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path: root/res/scripts/common.lua
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* Started writing the Mixolydia scene!Kelly Rauchenberger2021-03-011-0/+59
| | | | | | Looking pretty good so far. TODO: direction facing functions have inverted Y coordinate. confusion expression doesn't exist yet. rest of scene.
* Added door entryway to time passage antechamberKelly Rauchenberger2021-02-281-0/+9
| | | | The entryway should also work for the door in the time_passage map. The spritesheet also contains an entryway for Mixolydia's house.
* Added time passage mailbox eventKelly Rauchenberger2021-02-281-5/+39
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* Added A* pathfindingKelly Rauchenberger2021-02-271-0/+54
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* Added underwater music and fixed music not changing bugKelly Rauchenberger2021-02-271-1/+1
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* Added background music (defined on a per-map basis)Kelly Rauchenberger2021-02-271-1/+7
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* Added animation slowdown effect (for Lucas underwater)Kelly Rauchenberger2021-02-261-0/+9
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* Added sprite bobbing (for Lucas underwater)Kelly Rauchenberger2021-02-261-0/+15
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* Disabled crouching/running in the underwater mapKelly Rauchenberger2021-02-261-0/+14
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* Added first underwater mapKelly Rauchenberger2021-02-261-3/+18
| | | | Also spruced up the event that takes you there. Also fixed an issue where transplantParty wouldn't take the medium of the new position into consideration. Also added a constructor to the lua version of vec2i.
* Added a clipping mode (for testing!)Kelly Rauchenberger2021-02-231-0/+16
| | | | This allows walking through solid objects. It can be enabled and disabled using StartClipping() and StopClipping() in the debug console. It should not be used in any actual scripts.
* Added frozen animation for cutscenesKelly Rauchenberger2021-02-211-4/+31
| | | | | | The player's party will be set to "frozen" at the start of a cutscene and "still" at the end. "frozen" doesn't include idle animations, which are weird to show up during tense exchanges. A CutsceneOptions enum was introduced to be able to modify the growing number of things that StartCutscene() and HideCutsceneBars() do. Currently the lightning mailbox event uses it so that Lucas's animation is not reset to still (instead of the collapsed animation) after he's electrocuted.
* Added sprite pausingKelly Rauchenberger2021-02-211-0/+15
| | | | | | All sprites are now paused when a cutscene starts and unpaused when it ends. Pausing means that the CharacterSystem and BehaviourSystem will not process them in their tick. This allows specific sprites to be unpaused during cutscenes if movement is needed. The player character is halted and made non-controllable by the script when the cutscene starts and made controllable again when it ends. It is important to remember that if interacting with a sprite that might be moving, you have to manually call Halt() on them in their script to make them stop moving.
* Added documentation to the message-related script functionsKelly Rauchenberger2021-02-181-0/+23
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* Made some sprites persist between map changesKelly Rauchenberger2021-02-171-9/+3
| | | | | | 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.
* Added expressions (currently just surprise)Kelly Rauchenberger2021-02-171-0/+18
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* Added scriptable camera panningKelly Rauchenberger2021-02-161-0/+23
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* Added heart glyph and gamestate script objectKelly Rauchenberger2021-02-151-0/+2
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* Added camera shake to lightning eventKelly Rauchenberger2021-02-151-0/+8
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* Added map fadeoutsKelly Rauchenberger2021-02-141-11/+18
| | | | Screen fadeouts and map fadeouts are now handled by the effect system.
* Added sfx to electrocution eventKelly Rauchenberger2021-02-131-0/+6
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* Added lightning sprite to mailbox eventKelly Rauchenberger2021-02-131-0/+24
| | | | | | | | Sprites can be destroyed now, which really just means that their index is removed from the list of active sprites. The actual memory is not freed until all sprites are deleted on map change. Sprite layers are introduced. All sprites by default are on layer 0 (Normal) which renders them in between the lower and upper map layers. There is also a layer 1 (Above) that renders above the upper map layer, and the sprite for the lightning strike uses this layer in order to not be hidden by the trees. Fixed a bug where waiting for the end of a non-looping animation would trip the flag immediately upon the final frame activating, instead of waiting the length of the last frame.
* Added non-looping animationsKelly Rauchenberger2021-02-131-0/+13
| | | | Lucas can get electrocuted now.
* Scripts are organised per-map nowKelly Rauchenberger2021-02-121-1/+1
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* Added choice promptsKelly Rauchenberger2021-02-111-0/+8
| | | | "A presses" are also no longer special values in the lines list, but are rather a field on the MessageLine object.
* Player movement/input is halted during cutscenesKelly Rauchenberger2021-02-101-0/+11
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* Player is no longer controllable during map transitionsKelly Rauchenberger2021-02-101-2/+5
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* loadMap requires a direction now, so party trails are set up correctlyKelly Rauchenberger2021-02-101-3/+1
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* Running is preserved across screen transitionsKelly Rauchenberger2021-02-101-0/+13
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* Direction is preserved across map transitions nowKelly Rauchenberger2021-02-101-0/+28
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* Added fade out around map changeKelly Rauchenberger2021-02-101-0/+25
| | | | 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.
* Added sound and animation changes to scriptingKelly Rauchenberger2021-02-061-0/+17
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* Created script systemKelly Rauchenberger2021-02-051-0/+23