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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
}
gamestate = {}
function Delay(time)
while time > 0 do
time = time - coroutine.yield()
end
end
function StartCutscene()
local playerId = getPlayerSprite()
local playerSprite = getSprite(playerId)
playerSprite.controllable = false
character():halt(playerId)
message():displayCutsceneBars()
end
function DisplayMessage(msg, name, type)
message():displayMessage(msg, name, type)
end
function ShowChoice(one, two)
message():showChoice(one, two)
end
function GetChoiceSelection()
return message():getChoiceSelection()
end
function WaitForEndOfMessage()
while (message().isMessageActive) do
coroutine.yield()
end
end
function HideCutsceneBars()
WaitForEndOfMessage()
message():hideCutsceneBars()
local playerId = getPlayerSprite()
local playerSprite = getSprite(playerId)
playerSprite.controllable = true
end
function GetPosition(spriteName)
local spriteId = getSpriteByAlias(spriteName)
local sprite = getSprite(spriteId)
return sprite.loc
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 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 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 ChangeMap(map, warp)
local playerId = getPlayerSprite()
local playerSprite = getSprite(playerId)
local direction = playerSprite.dir
local oldState = playerSprite.characterState
playerSprite.controllable = false
FadeToBlack(150)
loadMap(map, warp, direction)
local newPlayerId = getPlayerSprite()
local newPlayerSprite = getSprite(newPlayerId)
if oldState == CharacterState.RUNNING then
character():startRunning(newPlayerId)
end
coroutine.yield()
RemoveFadeout(150)
newPlayerSprite.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 DestroyNamedSprite(alias)
local spriteId = getSpriteByAlias(alias)
destroySprite(spriteId)
end
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