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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 = {
NORMAL = 0,
ABOVE = 1
}
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
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 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
playerSprite.controllable = false
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
playerSprite.controllable = true
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
--- 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
--- 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
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