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authorKelly Rauchenberger <fefferburbia@gmail.com>2021-02-17 20:34:59 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2021-02-17 20:34:59 -0500
commitaac57db782718bf40a7adea15baf8d6b899ea925 (patch)
treec9f32563cdb9a06e6e24343946c5bb35dc254b76 /src/script_system.cpp
parentb3720c4a401f345c49eadabdb852968e273e7077 (diff)
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Made some sprites persist between map changes
The player party characters are now initialised at the start of the game and are no longer re-created after every map change. The script system takes care of moving the player into the correct position on the new map.

Deleted sprite IDs are now reused the next time a sprite is created, instead of throwing out everything between maps.
Diffstat (limited to 'src/script_system.cpp')
-rw-r--r--src/script_system.cpp11
1 files changed, 9 insertions, 2 deletions
diff --git a/src/script_system.cpp b/src/script_system.cpp index 8674f97..090bf46 100644 --- a/src/script_system.cpp +++ b/src/script_system.cpp
@@ -54,6 +54,7 @@ ScriptSystem::ScriptSystem(Game& game) : game_(game) {
54 54
55 engine_.new_usertype<CharacterSystem>( 55 engine_.new_usertype<CharacterSystem>(
56 "character", 56 "character",
57 "transplantParty", &CharacterSystem::transplantParty,
57 "startRunning", &CharacterSystem::startRunning, 58 "startRunning", &CharacterSystem::startRunning,
58 "halt", &CharacterSystem::halt); 59 "halt", &CharacterSystem::halt);
59 60
@@ -165,8 +166,14 @@ ScriptSystem::ScriptSystem(Game& game) : game_(game) {
165 166
166 engine_.set_function( 167 engine_.set_function(
167 "loadMap", 168 "loadMap",
168 [&] (std::string filename, std::string warpPoint, Direction dir) { 169 [&] (std::string filename) {
169 game_.loadMap(filename, warpPoint, dir); 170 game_.loadMap(filename);
171 });
172
173 engine_.set_function(
174 "getWarpPoint",
175 [&] (std::string warp) {
176 return game_.getMap().getWarpPoint(warp);
170 }); 177 });
171 178
172 engine_.script_file("../res/scripts/common.lua"); 179 engine_.script_file("../res/scripts/common.lua");