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authorKelly Rauchenberger <fefferburbia@gmail.com>2021-02-10 12:11:27 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2021-02-10 12:11:27 -0500
commit31dc0e443efc0aae48e11a0d98e699dbed5c7dcf (patch)
tree17e044698531fc1af82dddcbd144ae93d3ae0252 /res/scripts/map1_off_right.lua
parentfb58cb31804da7e5e40fc861927060a183962441 (diff)
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Added fade out around map change
Also moved script system first in the loop so that the camera can catch up before rendering. Also added a map change from map 2 back to map 1.
Diffstat (limited to 'res/scripts/map1_off_right.lua')
-rw-r--r--res/scripts/map1_off_right.lua8
1 files changed, 1 insertions, 7 deletions
diff --git a/res/scripts/map1_off_right.lua b/res/scripts/map1_off_right.lua index 026c32e..7dd0113 100644 --- a/res/scripts/map1_off_right.lua +++ b/res/scripts/map1_off_right.lua
@@ -1,9 +1,3 @@
1function map1_off_right() 1function map1_off_right()
2 -- Because this script gets triggered within the CharacterSystem's tick method, 2 ChangeMap("map2", "fromLeft")
3 -- if we immediately cleared out the entities from the old map, we might end up
4 -- returning there and processing stale data. This yield here ensures that we
5 -- are no longer in the CharacterSystem, because processing gets picked back up
6 -- in the ScriptSystem.
7 coroutine.yield()
8 loadMap("../res/maps/map2.tmx", "fromLeft")
9end 3end