1,
  PATH = 2,
  FOLLOW = 3
}

CutsceneOptions = {
  DO_NOT_CHANGE_ANIMATION = 1 -- Prevents player party animation being set to "frozen" at the start of a cutscene or "still" at the end
}

ChangeMapOptions = {
  DO_NOT_FADE         = 1, -- Prevents fading to and from black
  DO_NOT_CHANGE_MUSIC = 2  -- Prevents stopping or starting music as part of the map change
}

PathfindingOptions = {
  CARDINAL_DIRECTIONS_ONLY = 1
}

gamestate = {}

--- Yields until the specified amount of time has passed.
-- @param time in milliseconds
function Delay(time)
  while time > 0 do
    time = time - coroutine.yield()
  end
end

--- Starts a cutscene.
-- This takes care of showing the cutscene bars, as well as halting character
-- movement. It does not block. See CutsceneOptions for modifiers.
function StartCutscene(options)
  options = options or 0

  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  playerSprite.controllable = false
  character():halt(playerId)

  if (options & CutsceneOptions.DO_NOT_CHANGE_ANIMATION == 0) then
    SetPartyAnimation(playerId, "frozen")
  end

  message():displayCutsceneBars()

  local allSprites = getAllSprites()
  for k,v in pairs(allSprites) do
    getSprite(v).paused = true
  end
end

--- Queues a message for display.
-- Non-blocking! If you want to block until the message has been fully
-- revealed, use WaitForEndOfMessage().
-- @param msg the text of the message
-- @param name the name of the character speaking (leave blank to not show a character name)
-- @param type the SpeakerType for the character, which determines which beep sound is played, if any
function DisplayMessage(msg, name, type)
  message():displayMessage(msg, name, type)
end

--- Queues a choice prompt for the player.
-- This should be called after DisplayMessage(), as it is not valid for a choice
-- prompt to be the first line of the text box. This also does not block. You
-- should use WaitForEndOfMessage() after this.
-- @param one the text of the first option
-- @param two the text of the second option
function ShowChoice(one, two)
  message():showChoice(one, two)
end

--- Gets the result of the last choice prompt.
-- @return 0 for the left choice, 1 for the right choice
function GetChoiceSelection()
  return message():getChoiceSelection()
end

--- Yields until all queued messages / choice prompts have been dismissed.
-- This does not hide the cutscene bars, nor does it wait for them to hide.
function WaitForEndOfMessage()
  while (message().isMessageActive) do
    coroutine.yield()
  end
end

--- Hides the cutscene bars.
-- This also re-enables player movement. See CutsceneOptions for modifiers.
function HideCutsceneBars(options)
  options = options or 0

  WaitForEndOfMessage()
  message():hideCutsceneBars()

  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  playerSprite.controllable = true

  if (options & CutsceneOptions.DO_NOT_CHANGE_ANIMATION == 0) then
    SetPartyAnimation(playerId, "still")
  end

  local allSprites = getAllSprites()
  for k,v in pairs(allSprites) do
    getSprite(v).paused = false
  end
end

--- Unpauses a sprite's movement.
-- Use this during cutscenes to allow the sprite's movement to be controlled
-- either by the InputSystem or the BehaviourSystem.
function UnpauseSprite(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.paused = false
end

--- Re-pauses a sprite's movement.
-- Use this after UnpauseSprite() when you are done moving the sprite.
function PauseSprite(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.paused = true
end

function GetPosition(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  return sprite.loc
end

function SetPosition(spriteName, x, y)
  local spriteId = getSpriteByAlias(spriteName)
  transform():moveSprite(spriteId, vec2i.new(x, y))
end

--- Moves a sprite to the specified warp point.
function MoveSpriteToWarp(spriteName, warp)
  local spriteId = getSpriteByAlias(spriteName)
  local warpPos = getMap():getWarpPoint(warp)
  transform():moveSprite(spriteId, warpPos)
end

function SetDirection(spriteName, dir)
  local spriteId = getSpriteByAlias(spriteName)
  animation():setSpriteDirection(spriteId, dir)
end

function SetAnimation(spriteName, animName)
  local spriteId = getSpriteByAlias(spriteName)
  animation():setSpriteAnimation(spriteId, animName)
end

function WaitForAnimation(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  repeat
    coroutine.yield()
  until sprite.animFinished
end

function Halt(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  character():halt(spriteId)
end

function PlaySound(filename)
  mixer():playSound("../res/sfx/" .. filename)
end

function LoopSound(filename)
  return mixer():loopSound("../res/sfx/" .. filename)
end

function StopSound(soundId)
  mixer():stopChannel(soundId)
end

function FadeToBlack(length)
  effect():fadeScreen(length, 1.0)
  repeat
    coroutine.yield()
  until effect():isScreenFadeComplete()
end

function RemoveFadeout(length)
  effect():fadeScreen(length, 0.0)
  repeat
    coroutine.yield()
  until effect():isScreenFadeComplete()
end

function FadeMap(length, amount)
  effect():fadeMap(length, amount)
end

function WaitForMapFade()
  while not effect():isMapFadeComplete() do
    coroutine.yield()
  end
end

function ShakeCamera(period)
  effect():shakeCamera(period)
end

function StopShakingCamera()
  effect():stopShakingCamera()
end

function PanToSprite(spriteName, length)
  local spriteId = getSpriteByAlias(spriteName)
  camera():panToSprite(spriteId, length)
end

function PanToWarpPoint(warpPoint, length)
  camera():panToWarpPoint(warpPoint, length)
end

function WaitForPan()
  while camera():isPanning() do
    coroutine.yield()
  end
end

function CameraFollowSprite(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  camera():setFollowingSprite(spriteId)
  camera():unlockCamera()
end

function ReturnCamera(length)
  local playerId = getPlayerSprite()
  camera():panToSprite(playerId, length)

  while camera():isPanning() do
    coroutine.yield()
  end

  camera():setFollowingSprite(playerId)
  camera():unlockCamera()
end

function SetPartyDirection(spriteId, direction)
  animation():setSpriteDirection(spriteId, direction)

  local sprite = getSprite(spriteId)

  for i=1,#sprite.followers do
    animation():setSpriteDirection(sprite.followers[i], direction)
  end
end

function SetPartyAnimation(spriteId, animName)
  animation():setSpriteAnimation(spriteId, animName)

  local sprite = getSprite(spriteId)

  for i=1,#sprite.followers do
    animation():setSpriteAnimation(sprite.followers[i], animName)
  end
end

function ChangeMap(map, warp, options)
  options = options or 0

  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  local direction = playerSprite.dir

  DisablePlayerControl()
  if (options & ChangeMapOptions.DO_NOT_FADE == 0) then
    FadeToBlack(150)
  end
  loadMap(map)
  character():transplantParty(playerId, getMap():getWarpPoint(warp), direction)

  if (options & ChangeMapOptions.DO_NOT_CHANGE_MUSIC == 0) then
    if (mixer():isPlayingMusic() and not getMap():hasMusic()) then
      mixer():fadeoutMusic(150)
    elseif (getMap():hasMusic() and (not mixer():isPlayingMusic() or not (mixer():getPlayingTrack() == getMap():getMusic()))) then
      mixer():playMusic(getMap():getMusic(), 150)
    end
  end

  coroutine.yield()
  if (options & ChangeMapOptions.DO_NOT_FADE == 0) then
    RemoveFadeout(150)
  end
  EnablePlayerControl()
end

function CreateAnimatedSpriteAtPosition(alias, character, x, y, animName, direction, layer)
  local spriteId = emplaceSprite(alias)
  transform():initSprite(spriteId, x, y, layer)
  animation():initSprite(spriteId, "../res/sprites/" .. character .. "_anim.txt")
  animation():setSpriteDirection(spriteId, direction)
  animation():setSpriteAnimation(spriteId, animName)
end

function CreateAnimatedSpriteAtWarpPoint(alias, character, warp, animName, direction, layer)
  local spriteId = emplaceSprite(alias)
  local loc = getMap():getWarpPoint(warp)
  transform():initSprite(spriteId, loc:x(), loc:y(), layer)
  animation():initSprite(spriteId, "../res/sprites/" .. character .. "_anim.txt")
  animation():setSpriteDirection(spriteId, direction)
  animation():setSpriteAnimation(spriteId, animName)
end

function DestroyNamedSprite(alias)
  local spriteId = getSpriteByAlias(alias)
  destroySprite(spriteId)
end

function AliasForSpriteExpression(spriteName)
  return "expression (" .. spriteName .. ")"
end

function ShowExpression(spriteName, expression)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  local animFrame = sprite:getCurrentFrame()
  local x = sprite.loc:x()
  local y = sprite.loc:y() - animFrame.center:y()

  CreateAnimatedSpriteAtPosition(AliasForSpriteExpression(spriteName), "expression", x, y, expression, Direction.DOWN, SpriteLayer.ABOVE)
end

function RemoveExpression(spriteName)
  DestroyNamedSprite(AliasForSpriteExpression(spriteName))
end

--- Turns on clipping for the player.
-- This allows walking through solid objects. For debug only!
function StartClipping()
  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  playerSprite.clipping = true
end

--- Turns off clipping for the player.
-- For debug only!
function StopClipping()
  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  playerSprite.clipping = false
end

--- Turns off crouching (and thus running) for the player.
function PreventCrouching()
  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  playerSprite.cantCrouch = true
end

--- Undoes the effect of PreventCrouching().
function AllowCrouching()
  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  playerSprite.cantCrouch = false
end

--- Makes a sprite start bobbing up and down (for underwater).
-- This only applies when the sprite is on a normal medium (so, not on ladders).
function StartBobbing(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.bobsWhenNormal = true
end

--- Makes a sprite stop bobbing up and down.
function StopBobbing(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.bobsWhenNormal = false
end

--- Sets the animation slowdown for a sprite.
-- @param spriteName the alias of the sprite to modify
-- @param amount the number of animation frames needed to advance the sprite's animation (1 means the effect is disabled)
function SetAnimationSlowdown(spriteName, amount)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.animSlowdown = amount
end

--- Sets the opacity of the sprite when it is rendered.
-- @param spriteName the alias of the sprite to modify
-- @param amount a value from 0.0 to 1.0
function SetOpacity(spriteName, amount)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.opacity = amount
end

--- Fades out the given sprite.
function FadeOutSprite(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.shouldBeFadedIn = false
end

--- Fades out the given sprite.
function FadeInSprite(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.shouldBeFadedIn = true
end

--- Sets the enclosure zone for a sprite.
-- The sprite will be prevented from exiting the area defined by that zone.
function AddEnclosureZone(spriteName, zone)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.enclosureZone = zone
end

--- Removes the enclosure zone for the specified sprite.
-- This allows the sprite to move outside of the confines of the zone.
function RemoveEnclosureZone(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.enclosureZone = ""
end

--- Set a sprite on a path to the specified location.
function DirectSpriteToLocation(spriteName, warpPoint, options)
  options = options or 0

  local spriteId = getSpriteByAlias(spriteName)
  local dest = getMap():getWarpPoint(warpPoint)

  behaviour():directSpriteToLocation(spriteId, dest, options)
end

--- Blocks until the specified sprite has completed their path.
function WaitForSpritePath(spriteName)
  local spriteId = getSpriteByAlias(spriteName)

  while (behaviour():isFollowingPath(spriteId)) do
    coroutine.yield()
  end
end

--- Sets a sprite to wander.
function StartWandering(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.behaviourType = BehaviourType.WANDER
end

--- Turns off the sprite's behaviour.
function DisableBehaviour(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.behaviourType = BehaviourType.NONE
end

--- Directs a sprite to start following a target sprite.
function FollowSprite(spriteName, targetName)
  local spriteId = getSpriteByAlias(spriteName)
  local targetId = getSpriteByAlias(targetName)
  local sprite = getSprite(spriteId)
  sprite.followSpriteId = targetId
  sprite.behaviourType = BehaviourType.FOLLOW
end

--- Makes a sprite stop following whatever sprite it was following.
function StopFollowingSprite(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.followSpriteId = -1
  sprite.behaviourType = BehaviourType.NONE
end

--- Fades out the currently playing music.
-- This does not block. If you want it to block, call Delay for the same amount
-- of time.
-- @param length the fadeout time in milliseconds
function FadeoutMusic(length)
  mixer():fadeoutMusic(length)
end

--- Plays the specified track.
-- @param song the name of the song to play
-- @param length the time in milliseconds to fade in. if left blank, the track starts immediately
function PlayMusic(song, length)
  length = length or 0

  mixer():playMusic(song, length)
end

--- Makes the player sprite non-controllable.
function DisablePlayerControl()
  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  playerSprite.controllable = false
end

--- Makes the player sprite controllable again.
function EnablePlayerControl()
  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  playerSprite.controllable = true
end

--- Makes the specified sprite face toward the †arget sprite.
-- This version of the function uses any of the eight directions.
-- @param spriteName the name of the sprite to change the direction of
-- @param targetName the name of the sprite to face toward
function FaceTowardSprite(spriteName, targetName)
  local spriteId = getSpriteByAlias(spriteName)
  local targetId = getSpriteByAlias(targetName)
  local sprite = getSprite(spriteId)
  local target = getSprite(targetId)
  local diff = vec2i.new(target.loc:x() - sprite.loc:x(), target.loc:y() - sprite.loc:y())
  local dir = directionFacingPoint(diff)

  SetDirection(spriteName, dir)
end

--- Makes the specified sprite's entire party face toward the †arget sprite.
-- This version of the function uses any of the eight directions.
-- @param spriteName the name of the sprite to change the direction of
-- @param targetName the name of the sprite to face toward
function FacePartyTowardSprite(spriteName, targetName)
  FaceTowardSprite(spriteName, targetName)

  local sprite = getSprite(getSpriteByAlias(spriteName))

  for i=1,#sprite.followers do
    local follower = getSprite(sprite.followers[i])
    FaceTowardSprite(follower.alias, targetName)
  end
end

--- Makes the specified sprite face toward the †arget sprite.
-- This version of the function uses the closest cardinal direction.
-- @param spriteName the name of the sprite to change the direction of
-- @param targetName the name of the sprite to face toward
function FaceTowardSpriteCardinally(spriteName, targetName)
  local spriteId = getSpriteByAlias(spriteName)
  local targetId = getSpriteByAlias(targetName)
  local sprite = getSprite(spriteId)
  local target = getSprite(targetId)
  local diff = vec2i.new(target.loc:x() - sprite.loc:x(), target.loc:y() - sprite.loc:y())
  local dir = cardinalDirectionFacingPoint(diff)

  SetDirection(spriteName, dir)
end

--- Checks whether the given sprite is facing another sprite.
-- @param spriteName the name of the sprite whose facing direction is relevant
-- @param targetName the name of the sprite that is or isn't being looked at
function IsFacingTowardSprite(spriteName, targetName)
  local spriteId = getSpriteByAlias(spriteName)
  local targetId = getSpriteByAlias(targetName)
  local sprite = getSprite(spriteId)
  local target = getSprite(targetId)
  local diff = vec2i.new(target.loc:x() - sprite.loc:x(), target.loc:y() - sprite.loc:y())
  local dir = directionFacingPoint(diff)

  return sprite.dir == dir
end

--- Detaches the sprite's followers and erases their following trails.
function BreakUpParty(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  character():breakUpParty(spriteId)
end

--- Makes the specified sprite solid.
-- This means that other sprites will be blocked if they collide with this one.
function MakeSpriteSolid(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.solid = true
end

--- Makes the specified sprite not solid.
-- This means that other sprites will not be blocked if they collide with this
-- one.
function MakeSpriteNotSolid(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.solid = false
end

--- Sets the sprite's movement speed.
-- As a reference: 1 is slow (good for NPCs), 2 is Lucas's default walking speed
function SetMovementSpeed(spriteName, speed)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.movementSpeed = speed
end

--- Performs the beginning of the exit area transition.
-- This does the circle effect and plays the sound effect. The circle effect
-- then gets removed and replaced with a screen fade.
function ExitAreaTransition()
  DisablePlayerControl()
  --character():halt(getPlayerSprite())
  coroutine.yield()
  PlaySound("exit_area.wav")
  FadeoutMusic(679)
  effect():circleTransition(679, 1.0)
  while not effect():isCircleTransitionComplete() do
    coroutine.yield()
  end
  character():halt(getPlayerSprite())
  FadeToBlack(1)
  effect():circleTransition(1, 0.0)
  Delay(1000)
end

--- Checks whether a sprite is in a zone.
-- @param spriteName the name of the sprite to locate
-- @param zoneName the name of the zone on the current map to use as a boundary
function IsSpriteInZone(spriteName, zoneName)
  local pos = GetPosition(spriteName)
  local zone = getMap():getZone(zoneName)

  return (pos:x() >= zone.ul:x()) and (pos:x() <= zone.dr:x()) and (pos:y() >= zone.ul:y()) and (pos:y() <= zone.dr:y())
end

--- Sets the name of the script on the current map that will be executed when the player interacts with this sprite.
function SetInteractionScript(spriteName, scriptName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.interactionScript = scriptName
end