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path: root/res/scripts/map2.lua
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* Added frozen animation for cutscenesKelly Rauchenberger2021-02-211-2/+2
| | | | | | 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/+11
| | | | | | 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.
* Started adding event where Claus joins the partyKelly Rauchenberger2021-02-181-0/+26
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* Added expressions (currently just surprise)Kelly Rauchenberger2021-02-171-0/+27
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* Added scriptable camera panningKelly Rauchenberger2021-02-161-1/+18
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* Added Kumatora talking animationKelly Rauchenberger2021-02-151-1/+1
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* Wrote some dialogue for the Doria eventKelly Rauchenberger2021-02-151-4/+26
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* Added heart glyph and gamestate script objectKelly Rauchenberger2021-02-151-1/+12
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* Added DoriaKelly Rauchenberger2021-02-151-0/+4
| | | | Things to note about her: she does not have walking animations in the intercardinal directions. Also her disappearing animation needs a higher frame rate than the 30 FPS we currently have.
* Added camera shake to lightning eventKelly Rauchenberger2021-02-151-0/+11
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* Added map fadeoutsKelly Rauchenberger2021-02-141-0/+6
| | | | Screen fadeouts and map fadeouts are now handled by the effect system.
* Added sfx to electrocution eventKelly Rauchenberger2021-02-131-0/+4
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* Added lightning sprite to mailbox eventKelly Rauchenberger2021-02-131-1/+8
| | | | | | | | 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/+14
| | | | Lucas can get electrocuted now.
* Added tile-sized invisible spritesKelly Rauchenberger2021-02-121-0/+20
| | | | These are used when you want a solid, interactable object that is part of the map instead of sprite animated (e.g. the mailboxes).
* Scripts are organised per-map nowKelly Rauchenberger2021-02-121-0/+5